Dd5e Old Gus Turning The World v068

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Old Gus’ Errata:

Turning the World

Rules, systems, and magical items


for the world’s greatest roleplaying game
Designer’s Notes

Old Gus’ Errata: Turning the World, v0.68 (February 1,


TABLE OF CONTENTS
2020). This document provides rules and mechanics to Running the Game
supplement Dungeon & Dragons 5th Edition. This material is
not officially part of the game and isn’t permitted in Adventure Preparation Checklist................................. 4
Dungeons & Dragons Adventurers League events. This is Traits, Ideals, Bonds and Flaws................................... 6
unofficial Fan Content permitted under the Fan Content
Planting Party Rumors .................................................. 6
Policy. Not approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the Coast LLC. Queering the World ........................................................ 7
Encounter Tables .......................................................... 10
Design, Editing, Writing, Layout: Old Gus (Partario Flynn)
With Contributions From: Aboe Snowpea, /u/Alaaen, House Rules
Breebunny, Beardy, BobRossum, CodyM, Fiona McAlpine, Class Features ............................................................... 12
John Paul Montejo, LRPaul145, Metasyn, Myrilla, Naomi
Busard, Pastel the Plague, RichterSN, Wedabra, Wolflord Racial Traits ................................................................... 13
Feats................................................................................. 13
Cover Illustration: Leon Tukker,
https://www.artstation.com/leontukker Spells ............................................................................... 13
Combat ............................................................................ 14
Special Thanks: Everyone at Taverns & Dragons, the Dungeon
Masters and players whose feedback has been invaluable. Creature Swarms .......................................................... 17

Contact the Author: [email protected]


Outsiders
The Strange and Unusual ........................................... 19

Updates to this material, and more of Gillen ................................................................................ 20


Old Gus’ Errata are available online: Golem............................................................................... 22
Irvikuva ............................................................................ 26
Beastfolk
Strange Visitor ............................................................... 30
Expanding on the aaracockra, lizardfolk, tabaxi, tortles!
Items and Treasure
Fey Folk
Poisons ............................................................................ 34
Fey races, a faerie class, new spells, and more!
Treasure .......................................................................... 36
Heroes of the Multiverse
New class archetypes, the faerie class, a battle chef prestige
class, dozens of new spells, familiars and more!
Spells appear in the Player’s Handbook on page 211.
Plantfolk, Undead and Other Oddities SCAG denotes a spell appearing in the Sword Coast

Plantfolk races, awakened undead races and oddity races,


Adventurer’s Guide on page 142.
including the fiendish rakshasa, and the ikwiikwii! XGE denotes a spell appearing in Xanathar’s Guide to
Everything on page 150.
Tales from the Weird West TCE denotes a spell appearing in the Tasha’s Cauldron of
New races, gun-slinging classes, backgrounds, feats, as well Everything on page 106.
as rules for firearms, explosives and ropes!

Old Gus’ Errata: Turning the World – v0.68 2


Illustration by Greg Rutkowski

Featured Artists:
Adela Quiles, https://www.artstation.com/adelaquiles Laura Bossi, https://www.artstation.com/laurabossi
Alex Heath, https://www.artstation.com/alexheath Lee Smith, https://www.deviantart.com/leesmith
Alexander Osadchiy, https://www.artstation.com/zorinart LessDraws, https://www.artstation.com/haohi
Alicia de Andres, https://www.artstation.com/aliciadeandres Limin Studio, https://www.artstation.com/liminstudio
Alix Branwyn, https://www.deviantart.com/alixbranwyn Максим Студеникин, https://www.artstation.com/virtuousrichat
Anastasia Bulgakova, https://www.artstation.com/sayaart Maksim Kneht, https://www.artstation.com/makskneht
Artem Chebokha, https://www.artstation.com/rhads Manuel Castañón, https://www.artstation.com/castaguer
Atomic Joe, https://www.artstation.com/atomicjoe Markus Brackelmann, https://www.artstation.com/braxxon
Benedict Odom, https://www.artstation.com/heli0naut Mathias Osland, https://www.artstation.com/jallajalla
Charlie Mae Otterson, https://www.artstation.com/charlieotterson Maxim Lingert, https://www.artstation.com/maximlingert
Charlie V Nario, https://www.artstation.com/charvalnart Michael Cabezas, https://www.artstation.com/cmcabezas
Christine Spirina, https://www.artstation.com/krispi Miro Petrov, https://www.artstation.com/soulsurvivor
Claud Z, https://www.artstation.com/claudzzz Naomi Busard, https://www.instagram.com/teiku5
Ed Binkley, https://www.artstation.com/edbinkley Necmi Yalçın, https://www.artstation.com/necmiyalcin
Elvira Shatunova, https://www.artstation.com/filomena Nicolas Morlet, https://www.artstation.com/nicolasmorlet
Gal Or, https://www.artstation.com/lightwave Nikita Khokhlyavin, https://www.artstation.com/nick_spielmann
gailee, https://www.deviantart.com/gailee Oxana Zelenskaya, https://www.artstation.com/zelenskaya322
Galder, https://www.deviantart.com/galder Ralitsa Panichkova, https://www.artstation.com/ralkin
Grafit Studio, https://www.artstation.com/grafit Randy Vargas, https://www.artstation.com/vargasni
Greg Rutkowski, https://www.artstation.com/rutkowski Rob Shaw, https://www.artstation.com/robshaw
Harkalé Linaï, https://www.deviantart.com/harkale-linai Ryan Lang, https://www.artstation.com/ryanlangdraws
Inkary, https://www.deviantart.com/inkary Sabrina Weeks, https://www.artstation.com/skweeks
Itahisa Lopez, https://www.artstation.com/itah Sara Sadri, https://www.artstation.com/organiccomics
Ivan Deniskin, https://www.artstation.com/vanchos_ranchos Sketchy-Stories, https://www.deviantart.com/sketchy-stories
Jeffy Noctis, https://www.artstation.com/jeffy-noctis Sviatoslav Gerasimchuk, https://www.artstation.com/swat3d
Jeryce Dianingana, https://www.artstation.com/jerycedia Taras Susak, https://www.artstation.com/sustarik
Jose Arias, https://www.deviantart.com/josearias TheFluffySenpai, https://www.deviantart.com/thefluffysenpai
Julia Vanti, https://www.artstation.com/joojtheraven Tom McLean, https://www.artstation.com/tommclean
Kirwick, https://www.deviantart.com/kirwick Tom Sharp, https://www.artstation.com/sharpen14
Kubilay Semiz, https://www.artstation.com/kubi5534 Vertry, https://www.deviantart.com/vertry
Kutty-Sark, https://www.deviantart.com/kutty-sark

Old Gus’ Errata: Turning the World – v0.68 3


Illustration by Sviatoslav Gerasimchuk

RUNNING THE GAME Keep it simple!


ADVENTURE PREPARATION CHECKLIST As you develop your scenario, include only as many twists
and turns as you think your adventure will reasonably have
1. Set the Stage time to identify, explain and explore to satisfaction.
Explain the general situation - at least, as the
adventurers will hear of it, with no additional information
- in one paragraph. Be sure to include where the players In mining out the mountain’s wealth, Lord Van Der
are, and attempt to provide a reward that will satisfy both Woodsen has discovered the ruins of a powerful ancient
the altruistic and self-seeking. dwarven civilization buried deep within.
He cares not for the lives of the simple miners he
employs, and would gladly see them die as laborers to attain
Lord Bartholomew Van Der Woodsen has placed a reward
the secrets of the high technology the dwarves of old kept
for clearing the nearby woods of bandits and monsters.
hidden deep within the mountain’s confines.

The adventurers will certainly have questions about


Decide how and where the adventure begins. Are the
this information, and you can prepare as many answers
party an established relationship, or strangers brought
to them as you like. As you do so, consider the value of
together by the hands of fate?
misinformation. The initial folk answering the party’s
questions about the scenario should know only the If you are a sighted person, you might be putting a bit
information in that one paragraph. Information they too much emphasis on how things look. Consider all of
provide might be inaccurate or incomplete. For example, the following, especially at the adventure’s outset and
a warg might be described as a the black, or as the name each time there’s a relevant change of scenery:
of an entirely different monster, such as the dire wolf. • sound, smell
Use this opportunity to build some mystery into your • temperature, humidity
scenario. • time of day, quality of light
Next, expand the version of the full scenario by • social or societal mood
expanding that paragraph into a few. Players will roleplay according to the information you
give them. Encourage strong roleplay with tonal cues!

Old Gus’ Errata: Turning the World – v0.68 4


2. Establish the Dramatis Personae 3. Make it Fantastic
Look back at your paragraphs, and note the important Ensure the party goes somewhere or witnesses
NPCs who are sure to appear or be mentioned during somewhere or something amazing, otherworldly or
the adventure. unexpected - even if it's just scenery in the background,
For each vital NPC: determine both their motive (what the feeling that of being part of a much, much larger
they want) and their means (what they can do to achieve world is a nice moment create, even in a short adventure.
those desires) - brief. Add these to notecards or wherever
is most convenient for you. Assign each NPC a statblock,
even if it’s just serving as a jumping off point or a Understanding the Environment
placeholder. If you are engaging in the use of magic or Battle maps and other representations tend to be two-
magical items, be sure you are prepared to deal with any dimensional. The following elements can help bring the
interactions from spells or other class abilities. environment to life:
Space, Movement, and Hazards. Are there areas that can
be climbed over, crawled through, swum or jumped across?
Lord Bartholomew Van Der Woodsen Is there difficult terrain or other mitigating factors?
Motive. Power, wealth, expansion of his mining empire, Objects and Structures. Is anything moving, flowing,
eternal life. burning, or breakable? Use initiative count 0 as a time to
Means. Wealthy (exports precious metals), commands 1 provide changes in the environment (for example, spreading
veteran (Knight-Captain Hawley), 5 knights, 20 guards, is flames, or a widening gap in the earth).
secretly a powerful vampire , is in possession of a magical
amulet that obscures his undead nature from a paladin’s
divine sense and the detect evil and good spell. 4. Prepare Adversity and Obstacles
Set difficulties and the Armor Classes of enemies
appropriate to the group to ensure a fair challenge. It can
This is also a good time to revisit any notes you took
be a valuable use of preparation time to take the party’s
during conversations with players about their characters,
character sheets and run a mock combat scenario or
and create similar lists for them, as well. Spend some
two. If you can do this twice, considering both how you
time thinking about how each character’s background,
would approach the situation, or how you think the
specific knowledges, skills or other features interact with
player will use their actions. Doing so helps you ensure
your scenario.
the dice are used well, and also sharpens your own
tactical ability and understanding of the monsters and
the environment.
Make the most of preparation by running the same
adventure more than once!
As you become more familiar with the material, you can Vetting Obstacles
dedicate even more time to tailoring it for the group you
Run the Numbers. Are the dice in play in good fashion?
have, and have a wider vocabulary of responses within the
Do potential outcomes affect both the players and the DM?
world for actions a party pursues. Repeating the same
Are the challenges and obstacles understood by you, but
adventure with different players is an excellent way to
also open-ended enough to allow for some creative problem-
sharpen your skills, and further refine or expand your
solving?
adventure material.
Use Over-Preparation to Your Advantage. Have a few
encounters or other complications that you are comfortable
using or leaving out, depending on available time and mood
at the table. You can prepare to be flexible!
Skill Challenges and Non-Combat Action. Is there an
interesting opportunity to prepare for action outside of
combat, like a chase, escape, or other tense situation?
Review Tactics, Motivation and Abilities. Review key
monsters or encounter to review statistics, abilities, and
consider motivations and thought-patterns. Holding a few
different a mock combats using the party’s character sheets
to get a better feel for how things might go or to develop
your own tactical vocabulary to make the fight as engaging
as possible, at the right level of challenge for the party you
have.

Old Gus’ Errata: Turning the World – v0.68 5


TRAITS, IDEALS, BONDS AND FLAWS Bonds
Bringing a party together can be a challenge. How do A good bond provides the DM with something usable for
players decide who they want to be, or how their the story to come. For an adventurer a bond might be a
character would ask? Having a few conversations with formative moment that informed their ideals. A good
players yourself can help you set up challenges for bond can also be complicated: People can hold ideals,
players that engage not just the rules, but also the but have difficulty living up to them.
characters they choose. Having these conversations can Developing an ideal can be done in tandem with a DM.
also help you understand what a player hopes to get out
of a character, and how you can make them feel like a Flaws
hero. As the DM, your role is both that of chief antagonist Flaws are complicated. It can be difficult to want to see a
and head cheerleader! character you love and enjoy playing as a flawed person,
These fields on a character sheet go overlooked all too but flaws can provide much-needed tension as a group
often. They may not seem as useful as selecting spells, matures, and allow us to recognize moments when our
but for a new player, they provide a fantastic menu of characters, as much as we love them, should make a bad
roleplaying options. In this section, we’ll review each of decision, because it’s what the realization of a good story
these fields, and also look at alternative methods of requires.
thinking about a character from a roleplaying Consider your character’s past temptations and
perspective. failures. What causes them to lose their temper, and
what does that look like? What life lesson do you, the
Traits player know, that you recognize your character may have
A good trait consists of the first things people will notice yet to learn?
about a character. When filling this out, consider the Just as with the bond, a flaw can complement your
following: ideals (making you stubborn or rigid) or fly in the face of
it (making you a hypocrite at times).
Facial expression. How do others tend to interpret
your look? Think both internally and externally. PLANTING PARTY RUMORS
Demeanor and speech patterns. Do you have an
accent? How large is your vocabulary? Do you enjoy This approach can be used in combination with, or as an
alternative to, the traits, ideals, bonds and flaws. It works
telling tall tales, white lies or speak in stoic maxims
best when assembling a party that has been brought
containing the wisdom of the ages? Consider a cheat
together by circumstance or destiny, or that is from an
sheet of exclamations or expressions you might use.
intimate environment, for example, the same city or
Posture and movement. Do you glide along town. Their paths might have crossed before, directly or
gracefully, or are you a lumbering oaf? Think of a few indirectly.
adjectives to describe yourself when walking, running,
sitting down to eat. Have each individual player submit answers to the
following five questions. You can do this in writing or in
Habits and mannerisms. Do you talk with their person, but spend some time in a follow-up discussion to
hands, or twiddle your thumbs? What do you do when ask clarifying questions with the player.
you have nothing to do?
• Something true about you you're proud of.
A good set of traits can help you stay in character, both • Something true about you you're not proud of.
when you are speaking and when you aren’t. For • Something false about you; a story that seems to follow you
example, a fastidious elven rogue might like to keep their wherever you go.
fingernails immaculately clean whenever possible. • Something true about you that you wish were false.
As a player, having a small stable of prepared • Something false about you that you wish were true.
background actions is a great way to declare you are In a similar way that the traits, ideals, bonds and flaws
present and paying attention, even when you feel your can reveal a character’s past or values, the final two
character has no immediate dialogue to contribute. questions are particularly useful for understanding a
character’s regrets and ambitions. This is extremely
Ideals useful information for you as a DM, so make use of it!
A good ideal says a lot about a character’s value systems. Finally, compile and anonymize the rumors. You might
An ideal should say something about what they hold up need to re-write or modify some of them after you
as virtuous or about a character’s relationship to power– discuss their contents with players. Before the game
which might be political, divine, or personal. begins, distribute some of the rumors about the party to
the players. Be intentional in this process. Consider how
and why a character would possess a rumor. You can
also hold onto a few additional rumors and give that
knowledge, whether it is true or false, to key NPCs.

Old Gus’ Errata: Turning the World – v0.68 6


Illustration by Alex Heath

QUEERING THE WORLD Cisgender. A cisgender individual’s gender identity


matches the sex that they were assigned at birth.
The following tables can assist you in generating NPCs
with differing gender identities and expressions, or Non-Binary. A non-binary individual might adopt a
more male or female role depending on time and
sexualities on the fly. To accommodate cultural
circumstance, or identify with neither at all.
differences that appear across your world, a low-
incidence and high-incidence table for each are provided. Transgender. A transgender individual’s gender
expression is in opposition to their assigned sex.
Gender Identity and Expression Intersex. Intersex individuals are born with both male
Gender identity and expression refers to how an and female traits, and might identify with either, neither
individual presents themselves, including dress, manner or both.
of speech, and the roles they undertake within. A culture
might have strict roles and responsibilities delegated to The following low-incidence table includes a rough
men and women, but allow for an individual to choose approximation useful for cultures with a high birth rate,
between their gender expression based upon their and mirrors the incidence rates found among humans of
identity. Always consider the role culture plays, and how planet earth.
obvious these difference markers appear to the Gender Identity: Low-Incidence
untrained eye! For example, a culture with a low-
incidence rate of transgender individuals might think of d100 Gender Identity
them as especially holy people born for leadership. 1-85 Cisgender
86-93 Non-binary
94-97 Transgender
98-100 Intersex

Old Gus’ Errata: Turning the World – v0.68 7


Sexual Identity
Sex and romance are complicated, and an individual
might change their gender identity or sexual orientation
over time, especially if a bond of love is formed between
themselves and someone else. Allow yourself to be
surprised by the results and ensure your NPCs are truly
living through the consequences of their experiences.

Heterosexual. Heterosexual individuals are most


often sexually attracted toward those of a gender identity
in opposition to their own.
Bisexual. Bisexual individuals might express sexual
interest in individuals of their own or any other gender
identity.
Homosexual. Gay and lesbian individuals are sexually
attracted to people who share a similar gender identity.
Asexual/Aromantic. Asexual individuals might show
limited interest in sexual relationships or romance, or
might even find the very idea of sex itself repulsive.

The following low-incidence table is useful for cultures


with a high birth rate or that put an emphasis on
marriage, procreation and lineage.
Sexual Orientation: Low-Incidence
d100 Sexual Orientation
1-72 Heterosexual
73-88 Bisexual
89-98 Homosexual
Illustration by Charlie Mae Otterson 99-100 Asexual/Aromantic

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.

Old Gus’ Errata: Turning the World – v0.68 8


Extra-Racial Sexuality
A given NPC might be interested only in sex with their
own kind, or with others. As not all races appear on
every world across the multiverse, and some worlds
might include the ability to produce offspring between
races that are considered non-viable on other worlds,
these tables are intentionally rather vague.

Same-race attraction only. These individuals are only


sexually attracted to own kind, for example, a wood elf
only sexually attracted to other wood elves.
Neighbor-race attraction. These individuals are
sexually attracted to closely related races from which
viable offspring can be produced, for example,
dragonborn of different ancestries, or a human and an
orc.
Open to like kinds. These individuals are sexually
attracted to people with some differences, with general
arrangement of limbs or skin types taking precedence,
for example, a dwarf and a gnome, a human and a
tiefling, or a dragonborn and a lizardfolk.
Open to difference. These individuals are open to
individuals with immediately significant biological
difference markers, for example, a halfling and a
lizardfolk or a goliath and a kenku.
Pansexual. These individuals have almost no rules,
and might be open to romance or sex among creatures
outside their creature type, such as centaurs, fiends or
perhaps even ilithids.

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.

Old Gus’ Errata: Turning the World – v0.68 9


Illustration by Claud Z

ENCOUNTER TABLES Populating An Encounter Table


Whether a party is traversing wildernesses, exploring Use the bell curve’s most likely outcomes for the most
ruins or delving deep into dungeons, encounter tables representative inhabitants. These should also be the
can be a useful tool in bringing an area to life. In addition outcomes you most prefer the party to encounter as a
to using the biome-based encounter tables provided by result of traveling through your area.
the Dungeon Master’s Guide, you can create your own As you reach the highest and lowest outcomes, decide
encounter tables to bring the locales in your game upon rarities, such as useful traveling merchants or
worlds to life in unique ways. dangerous megafauna (for example, an adult red dragon,
The 2d6 roll has two features that make it ideal for purple worm, or mammoth). Outcomes on the extreme
assembling custom tables: The outcomes number only ends can be more than the party can handle in combat.
11 items, making them fairly quick and easy to fill out, The term monster includes all creature types
divide into a new table, or expand into a larger 3d6 table. appropriate to the area other than humanoids, and you
Additionally, the bell curve created by a dice array can substitute sentient creatures in for humanoids.
clusters likely outcomes around the dice’s average. In An encountered creature doesn’t necessarily become
the diagram, the three highlighted outcomes of 6-8 immediately aware of the party, nor must it make them
account for over 40% of the outcomes when rolling 2d6: hostile to them.

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)

Old Gus’ Errata: Turning the World – v0.68 10


In this example, let’s populate an encounter table for a
forest, whose primary inhabitants are an indigenous
tribe of orcs. The orcs hunt the local game, as well as
breed and tame the forest’s giant boar. You can also
populate the rest of such a table with a scenarios that
sound fun to you, or that are useful for moving a story
forward.
Encounter Table
2d6 Encounter
2 A kindly druid and his companion, a giant
badger
3 1d2 almiraj and 1d2 pixies
4 1d6 orcs
5 1d2 orcs, and 1 orc eye of gruumsh riding a
giant boar
6 1d4 orcs and 1d2 tame boar
7 1d4 boar and 1 giant boar
8 2d4 needle blights
9 1d6 elk and 1 giant elk
10 1d4 giant spiders
Illustration by Maxim Lingert
11 1d4 vine blights
Sliding Encounter Tables 12 1 troll
Instead of expanding a creature table to include more Now, suppose the same forest’s inhabitants also
options, a sliding table can be used to add dimension and include a tribe of kobolds, who regularly skirmish with
complexity to a locale. the local orcs over hunting grounds and the best access
Think of a simple axis, for example, near civilization to to fresh water.
untamed wilderness. You can create as many of these By adding two new columns, you can alter the
additional sliding references as you need, but be sure to likelihood of running into one tribe or the other, based
select things you can establish quickly, and preferably on which tribe’s territory the party is in. Each tribe’s
without an additional dice roll. territory can also include unique inhabitants, while
fostering more interest in the neutral ground between
the two warring factions.

Sliding Encounter Table


2d6 Orc Territory (West) Contested Territory Kobold Territory (East)
2 An obsequious young kobold is caught A kindly old druid and his companion, A traitorous kobold inventor offers the
in an orc trapper’s net a giant badger location of kobold encampments for a
price
3 1 orc war chief riding a giant boar, 1 1d2 almiraj and 1d2 pixies An injured orc scout is pinned
orc eye of Gruumsh, and 1d4 orcs underneath a kobold log trap
4 1d6 orcs 1d4 reveling satyrs roasting a boar 1d4 kobolds, 1 kobold inventor, 1
kobold dragonshield
5 1d2 orcs, and 1 orc eye of Gruumsh 1d2 kobolds, 1 kobold dragonshield, 1d4 kobolds, 1d2 kobold
riding a giant boar and 1 winged kobold dragonshields, and 1 kobold scale
sorcerer
6 1d4 orcs and 1d2 tame boar 1d4 orcs in combat against 1d6 1d6 kobolds and 1d2 winged kobolds
kobolds and 1d2 winged kobolds
7 1d4 boar and 1 giant boar 1d4 boar and 1 giant boar 1d4 boar and 1 giant boar
8 2d4 needle blights 2d4 needle blights 2d4 needle blights
9 1d6 elk and 1 giant elk 1d6 elk and 1 giant elk 1d6 elk and 1 giant elk
10 1d2 hippogriffs 1d4 giant spiders 1d2 ettercaps
11 1d4 vine blights 1d4 vine blights 1d4 vine blights
12 1 troll 1 young green dragon 1 galeb duhr

Old Gus’ Errata: Turning the World – v0.68 11


Illustration by Anastasia Bulgakova

HOUSE RULES Sorcerer


House rules are used to make your game unique. Potent Bloodlines
Included here are a few examples along with their The Spellcasting feature adds this addendum:
rationale. Only use rules that make sense for the group
you are playing with, or the style of game you are At 1st level, you learn one additional sorcerer spell. Each
running. As a DM, the rules are entirely your domain, so time you gain the Ability Score Improvement feature
it is on you to ensure that the rules you employ feel fair from this class, you learn one additional sorcerer spell,
and functional for the players at your table. which doesn't count against your spells known, and you
can also choose one additional sorcerer spell you know
CLASS FEATURES to replace with another spell, as described under Spells
Known of 1st Level and Higher.
Barbarian
Path of the Berserker This rule adds a wider, more poweful array of spells known.
The Frenzy feature is changed to reduce the amount of
exhaustion it produces: Warlock
When your rage ends, you must succeed on a DC 7 The Hexblade
Constitution saving throw or take one level of The Hexblade's Curse feature's additional damage is
exhaustion. The DC increases by 5 each time you use changed to the following:
this ability, and resets to 7 again when you finish a long
rest. You gain a +2 bonus to damage rolls against the
cursed target. This increases to +3 when you reach 5th
This change removes some of the risk in using a berserker’s level, +4 when you reach 9th level, +5 when you reach
signature frenzy ability. It is especially useful if you find your 13th level, and +6 when you reach 17th level.
players are risk-averse to using this particular class feature.
This rule makes the hexblade warlock a more balanced
option in games where multiclassing is allowed.

Old Gus’ Errata: Turning the World – v0.68 12


RACIAL TRAITS SPELLS
Dragonborn: Breath Weapon Flock of Familiars
The dragonborn's Breath Weapon damage can be You can add following addendum to the spell:
improved:
While you are maintaining the spell, you can use a
A creature takes 3d6 damage on a failed save, and half bonus action on your turn to summon all remaining
as much damage on a successful one. The damage familiars to you and immediately command them to
increases to 5d6 at 5th level, 7d6 at 11th level, and 9d6 move up to their movement speed and attack a creature
at 17th level. Also at each of these levels, your breath you can see. You can command each familiar to attack
weapon's range increases by 15 feet if it is a line, or 5 the same creature or different ones.
feet if it is a cone.
This rule adds a combat use to the flock of familiars spell,
While impressive at first, the dragonborn’s breath weapon which appears in the Lost Laboratory of Kwalish. This new
tends to take a backseat in later levels, even disappearing utility can make the spell a more appealing option for some
entirely in favor of other actions. This change aims to keep it players who enjoy managing multiple familiars.
growing in power as the dragonborn gains new levels.
This change can instead be introduced as a racial feat,
setting some dragonborn apart from others as exemplars of
Remove Curse
their race. You can alter the spell’s description to the following
language:

At your touch, all curses created by a 3rd-level spell


Racial Feat: Improved Breath Weapon slot (or equivalent magic) affecting one creature or object
Prerequisite: Dragonborn end. If the object is a cursed magic item, its curse
Your draconic ancestry manifests anew, and the potency of remains, but the spell breaks its owner's attunement to
your breath increases. You gain the following benefits: the object so it can be removed or discarded. If a curse is
4th level or higher on the target, make an ability check
• Your Constitution score increases by 1. using your spellcasting ability. The DC equals 10 + the
• The damage of your breath weapon increases to 5d6 at spell's level. On a successful check, the spell ends.
5th level, 7d6 at 11th level, and 9d6 at 17th level. Also At Higher Levels. When you cast this spell using a
at each of these levels, your breath weapon's range spell slot of 4th level or higher, you automatically end the
increases by 15 feet if it is a line, or 5 feet if it is a cone. curses on the target if the spell's level is equal to or less
than the level of the spell slot you used.

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:

Quick to notice details of your environment, you gain the Revivify


following benefits:
You can add following addendum to the spell:
• Increases your Intelligence or Wisdom by 1, to a maximum
of 20. If the target has exhaustion levels, only the final level
• If you can see a creature's mouth while it is speaking a that caused their death is removed.
language you understand, you can interpret their words by
reading their lips.
• You gain proficiency in the Investigation and Perception This rule prevents a group from killing a party member in
skills. If you are already proficient in the skill, you add double order to reset their exhaustion levels.
your proficiency bonus to checks you make with it.

This change enourages a player to use their powers of


observation more actively, and increases in power over the
course of levels as the proficiency bonus increases.

Old Gus’ Errata: Turning the World – v0.68 13


COMBAT
The following rules offer optional mechanics a DM can
employ to change the flow of combat in a game.

Alternative Death Saving Throws


When you are reduced to 0 hit points, or start your turn
with 0 hit points, you must make a special saving throw,
called a death saving throw, to determine whether you
creep closer to death or hang onto life. Unlike other
saving throws, this one isn’t tied to any ability score. You
are in the hands of fate now, aided only by spells and
features that improve your chances of succeeding on a
saving throw.
Roll a d20. If the roll is 10 or higher, you succeed.
Otherwise, you fail. A success has no effect by itself. On
your third success, you become stable. On a failure, you
suffer 1 level of exhaustion.
Rolling 1 or 20. When you make a death saving throw
and roll a 1 on the d20, it counts as two failures. If you
roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while Illustration by Nicolas Morlet
you have 0 hit points, you suffer 1 level of exhaustion. If
the damage is from a critical hit, you suffer 2 levels of Potions
exhaustion instead. If the damage equals or exceeds your
A potion of healing or similar items can be more
hit point maximum, you suffer instant death.
accessible in combat:

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.

Old Gus’ Errata: Turning the World – v0.68 14


Team Initiative If an effect grants a bonus to a team member that
normally would take effect at the start of their turn but
This rule provides an alternative to Side Initiative
has other conditions upon it, the target must meet those
presented in the Dungeon Master’s Guide on page 270.
requirements. For example, a bonus granted to the first
attack roll the target make on their turn only takes effect
Rolling Team Initiative. There are several methods
immediately if the target has not attacked a creature
the DM can choose from when it’s time to roll initiative.
during the team’s current turn. Otherwise, the granted
In all of these instances, A DM can also impose
benefits do not take effect until the start of the team’s
advantage or disadvantage to a team’s initiative based on
next turn.
circumstance:
• Let Heroes be Heroes. The DM always allows the players’ Ending a Team Turn. At the end of the team’s turn,
team to go first. any additional resolutions (for example, saving throws
• Team d20. The players roll a d20 for their initiative as a against spells or other effects) that would occur at the
team. The DM also rolls a d20. Neither roll receives any end of any member of that team’s turn are resolved at
modifiers. The team that rolls highest wins initiative. In case this time.
of a tie, reroll the contest.
• Assault d20. The players designate a team leader to roll Legendary and Lair Actions. The DM decides what to
initiative for their team (with all their normal class features do with Legendary or Lair Actions. Since there is now
and modifiers in play). only one fluid turn, there are no longer “the end of a
• Representative d20. The DM designates a player character creature’s turn” to use these types of actions.
who is handling dialogue to roll for initiative for their team.
Instead, the DM might allow creatures with Legendary
Actions to interrupt an enemy team after an action of
In addition, the following modifications can help make
their choosing, or to spend Legendary Actions at the
up for initiative-based class features that go unused as a
start, end or at any time during their team’s turn.
result of using this initiative variant:
• Any effect or feature that would grant a creature advantage Other Events. Events that occur on initiative count 20
to initiative rolls will instead grant advantage to the take place immediately before the first team’s turn.
creature's first attack roll or ability check they make on their Events that occur on imitative count 0 take place
team’s first turn. immediately after the last team’s turn.
• Any effect or feature that would allow a creature to add its
proficiency bonus or an ability modifier other than Dexterity
to their initiative rolls instead allow the creature to add that Fortune favors the team that goes first!
bonus to their first attack roll or ability check they make on
their team’s first turn. This initiative variant removes the need to track individual
initiative, but requires each team to account for each
Any other effects or features that affect initiative rolls member’s movement and the actions they have spent during
are ignored. their team’s turn. It also means that a creature with a
debilitating condition might find help from someone who
Starting a Team Turn. At the start of a team’s turn, can remove a condition like poisoned, unconscious or,
any effects that would normally be resolved at the start of paralyzed, resulting in fewer lost turns.
any members of the team’s turn are resolved Team Initiative means the DM has opportunity to be
immediately. This might include things triggered by equally tactical! An example scenario of team initiative
where they are standing, or saving throws they might appears on the next page.
make.
Tactical Roleplay Checklist
Taking Team Turns. On a team’s turn, the members
of the team can use any team member's actions and These questions can guide you toward conclusions on how a
movement in any order they choose. A turn ends when a NPC or monster should behave, especially in high-pressure
team has expended all their desired actions and situations, such as combat:
movement. This allows the team to make tactical • What does it want, and how does it plan to get it?
decisions about how they can work best together and the • How observant, intelligent, patient, witty, imposing or
order in which they should proceed with their actions. shrewd is it?
During a team's turn, if a desired effect is created that • How much does it know about the player characters and
would normally take effect at the start of a fellow team their capabilities?
member's turn (for example, additional temporary hit
• How much does it value its own life (or the lives of nearby
points granted by the heroism spell), those effects take
allies)?
effect immediately instead.

Old Gus’ Errata: Turning the World – v0.68 15


Travalur: I am going to start our turn by casting bless on
Example Scenario: Team Initiative the group. So, Summer, Furlow and me, we are all
Travalur (a cleric): Yikes… that’s a 3 for my Persuasion roll. blessed, and I am concentrating, oh so hard.
I knew I should have played a warlock. DM: Ha ha, thank you for remembering this time.
DM: Well it looks like negotiations are going south with Travalur: Yeah, I am finally getting the hang of this
these orcs. At the top of the hill, through the heavy mist spellcaster thing!
at the top of the knoll, you can see the chieftain reach for Summer: I want to crack some skulls now that I’m in range
her greataxe. Trav, you were handling these negotiations, of these orcs! I’m going to draw my greatsword, run over
so you roll the d20 for the team’s initiative. here and position myself so these two orcs are within my
Travalur: Mystra help us! Ugh, it’s a 7, folks. reach, and use my bonus action to start raging. Then I
DM: Looks like the orcs are going to go first. With blinding want to take a swing at this orc leader who hit me, I’m
speed, all three orcs rush down the grassy hills toward not thrilled with her. With my advantage from feral
you. The leader’s gaze is trained on you, Summer, and instinct… and Trav’s bless bonus… it’s a 19 to hit for the
she is brandishing her greataxe above her head. Her two first attack, and oof, a 10 for the second!
subordinates each throw a javelin at Travalur and Furlow, DM: Nice, that’s first one’s definitely a hit.
and Furlow is hit. Furlow, you take 4 damage. Travalur, Summer: Okay, with rage, that’s… 14 damage from my
that shield was a smart investment, you escape this greatsword. Take that!
round unscathed.
DM: As your second attack finishes, you realize the orc was
Travalur: Woo hoo! holding her action, and she swings her greataxe it in a
Furlow (a rogue): Okay, okay, that could have been worse. wide arc! Oh, the orc gets nice roll, and… that’s a hit. You
DM: Okay, heroes, it’s your turn again. take 7 slashing damage, Summer. That includes your rage
resistances. She got you pretty good there.
Summer (a barbarian): It’s go time!
Travalur: I’ve already cast my spell for the round. Sable, can
Sable (a bard): I’ve got a bad feeling about this.
you help him out?
Sable: I will use my bonus action to cast healing word on
Summer… healing for 6 hit points.
Summer: Thanks!
Furlow: Awesome. With all this going on, I am going to use
my cunning action to dash into position and see if I can’t
sneak attack this orc leader that Summer is squaring off
with… 16 to hit. Bless is the best spell ever.
DM: Indeed! You hear a satisfying *shluk!* sound as your
dagger slides in between the orc’s splint mail plates. Let’s
see some sneak attack damage, Furlow.
Furlow: 17 damage! I use the rest of my movement to get
away from the orc, since she used her reaction already.
See ya, sucker!
Sable: I want to distract the chief so she can’t hit Summer
again. I cast vicious mockery on her. 4 damage if she fails
her Wisdom saving throw, and my DC is 13.
DM: You see a moment of fear and shame cross the orc
chieftain’s face (she failed her save, Sable), and then it
twists and contorts in anger and newfound resolve. And
now… it’s the orcs’ turn again! The chieftain lets out a
mighty war cry, and all three orcs join her and rattle their
weapons before resuming their assault!
Travalur: Uh oh. We are so dead.

As is shown in this example, concentration-based effects and


spells that provide bonuses to a group have a big impact
using the team initiative variant. Players and DMs will
continue to evolve new strategies, including holding actions,
Illustration from the Monster Manual against each other to keep combat fresh and interesting.

Old Gus’ Errata: Turning the World – v0.68 16


CREATURE SWARMS Next, add the Swarm trait to the creature:

A swarm of creatures can be a useful way to have more


of a given creature the adventurers have outgrown, while Swarm. The swarm can occupy another creature's space and
keeping initiative, combat space and other elements that vice versa, and the swarm can move through any opening
can bog down combat much simpler to resolve. Swarms large enough for a [original size category and creature type].
of creatures can even be used to simulate large battles The swarm can't regain hit points or gain temporary hit
taking place in efficient manner, by pitting two swarms points.
of creatures against something else, for example a
swarm of knights against an adult black dragon. You might also wish to add or modify additional traits
Before you continue, you might wish to review the as appropriate. Revisiting our example of a swarm of
basic rules for monster statistics. You can use these knights, we might add the following trait to simulate the
guidelines to help you create a swarm of any creature clatter of armor and weapons that accompanies their
you like by following these simple modifications to the movement:
initial creature’s stat block.

Swarm Size Deafening Clatter. Creatures have disadvantage on Wisdom


(Perception) checks that rely on hearing while in the swarm's
A swarm must be at least one size category larger than
space.
the creature the swarm is based upon, from Tiny to
Small, for example. You can further increase the swarm
to Medium, Large, Huge or all the way to Gargantuan as When rewriting the creature’s traits, pay close
you like. attention to the story your swarm needs to tell, and keep
First, modify the creature’s size and type to include in mind the purpose of swarms is to simplify resolution,
this information: not to introduce additional complexity.

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.

Old Gus’ Errata: Turning the World – v0.68 17


Determining Challenge Rating
Creating a swarm typically results in an increase of 1 to
Swarm of Blightbugs
the creature’s Challenge Rating for each size category Large swarm of tiny beasts, unaligned
increase. Review the basic rules again to determine if
your changes might merit an additional increase to the
Armor Class 15 (natural armor)
swarm’s proficiency bonus, which might affect its attack
Hit Points 72 (11d10 + 11)
bonuses or saving throws.
Speed 30 ft., fly 30 ft. (hover)
Example Swarm: Blightbug
An example Tiny creature, the blightbug, and a Large STR DEX CON INT WIS CHA
swarm follow so you can see these mechanics in action. 6 (-2) 14 (+2) 12 (+1) 2 (-4) 8 (-1) 4 (-3)
A few additional modifications are noted below:
• The swarm’s hit dice are increased to 11d10. Damage Resistances bludgeoning, piercing and slashing
• The swarm is able to hover. damage
• Blightbugs are roughly the size of a human fist, so the Condition Immunities charmed, frightened, grappled,
swarm’s Strength score is increased to 6. paralyzed, petrified, prone, restrained, stunned
• The Bioluminescence trait sheds additional light while in a Senses darkvision 60 ft., passive Perception 10
swarm to simulate the many individual lights. Languages —
• The Death Burst trait is rewritten to simulate the swarm’s Challenge 5 (1,800 XP)
members dying in rapid succession as they are defeated. For
simplicity, a Dexterity saving throw is no longer required.
Bioluminescence. The swarm emits dim light in a 10-foot
• The swarm does significantly more damage, but can only
radius.
target creatures inside its space.
• After calculating the damage the swarm deals, the resulting Bursting Ichor. A creature that hits the swarm with a melee
swarm has a challenge rating of 5, capable of creating a attack while within 5 feet of it takes 7 (2d6) acid damage.
significant challenge for a party that is already quite familiar Additionally, creatures inside the swarm take 7 (2d6) acid
with a blightbug’s nature. damage whenever the swarm takes damage.
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening
Blightbug large enough for a Tiny blightbug. The swarm can't regain hit
points or gain temporary hit points.
Tiny beast, unaligned
ACTIONS
Armor Class 15 (natural armor) Ichor Squirt. Melee Weapon Attack: +5 to hit, reach 0 ft.,
Hit Points 3 (1d4 + 1) one target in the swarm's space. Hit: 14 (4d6) acid damage,
Speed 30 ft., fly 30 ft. or 7 (2d6) acid damage if the swarm has half of its hit points
or fewer.
STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 12 (+1) 2 (-4) 8 (-1) 4 (-3)

Senses darkvision 60 ft., passive Perception 10


Languages —
Challenge 1/4 (50 XP)

Bioluminescence. The blightbug emits dim light in a 5-foot


radius.
Death Burst. When the blightbug dies, it explodes in a burst
of corrosive ichor. Each creature within 5 feet of it must
make a DC 10 Dexterity saving throw, taking 3 (1d6) acid
damage on a failed save, or half as much damage on a
successful one.

ACTIONS
Ichor Squirt. Ranged Weapon Attack: +4 to hit, range 10 ft., Illustration by Jose Arias
one target. Hit: 4 (1d4 + 2) acid damage.

Old Gus’ Errata: Turning the World – v0.68 18


Illustration by Markus Brackelmann

OUTSIDERS Using this Material in Your Game


The options presented here replace a player’s racial traits (or
THE STRANGE AND UNUSUAL build upon them, in the case of the irvikuva). Their power
Often mistaken for mere monsters, some creatures live exceeds those of the player races in the Player’s Handbook,
lives of exile or service without ever having their so they are not good options for an extended campaign.
personhood truly recognized by others. When the hand However, they do make for excellent options to help tell a
of fate brings creatures of two very different worlds specific kind of story for a limited number of game sessions.
together, an intense rivalry or friendship might blossom. In addition to the basic package of traits, a series of
optional benefits and drawbacks are offered for each
outsider, These options allowing the DM to scale up (or
The Stranger within my gate,
restrict) the outsider. The outsider can be played by the DM
He may be true or kind, as an NPC, but the author has found it a better idea to
But he does not talk my talk- experienced “guest star” player to take on the role.
I cannot feel his mind.
I see the face and the eyes and the mouth,
But not the soul behind.
~ Rudyard Kipling

Old Gus’ Errata: Turning the World – v0.68 19


GILLEN RACIAL TRAITS
Ability Scores. Your Strength, Constitution and
Wisdom scores increase by 2.
Age. Gillen mature at 30 years, and live up to 350
years.
Alignment. Most gillen are neutral.
Size. Gillen are between 10 and 12 feet tall, and weigh
250-350 pounds. Your size is Large.
Speed. You have a base walking speed of 30 feet.
Languages. You can speak Primordial.
Amphibious. You can breathe air and water.
Emissary of the Sea. Aquatic beasts have an
extraordinary affinity with your people. You can
communicate simple ideas with beasts that can breathe
water. They can understand the meaning of your words,
though you have no special ability to understand them in
return.
Guardians of the Depths. Adapted to even the most
extreme ocean depths, you have resistance to cold
damage, and you ignore any of the drawbacks caused by
a deep, underwater environment.
Webbed Extremities. Your hands and feed have a
webbing between them, granting you a swimming speed
of 40 feet. In addition, the spines at the ends of your
fingers are natural weapons, which you can use to make
unarmed strikes. If you hit with them, you deal slashing
Illustration by Christine Spirina damage equal to 1d4 + your Strength modifier, instead of
the bludgeoning damage normal for an unarmed strike.
GILLEN The Life Aquatic. Gillen do not gain the benefit of a
background. Instead choose two of the following skills:
MASTERS OF SEA AND STREAM Athletics, Acrobatics, Intimidation, Insight, Nature,
Gillen are secretive, long-lived and rarely contact surface Perception, Stealth, and Survival.
dwellers. When civilization does encroach upon their
territory, most vacate and abdicate their homes, which
their kin have inhabited for millennia. A few might stay Recommended Gillen Classes
behind to protect the waters from pollution or Barbarian. A barbarian’s natural strength and rage pair
overfishing, and some become terrors for fishermen and well with a gillen’s great strength and resilience.
sailors. They can breathe fresh and saltwater, although Cleric. A mystical cleric. The Sea Domain in Old Gus’
most show preference for one or the other. Their long Errata: Heroes of the Multiverse makes for an excellent
lifespans are spent mostly in solitude in an adopted pairing with a gillen’s natural affinity for water.
ecosystem, or they wander until they find a mate.
Druid. The circle of the land (coast or swamp) make for
If captured, gillen occasionally find themselves put on excellent ways of expanding on the gillen’s watery affinity,
display as a novelty or imprisoned as an object of study. but a moon druid makes for an excellent resourceful
Their bodies are covered in iridescent scales that form trickster.
intricate patterns, and some gillen are bioluminescent,
Fighter. The fighter is an excellent choice for a gillen,
giving off pulsating lights in patterns that wind their way
especially when paired with the Unarmed Fighting Style that
around their bodies.
appears in Unearthed Arcana: Class Feature Variants.
Gillen have difficulty communicating with surface-
Monk. A monk might be a deeply spiritual gillen, slow and
dwellers, and when encountered are often
gentle but quick and decisive in combat.
underestimated as monsters, or even animals.

Old Gus’ Errata: Turning the World – v0.68 20


BENEFITS (MINOR) Poison Spines
A gillen has 1d4 additional traits, choosing from the You have a set of poison spines which you can fire
following: reflexively in response to being attacked. When a
creature within 30 feet of you that you can see targets
Armored Scales you with an attack, you can use your reaction to make a
ranged attack roll against your attacker. If you hit, your
Your thick scales and body plates protect you from harm. attacker takes piercing damage and 1d4 poison damage.
When you aren't wearing armor, your AC equals 13 +
your Dexterity modifier. As long as you are not poisoned, diseased or
exhausted, any of your missing spines regrow when you
Enhanced Swimming finish a long rest.
While swimming, you can use your bonus action to take
the Dash action.
DRAWBACKS
In addition to the benefits that come with your curse,
Underwater Senses there are drawbacks as well. The DM should consider
You have advantage on Wisdom (Perception) checks assigning at least one of the following drawbacks in play
when you are underwater. to counteract a gillen’s powerful physical attributes.

Water Magic Amphibious Limitations


You know the shape water XGE cantrip. When you reach You are more fish than surface-dweller. You can only
5th level, you can cast the water breathing spell once. breathe air for a number of hours equal to your
You must finish a long rest before casting the spell again Constitution modifier, and must submerge yourself fully
using this trait. Wisdom is your spellcasting ability for in water for the duration of a short rest in order to
these spells. emerge again.

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.

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GOLEM RACIAL TRAITS
Ability Scores. Your Strength and Constitution scores
increase by 4. Either of these two scores can be raised as
high as 24.
Age. Golems do not age and can exist indefinitely as
long the magic or other power source that animates
them persists.
Alignment. Most golems do not have alignments,
although those that become truly alive can learn to adopt
almost any alignment as they learn more about the world
and their place in it.
Size. Golems can be anywhere between 5 and 10 feet
tall, and weigh 250 to 550 pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Languages. You can speak, read and write one
language, as determined by your creator.
Construct Body. You do not need to eat, sleep or
breathe. You are immune to poison and psychic damage
and the charmed, exhaustion, frightened, paralyzed,
petrified, and poisoned conditions. You are also immune
to disease, and magic can’t put you to sleep.
Construct Nature. Your creature type is construct
instead of humanoid. If the mending spell is cast on you,
you regain 2d6 hit points. Alternately, a creature can
spend 1 minute to mend you if they are proficient with
tinker’s tools, and their tools are with them. You can be
mended a number of times equal to your level. When you
complete a long rest, the number of times you have been
mended resets to 0.
Illustration by LessDraws 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
GOLEM dim light. You can't discern color in darkness, only
shades of gray.
BROUGHT TO LIFE Immutable Form. You are immune to any spell or
Golems are brought to a kind of life through extensive effect that would alter your form.
research and great expense. A golem that has gone Made for a Purpose. Golems do not gain the benefit of
missing from its intended purposes is surely to be a background.
noticed if those that created it are still alive, and they will Powerful Build. You count as one size larger when
go to extraordinary lengths to recover their property. determining your carrying capacity and the weight you
In rare instances, golemancy gone wrong can result in can push, drag, or lift.
a truly living construct coming into being, who might Sentry's Rest. When you take a long rest, you must
then struggle for independence and freedom from their spend at least six hours of it in an inactive, motionless
intended purpose. state, rather than sleeping. In this state, you appear inert,
but it doesn't render you unconscious, and you can see
and hear as normal.

Recommended Golem Classes


Artificer. The artificer class is perfect for a flexible, self-
customizing golem.
Fighter. The fighter class is the ideal choice for a golem.
The Battle Master and Champion archetypes both make for
excellent golem character classes.

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A HARNESSED CONSCIOUSNESS Consciousness
d6 Consciousness Level
A golem needs and animus, a purpose and a
consciousness. A golem’s animus is the energy that gives 1 You cannot speak in any way other than the actions
it life and mind. Its purpose gives it its function and its you take.
basic modes of behavior. Its consciousness governs its 2 You can respond to others with only a small vocabulary
instructions. of preprogrammed phrases.
3 You were intended to assist your creator, and learned
Animus from them. Select two skills with which you become
d6 proficient.
1 Your animus is a well of magic housed in an object 4 You have a sophisticated consciousness that allows
placed somewhere in your construction. you to speak fluently and learn new things, and
2 Your animus is made from a part or aspect of your interface with living creatures in a naturalistic manner.
original creator(s). You have advantage on Wisdom 5 You were created to think and learn as any living being
(Insight) you make to determine their desires or would, and were created with the intent to be a fully
motives, and if they die, you die. living thing.
3 Your animus is made from a volunteer or conscript (or 6 An accident occurred that left you with a full, living
a group of such individuals) whose essence(s) were consciousness. Free of your original programming’s
infused your form to give it life. You might or might not constraints, you might display parts of the
remember parts of your former life (or lives). consciousness of your animus, or approach life anew
4 Your animus is drawn from the magic or life force of a with the naivety of a child.
particular area, binding you to a limited area where you
can function. If you leave it, you will deactivate until
your body is returned to the area. Defining Your Instruction Set
5 Your body houses the essence of a bound creature, A golem’s creators almost always give it a set of commands
such as a demon, a djinni or fire elemental. It might be or guidelines to follow. Ensure that the player and the DM
possible to free you from your bondage. are clear on what those instructions are, and what
6 Your animus is purely artificial, powered by a magical conditions under which you can be given new instructions.
object, material or substance. If your reactor is
damaged or goes without fuel, your ability to operate
might be hampered. CONSTRUCTED BODY
Purpose The DM can use the following tables to help them
decide what sort of construct a golem is.
d6 Intended Purpose
1 You were created to be the ultimate warrior. When you Your AC is determined by the material your creators
score a critical hit with a melee weapon attack, you can created you from:
roll one of the weapon's damage dice one additional Armor
time and add it to the extra damage of the critical hit.
d8 Armor AC
2 You were created to guard something or somewhere
1 Flesh 10 + your Dexterity modifier. You can
your creators deemed important, and spend most of
wear armor if it is especially made to
your time in an inert state. You are proficient in the
accommodate your misshapen form.
Perception skill, and your proficiency bonus is doubled
for checks you make with it. 2 Clay 14 + your Dexterity modifier (max: 2)
3 You were created to do hard labor. You spend most of 3 Amber 15 + your Dexterity modifier (max: 2)
your time mining, cutting down trees or doing other 4 Wood 16
dangerous work. You are proficient with the light 5 Crystal 17
hammer, warhammer, maul, handaxe, battleaxe and 6 Stone 18
greataxe. 7 Iron 19
4 You were created to assistant an artisan. Select two 8 Adamantine 20
artisan’s tools you are proficient with.
5 You were created as an art object. You are proficient in
the Performance skill, and your proficiency bonus is
doubled for checks you make with it.
6 You were created to infiltrate humanoid society
undetected. You are proficient in Deception and
Persuasion, and the disguise kit.

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Golems are usually made with their purpose in mind, BENEFITS (MINOR)
and their creators do not always stick with a humanoid
template when constructing them. You might have A golem has 1d4 additional traits, choosing from the
hands, or weapons or shields in their place. If your arm following:
is a weapon, roll a d6 to determine its damage type: 1-2:
bludgeoning; 3-4: piercing; 5-6: slashing. Beam Emitters
For example, a left arm that deals 2d8 slashing A beam of crackling energy streaks toward a creature
damage might be described as a buzz-saw-like within 120 feet of you. Make a ranged spell attack
apparatus. against the target, using Constitution as your
spellcasting ability. On a hit, the target takes 1d10 + your
Left Arm Constitution modifier damage. Your creators chose what
d6 Attachment type of damage your beam weapon does, choosing from
1 You have a flexible humanoid hand at the end of your cold, fire, force, lightning, necrotic or radiant,
left arm. Your unarmed strikes deal 1d6 + your Strength This ability creates more than one beam when you
modifier bludgeoning damage, and you can use the reach higher levels: two beams at 5th level, three beams
hand to perform other tasks, as well. at 11th level, and four beams at 17th level. You can
2 Your left arm is a shield. You are proficient with it, and direct the beams at the same target or at different ones.
gain +2 to your AC. Make a separate attack roll for each beam.
3 Your left arm is a weapon that deals 1d8 damage
4 Your left arm is a weapon that deals 1d10 damage
Energy Discharge
5 Your left arm is a weapon that deals 2d6 damage You can emit 15-foot cone of magical energy, which is
6 Your left arm is a weapon that deals 2d8 damage determined by your creators, choosing from acid, cold,
fire, force, lightning, necrotic, poison or radiant. Each
Right Arm creature in that area must succeed on a Dexterity saving
d6 Attachment throw DC 8 + your proficiency bonus + your Constitution
modifier.
1 You have a flexible humanoid hand at the end of your
right arm. Your unarmed strikes deal 1d6 + your A creature takes 3d6 damage on a failed save, and half
Strength modifier bludgeoning damage, and you can as much damage on a successful one. The damage
use the hand to wield another weapon or to perform increases to 5d6 at 5th level, 7d6 at 11th level, and 9d6
other tasks, as well. at 17th level. Also at each of these levels, your discharge
weapon's range increases by 15 feet if it is a line, or 5
2 Your right arm is a shield. You are proficient with it,
feet if it is a cone.
and gain +2 to your AC.
3 Your right arm is a weapon that deals 1d8 damage You can use this ability a number of times equal to
your Constitution modifier (minimum: 1), and regain
4 Your right arm is a weapon that deals 1d10 damage
expended uses of it when you complete a long rest.
5 Your right arm is a weapon that deals 2d6 damage
6 Your right arm is a weapon that deals 2d8 damage
Describe the energy discharge coming from a golem in an
Legs interesting way! For example, you can describe a cone of fire
d4 Attachment as being emitted as boiling steam emitting from vents
1 You have a set of flexible, humanoid legs. between armor plates, blasting lightning from a jewel seated
in the center of the chest, or from your eyes.
2 You have a set of 4-6 crab-like legs. You gain a climbing
speed equal to your movement speed.
3 You have a set of treads or wheels. Your movement Extendible Limbs
speed increases by 10 feet. You have advantage on
When you make a melee attack or a grapple on your
saving throws and ability checks you make to avoid
turn, your reach for it is 5 feet greater than normal.
being knocked prone, and you ignore difficult terrain
due to mud, rocks or ice, but you have disadvantage on
checks you make to climb.
Golem Resilience
4 A weapon that deals 1d10 bludgeoning, piercing or You are constructed from hardy materials, with none of
slashing damage the weak points of a real body. You resist bludgeoning,
piercing, and slashing from nonmagical attacks that
aren't adamantine.

Integrated Tool
An artisan’s tool is integrated into your body, and you
double your proficiency bonus for any ability checks
made with it.

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Large Size Chassis Enhanced Golem Resilience
Your size becomes Large. Your weight is multiplied by 8, You are immune to bludgeoning, piercing, and slashing
and when you hit with a melee weapon attack, you can from nonmagical attacks that aren't adamantine.
roll one of the weapon's damage dice one additional time
and add it to the damage of the hit. Magic Resistance
You have advantage on saving throws against spells and
Shield Emitters other magical effects.
You can cast the shield spell a number of times using
this trait equal to your Constitution modifier (minimum: Magic Weapons
1). You regain expended uses of the spell when you Attacks you make with your natural weapons are
complete a long rest. magical.
Upgraded Servos Thrusters
You can cast the jump and longstrider spells once each As a bonus action, you gain a flying speed equal to your
using this trait. You regain expended uses of each spell movement speed, which lasts until the end of your next
when you complete a long rest. turn.

BENEFITS (MAJOR) DRAWBACKS


A golem might gain the following additional features at In addition to the benefits that come with your curse,
the DM’s discretion. They might be granted under the there are drawbacks as well. The DM should consider
following conditions: assigning at least one of the following drawbacks in play
• In lieu of an Ability Score Increase or feat to counteract a golem’s powerful physical attributes.
• as a reward for learning more about your construction
(treating the benefit as if it were an attuned magical item) Axiomatic Mind
• as a reward for reaching a particular character level or You can't be compelled to act in a manner contrary to
undergoing special modifications your original instructions. An authorized individual or
someone else with knowledge of how you were created
Arcane Barrage might be able to access your programming and cause
As a bonus action, you create three glowing darts of you to become charmed, dominated or otherwise unable
magical force. Each dart hits a creature of your choice to resist a command given to you.
that you can see within range. A dart deals 1d4 + 1 force You are also unable to lie: you might be instructed to
damage to its target. The darts all strike simultaneously, restrict what information you provide, but you are unable
and you can direct them to hit one creature or several. to attempt to deceive others.
Each time your proficiency bonus increases, this ability
generates one additional dart. Clumsy
Gas Chambers You have disadvantage on Dexterity ability checks and
saving throws. Additionally, you have disadvantage on
Prerequisite: 12th Level weapon attacks that use your Dexterity modifier for their
You can cast the stinking cloud and cloudkill spells once. attack and damage rolls.
When you cast either spell, its area is centered on you
and moves with you. Constitution is your spellcasting Heavy
ability for these spells, and once you cast either spell, you Your body is so dense that swimming is impossible, you
must complete a long rest before you can cast either simply sink when submerged in most fluids. Furniture
spell with this trait. and some buildings must be constructed of strong
materials in order to support your tremendous weight.
Elemental Absorption
Choose a damage type: fire, force, lightning, or radiant. Loud
Whenever you are subjected to the chosen damage type, Your joints, servos or other operational mechanisms
you take no damage and instead regain a number of hit create a great deal of noise, or you emit a constant
points equal to the damage dealt. humming sound or are surrounded by crackling energy
while in motion. You have disadvantage on Dexterity
Enhanced Armor (Stealth) checks.
Your AC gains a bonus equal to half your proficiency
bonus. Mute
You are unable to speak, only gesture, or emit non-verbal
signal noises.

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IRVIKUVA RACIAL TRAITS
Original Form. An irvikuva retains all of the racial
traits of its original race or form. They might have
originally been almost any type of creature (aberration,
beast, celestial, elemental, humanoid, fey, fiend, plant, or
undead).
Appearance. An irvikuva’s appearance is reminiscent
of their original form and stature, monstrous enough to
be unrecognizable, or anywhere in between.
Age. Irvikuva age slower than their original race, do
not age at all while petrified, and they rejuvenate during
long periods of petrification. While you remain cursed,
your life span is indefinite.
Increased Weight. Your weight is doubled. While
petrified, your weight is quadrupled.
Natural Weapons. You grow natural weapons, which
take the form of claws, hooves, horns, wings, talons, or a
long, forked tail with which you can make unarmed
strikes can deal bludgeoning, piercing or slashing
(depending upon their nature) damage equal to 1d6 +
your Strength modifier.
Petrification. You can use your action become
petrified. While you remain petrified, you are
indistinguishable from an inanimate statue. While you
are petrified, you resist all damage, and your
consciousness moves to the Elemental Plane of Earth.
You can end your petrification as a bonus action on your
turn.
Illustration by Mathias Osland Stone Speech. During your stone slumbers, you
subconsciously learn to speak, read and write the Terran
IRVIKUVA language.
Elemental Nature. Your creature type is elemental.
SERVICE, STONE, AND SLUMBER
Irvikuva are cursed creatures that are bound into the life
of a gargoyle. They are conscripted by magic into service Recommended Irvikuva Classes
and stone. An irvikuva might have been a beast, Barbarian. A barbarian’s natural strength and rage pair
humanoid or elemental before the curse took hold. Most well with an irvikuva’s great strength and resilience.
such curses compel the target to protect a place, area. An Fighter. The fighter is an excellent choice for an irvikuva.
object, while others, especially oathbreakers, are trapped
in their petrified state until cryptic or improbable Monk. The monk’s natural speed and flurries of unarmed
circumstances come to pass. Some irvikuva go for years, attacks make for an excellent and independent irvikuva.
decades, even centuries before the purpose instilled by Ranger. An irvikuva’s purpose might involve it traveling
their curse or other elaborate happenstance releases great distances or tracking a specific target. Consider
them from their lengthy slumber. choosing humanoids as your favored enemy.

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THE NATURE OF THE CURSE Lifting the Curse
The exact nature of the curse’s magic is up to the DM. If the curse is lifted, the irvikuva might loses some or all
Here are a few ideas on the nature of the curse that can their abilities, benefits or drawbacks.
help you tell a particular kind of story with an irvikuva:
Petrification and Damage
Irvikuva Story Ideas Simple magics like the mending cantrip might be used to
d6 Curse Details reattach a lost limb or appendage while petrified in lieu
1 Your curse has caused you to slumber for several of the regeneration spell or similar magic. Mason’s tools
centuries until improbable events come to pass. might serve as proficiency for an Intelligence (Medicine)
You awaken to an unfamiliar world where everyone check for a petrified irvikuva. Severed gargoyle limbs are
you have ever known is long dead. still under the effects of the curse, so they also petrify
2 You have been bound to watch over an artifact of when exposed to sunlight, which slow their rate of decay
great power, which was recently stolen, awakening (if they have one at all! Remember: the rejuvenating
you. Now you are compelled to hunt the thief to the magic that the curse provides is up to the Dungeon
ends of the earth and return the artifact to its Master.
resting place. A group of adventurers who are also • See page 291 of the Dungeon Master’s Guide for details on
tracking the same thief become unlikely allies (or the petrified condition.
heated rivals). • See page 272 of the Dungeon Master’s Guide for details on
3 You are bound into the service of a powerful cabal injuries.
who uses your amazing abilities for personal gain
until a group of adventurers learns of your BENEFITS (MINOR)
enslavement and disrupts your bonds, allowing you
An irvikuva might display the following additional traits
some measure of personal freedom: a luxury you
at the Dungeon Master’s discretion (choosing a number
haven’t had in centuries.
equal to your proficiency bonus).
4 You are sworn to watch over a sorcerous bloodline,
which has lain dormant for seven generations. Climbing Limbs
When the sorcerous blood manifests their power,
you are called back into life to protect them from
Your powerful limbs give you a climbing speed equal to
the dark forces that are stir in search of their power. your movement speed.
5 You are awakened and bound by an evil spellcaster Darkvision
into service. Now you must attempt to thwart your
new master’s efforts without deviating from any You have superior vision in dark and dim conditions. You
direct command they give 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
6 A great wrong has awakened you, a terrible wrong
can't discern color in darkness, only shades of gray.
that must be righted. Occasionally, terrible pain
wracks you until you can find out what must be
done and you can resume your peaceful slumber.
Keen Senses
You have advantage on Wisdom (Perception) checks that
Conditions rely on either hearing or smell (your choice).
Irvikuva can be extraordinarily resilient. Challenging Powerful Build
them emotionally and exploiting the nature of their curse
and leverage the time of day to restrict their time in play. You count as one size larger when determining your
Consider some of the following challenges: carrying capacity and the weight you can push, drag, or
lift. If your original race already has the Powerful Build
Magical artifacts that can control elementals can
feature, you count as one additional size larger.
control the irvikuva, and magic related to their curse
might have an easy time controlling or subjecting them Stone Body
to petrification.
You are immune to poison and disease, and you cannot
Magical items or spells might be able to neutralize
gain levels of exhaustion by magical means.
some of the drawbacks an irvikuva experiences, for
example, a potion or talisman might grant them
immunity to sunlight petrification.
Stone Mind
You have advantage on saving throws to avoid being
charmed or frightened. If you become petrified, you are
not entirely incapacitated: you can use your action to
remove the petrified state by making a DC 11
Constitution ability check.

Old Gus’ Errata: Turning the World – v0.68 27


Stone Resilience
You can focus yourself to occasionally shrug off injury.
When you take damage, you can use your reaction
reduce the damage by your level + your Constitution
Modifier. After you use this trait, you can't use it again
until you finish a short or long rest.

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 Constitution Weather the Elements


Your Constitution score receives a +4 bonus (to a You resist fire and cold damage.
maximum of 24).

Great Strength
Your Strength score receives a +4 bonus (to a maximum
of 24).

Old Gus’ Errata: Turning the World – v0.68 28


Light Sensitivity
You have disadvantage on attack rolls and on Wisdom
(Perception) checks that rely on sight when you, the
target of your attack, or whatever you are trying to
perceive is in direct sunlight. You have disadvantage on
saving throws against blindness that are caused by
bright magical light.

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.

While petrified, the irvikuva is helpless against any potential


assailants. They must take care to avoid the first rays of the
sun and assume their petrified state at a time and place of
their choosing or be exposed to great danger. Use the
irvikuva’s increased weight trait to calculate the required
efforts to move a petrified irvikuva to a new location.

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.

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STRANGE VISITOR TRAITS
Ability Scores. One ability score of your choice is
increased by 4 (with a new maximum of 24), and two of
your ability scores of your choice are increased by 1. One
other ability score of your choice is reduced by 2.
Age. Strange visitors might have unusually short or
long lifespans, or they might resemble those of any other
race.
Alignment. The multiverse is a big place, and strange
visitors might come from any number of contexts within
any number of cultures that traverse between the worlds.
Size. Strange visitors vary wildly in stature and shape.
They weigh between 25 and 500 pounds. Your size is
Small or Medium.
Speed. Your base walking speed might be anywhere
from 5 to 40 feet, at the DM’s discretion.
Language. You can speak, read, and write the alien
language of your people.
Subrace. Your creature type might be humanoid,
aberration, plant, or some combination of these, at the
DM’s discretion.

Recommended Strange Visitor Classes


Artificer. An artificer’s technical know-how makes for a
good pairing with a technologically advanced species.
Bard. A bard’s supportive capabilities can raise their allies
to new heights of heroism.
Wizard. A wizard’s wide variety of magic can let a strange
visitor create any number of impressive feats of creativity.

Why Here, Why Now?


Here are a few ideas for why a Strange Visitor ended up
on your world:
Strange Visitor Story Ideas
d6 Reason for Visit
1 Your people visited this world and you were
accidentally left behind when they departed.
Illustration by Itahisa Lopez 2 You were sent to make first contact with the people

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.

Old Gus’ Errata: Turning the World – v0.68 30


Cloaking Device
You have an implant that allows you to blend in on your
travels. As an action, you make yourself appear as a
member of another race, though none of your statistics
change. You decide what you look like, including your
height, weight, facial features, sound of your voice, hair
length, coloration, and distinguishing characteristics, if
any. You also can't appear as a creature of a different
size than you, and your basic shape stays the same; if
you're bipedal, you can't use this spell to become
quadrupedal, for instance. Any clothing you are wearing
adapts to the change.

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.

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Redundant Organs Energy Appendage
You have advantage on saving throws against poison, You have a special appendage with which you can
and disease. Whenever you take the Dodge action in produce an energy discharge. As a bonus action on your
combat, you can spend 1 hit die to heal yourself. Roll the turn, you can use the appendage to deal 1d4 damage.
die, add your Constitution modifier, and regain a number Make a melee weapon attack. If it hits, deal 1d4 damage
of hit points equal to the total (minimum of 1). to the target. When you gain this trait, you choose the
type of damage the appendage deals, choosing from acid,
Universal Translator cold, fire, force, lightning, necrotic, radiant or thunder
You have a device (or microbes you were injected with) damage.
that allow you to understand languages spoken to you. Improved Appendage. At the DM’s discretion, a
This does not allow others to understand you, and does strange visitor’s appendage might become a d6 or d8, or
not give you the ability to read languages you don’t know. might gain the finesse or reach properties.

Vehicle Proficiency (Aircraft) Evolution


You are an accomplished pilot, and are familiar with the Choose an ability score. That score receives a +4 bonus
laws of aerodynamics. You are proficient with flying (to a maximum of 24).
vehicles and spacecraft. Additionally, this change coincides with a dramatic
shift in size, appearance, shape or coloration. Roll a d8,
BENEFITS (MAJOR) and consult the following table:
A strange visitor might gain the following additional Evolution Outcomes
features at the DM’s discretion. They might be granted d8 Evolution
under the following conditions:
1 Your size doubles in all dimensions, and your weight
• In lieu of an Ability Score Increase or feat is multiplied by eight. This growth increases its size
• as a reward for learning more about your yourself (treating by one category—from Medium to Large, for
the benefit as if it were an attuned magical item) example. Any of your natural weaponry also grow to
• as a reward for reaching a particular character level or match your new size, and deal one additional
undergoing special training damage die. Any other equipment does not adapt to
the change, and must be removed or risk breakage.
Disintegrator Weapon
2 You become bioluminescent. As an action, you can
This standard-issue ray weapon has 20 charges and choose to emit dim or bright light from your body up
regains 1d6 charges daily. If it's docked into a to a 30-foot radius. While your light is active, you can
technologically compatible weapon charging station, it use a bonus action on your turn to change its
regains 1d20 charges each hour. You are proficient with luminance and radius, or to extinguish it completely.
the weapon. 3 Your movement speed increases by 10 feet.
As an action, you can attack with the ray, consuming 1 4 Your coloration of your skin, hair and eyes change to
charge. The ray is a simple weapon with a range of random new colors. Your new coloration is so
60/120 feet, and it deals 1d12 necrotic damage on a hit. pleasing that you can enchant others with it. You can
This action creates more than one beam depending on cast the charm person spell as a 2nd-level spell; you
your level: two beams at 5th level, three beams at 11th must finish a long rest in order to cast the spell
level, and four beams at 17th level. You can direct the again using this trait. Charisma is your spellcasting
beams at the same target or at different ones. Make a ability for the spell.
separate attack roll for each beam.
5 Parts of your skin sprout natural armor plates or
When you reduce a Medium or smaller creature to 0 tough scales. Your AC cannot be less than 13 + your
hit points with a ray, you can use your reaction to Dexterity modifier. Additionally, your hit point
attempt to disintegrate the target. The target maximum increases by a number equal to your level,
immediately makes a Constitution saving throw DC 8 + and increases by 1 again whenever you gain a level.
your proficiency bonus + your Intelligence modifier. On a 6 You sprout an array of wafting cilia, which can detect
failure, the target and everything it is wearing and particles in the air, and air currents around you. You
carrying, except magic items, are reduced to a pile of fine gain a +5 bonus to your passive perception and a
gray dust. This process creates a loud, shrill noise blindsight of 10 feet.
audible up to 100 feet away. A disintegrated creature can
7 You gain a flying speed equal to your movement
be restored to life only by means of a true resurrection or
speed.
a wish spell.
8 You enter a cocoon-like suspended state for 72
hours. During this time, you are unconscious and
resist all damage. Roll the d8 again.

Old Gus’ Errata: Turning the World – v0.68 32


Resourceful Scientist
Your people prize scientific knowledge. You are
proficient with Arcana and Nature skills, and can apply
twice your proficiency bonus to checks you make with
either. If you have appropriate tools, you are capable of
identifying the purpose or operation of machinery, and
can repair, modify and improve machinery whose overall
technology level does not exceed that of your species.
When you do so, such modifications take half the time
and gold (or other resources) they normally would.

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.

Stranger in a Strange Land


Illustration by Kubilay Semiz
You can be overwhelmed by the colors, smells and other
details of your alien surroundings in some surrounding.
When your passive perception score and any Wisdom
Exoskeleton (Perception) or Intelligence (Investigation) rolls you
You have an unusually unassuming body. Your kind has make are reduced by 5.
adapted to this limitation with an exoskeleton. While
inside your exoskeleton, your AC can’t be less than 16, Uncanny Appearance
and your speed cannot be reduced due to exhaustion.
Your alien visage is uncomfortable or horrifying for most
While fully encased inside your exoskeleton, at the start
humanoids to look at. You have disadvantage on
of each of your turns, you gain a number of temporary hit
Charisma checks you make to influence them.
points equal to twice your proficiency bonus. While these
Individuals unprepared to meet you might react with fear
temporary hit points persist, your body cannot be seen,
or suspicion. Additionally, your unfamiliarity with the
and others targeting your exoskeleton treat your creature
customs of this world give you away occasionally,
type as if you were a construct instead. If you are a
drawing unwanted attention to your presence.
spellcaster, the exoskeleton serves as a spellcasting
focus for your spells. Unexpected Toxicity
Leaving your world carries inherent risks, and you might
This feature is ideal if your race is on the smaller size, and find yourself exposed to substances that are toxic to your
has a limited movement speed on their own. alien biology without realizing it. You might become
poisoned or diseased from unexpected or innocuous
sources.
Psionic Adept
Your kind has innate powers of the mind they have Wanted by the Authorities
cultivated for generations. You know the mage hand Your visitation has not gone unnoticed by those in
cantrip. Additionally, you can cast each of the following power, and they might have impounded your ship,
spells once without expending a spell slot or providing preventing you from leaving, or be actively searching for
material components, and regain expended uses of them you. You might end up imprisoned, interrogated or
when you finish a long rest: animate objects, detect worse: dissected by an unscrupulous and paranoid
thoughts, catapult, fly, hold person, levitate, protection government or other organization.
from energy, shield, and telekinesis. Intelligence is your
spellcasting ability for these spells.

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POISONS
The poisons presented here are slow-acting poisons with
effects that play out over time, making them effective
tools for assassins who wish to be far away from their
targets before any symptoms appear. Many of them are
especially lethal, so use them wisely. You can use the
plants to populate the natural world, or use the
suggested prices for the refined versions of each poison
available through channels that supply such dangerous
substances. Suggested checks and tools are listed for
each plant as well for characters who wish to create
refined poisons.

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.

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Curare poses a threat to grazing animals. Hemlock tastes
similar to carrot or parsnip with a complex, nutty taste.
Ingested, injurious, 350 gp (refined)
One hour after a creature ingests a quantity of
Curare is most commonly derived from the calabash hemlock, it must succeed on a DC 10 Constitution saving
gourd, which grows in verdant tropical jungles, although throw or be poisoned and paralyzed for 24 hours.
it can also be derived from certain kinds of bamboo.
Once 24 hours has elapsed, the creature can attempt a
Refined liquid cyanide can be prepared with 1 hour of new saving throw, ending the effects on a success. If the
preparation, and a successful DC 14 Intelligence check creature fails this second throw, they take one level of
with the poisoner’s kit or alchemist’s supplies, producing exhaustion every six hours, and their breathing becomes
an injurious or ingested poison. shallow.
A creature subjected to curare immediately makes a Once 48 hours has elapsed, they make a new
DC 13 Constitution saving throw. On a failure, they take Constitution saving throw, ending the effects on a
1d4 poison damage and are poisoned for 1 minute. On a success, or beginning to suffocate on a failure. A
success, they take half the amount and suffer no suffocating creature shows no signs of doing so, as their
additional effects. paralysis prevents them from displaying any symptoms,
For the duration, a poisoned creature repeats their but they might be fully awake and aware during the
saving throw at the start of each their turns. On a failure, process.
they take an additional 1d4 poison damage and are A refined infusion of hemlock poison has similar
restrained until the start of their next turn. If they fail the effects. A creature with or proficiency in the poisoner's
saving throw by 5 or more, they are paralyzed until the kit or alchemist's supplies can spend 1 hour to refine the
start of their next turn. On a success, they take half the poison, making an Intelligence check with their tools and
amount of damage and they aren’t restrained. adding one quarter of the resulting roll to the DC of the
Once a creature succeeds on three saving throws Constitution saving throw.
against the poison, the poison leaves their system. There is no known antidote for hemlock poisoning
short of magical intervention.
Cyanide
Ingested, inhaled, 1250 gp (refined) Strychnos nux-vomica
Cyanide is a naturally occurring poison that exists in Ingested, inhaled, injurious, 1000 gp (refined)
many mushrooms and the seeds of apples, apricots and The strychnos nyx-vomica tree produces a round, green
peaches, and the cassava root and even bamboo, but not to orange nutty fruit from which a potent poison can be
in quantities that make it lethal to those that ingest it. derived. A creature that ingests the fruit of the tree must
Refined liquid cyanide can be prepared with 1 hour of succeed on a DC 12 Constitution saving throw or take
preparation, and a successful DC 15 Intelligence check 1d8 poison damage.
with the poisoner’s kit, producing an ingested poison. Strychnine powder can be refined from the tree with 1
Cyanide gas can be prepared with 1 hour of hour of preparation and a successful DC 18 Intelligence
preparation and a successful DC 19 Intelligence check check made with the poisoner’s kit or alchemist’s
with alchemist’s supplies, producing an inhaled poison. supplies.
Refined cyanide can be ingested or inhaled as a gas. A Refined strychnine is a white, odorless, bitter
creature exposed to cyanide must succeed on a DC 15 crystalline powder that can be taken by mouth, inhaled,
Constitution saving throw (DC 17 if the cyanide is in its or mixed in a solution and applied injuriously.
gaseous form) or become unconscious and poisoned for When a creature is exposed to refined strychnine, they
1 minute, taking 2d8 poison damage, or take half the must succeed on a DC 16 Constitution saving throw. On
amount of damage on a success. a failure, the creature takes 1d12 poison damage, loses
For the duration, their body convulses violently, and at their reaction, and falls prone, becoming poisoned for 1
the start of each of their turns, and they must succeed minute. On a success, the creature takes half the amount
another Constitution saving throw or take another 2d8 of damage and suffers no other ill effects.
poison damage, or half as much on a success, falling For the duration, a poisoned creature is overcome by
unconscious again at the end of their turn. fever, and their movement speed is reduced by half. They
Once a creature succeeds on three saving throws also have disadvantage on Strength and Dexterity ability
against the poison, the poison leaves their system. checks and saving throws, and also on saving throws
against being frightened. They must repeat their saving
Hemlock throw at the start of each of their turns. On a failure, they
Ingested, 250 gp (refined) take 1d12 poison damage, losing their action, reaction
and becoming restrained until the start of their next turn.
Hemlock is a highly poisonous biennial herbaceous A creature poisoned by strychnine recovers from the
flowering plant. It flourishes in damp areas, but can grow poison after three successful saving throws against it.
almost anywhere, especially in early spring when it

Old Gus’ Errata: Turning the World – v0.68 35


TREASURE
MAGICAL ITEMS AND ARTIFACTS
Amulet of Oona the Unburnt
Wondrous item, uncommon
This amulet hangs from a simple gold chain, and
features a black stone at the center. While wearing the
amulet, if you take fire damage, you can use your
reaction to absorb any heat that would harm you,
absorbing them into the amulet. The amulet can absorb
a maximum of 6d6 fire damage on behalf of the wearer.
When the amulet is discovered, roll the dice to determine
the amulet’s maximum capacity.
When the amulet’s absorption capacity maximum is
reached, the amulet provides the wearer with resistance
to the remainder of the fire damage taken, and any
further fire damage they take.
The amulet remains pleasantly warm, slowly
discharging any heat it has absorbed. Each day at dawn,
roll 6d6 for the amount of absorbed fire damage that has
been harmlessly discharged from the amulet’s maximum
absorption capacity.

Illustration by Benedict Odom

Apprentice’s Dueling Robe


Wondrous item, uncommon (requires attunement by a
sorcerer, warlock or wizard)
This set of periwinkle robes is made from a high-quality
wool bearing a large embroidered patch in the shape of a
Illustration by Gal Or
shield over the left breast. When you cast a 1st-level spell
or higher while wearing the robes, you gain a +1 bonus
to your Armor Class and saving throws until the start of
Thanks to the Taverns and Dragons discord users who your next turn.
supplied the ideas for many of these items!

Old Gus’ Errata: Turning the World – v0.68 36


Avian Construct
Wondrous item, rare
This item takes the form of a delicate, aerodynamically
sound mechanical bird or dragon. An inconspicuous
button under its left wing activates its reactor. After a few
seconds, it becomes active and aware, and imprints upon
the first individual it senses. For the duration, it obeys
their commands.
Deduct the time the avian construct is active, in
increments of 1 minute, from its reactor’s maximum
operation duration of 2 hours. Pressing the button
underneath the left wing again deactivates it. The Avian
Construct is unable to deactivate itself. For each
uninterrupted period of 12 hours the reactor remains
inactive, it regains 1 hour of operation. If the reactor is Illustration by gailee
completely depleted, the avian construct loses its
imprint. If not, it remains imprinted on the same Balthazaar’s Big Boring Book
individual the next time it is activated.
Wondrous item, very rare
While inactive, the avian construct is unconscious,
restrained and incapacitated. While active, the avian A leather-bound book with a marvelously detailed cover:
construct shares statistics of a hawk, except that it is a two dragons locked in a battle, one cast in silver, the
construct instead of a beast, and it understands other in gold.
Common, but cannot speak, and it has one additional Lulling Allure. An unoccupied (not in combat or
bonus action: otherwise immediately preoccupied with a task)
Record/Playback. The avian construct records up to 1 humanoid that can read and gazes directly at the cover
minute of what it sees and hears. It can play that must succeed a DC 14 Wisdom saving throw or be
recording back as three-dimensional illusion if the compelled to open the book and read it. The reader is at
individual it is imprinted upon presses an inconspicuous first completely engrossed by the book’s contents, but
button hidden underneath its right wing. The recorded after 1 minute, they grow increasingly disaffected and
illusion is played back at a scale of 1:10. These bored. The reader must then succeed a DC 14 Wisdom
recordings are immediately erased if its reactor is saving throw at disadvantage or fall asleep for 1d8 hours.
depleted. The book can only affect a creature once.
If the avian construct is reduced to 0 hit points, it can
be repaired with 50g of materials, 1 hour of labor and a Barbed Whip of Cruelty
successful DC 15 check made with tinker’s tools. Weapon (whip), rare
You have a +1 bonus to attack and damage rolls made
with this magic weapon. The heavy metal construction
removes the finesse property from the weapon, so your
Strength modifier is used for the attack and damage
rolls.
Cruel Barbs. When you hit a creature with this whip,
its barbs deal an additional 1d6 slashing damage to the
target.

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 Elvira Shatunova

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Beguiling Hoop
Wondrous item, common
A 1-inch diameter gold hoop earring, engraved with a
series of braided, twisted mouths. The earring has 2
charges and regains 1d2 expended charge daily at dawn.
While you are wearing the earring, whenever you
make a Charisma (Persuasion, Intimidation) check, you
can expend 1 charge to gain a 1d4 bonus to the roll.

Bergerac’s Twin Beacons of Traversal


Wondrous item, very rare
This pair of identical-looking egg-sized mithril beacons Illustration by Максим Студеникин
are finely engraved with magic runes. Each has a small
depression at the top with a button. Pressing the button Blade of the Fifth Wind
on a beacon activates it. The beacons operate as a pair. Weapon (shortsword), legendary (requires attunement by
They have 2 charges and regain 1d2 charges daily at a monk)
dawn.
You have a +2 bonus to attack and damage rolls with this
You can activate a beacon on your turn by using your magic weapon.
bonus action and expending 1 charge from the beacons.
When you do, you teleport up to 1 mile to the other Lighter as a Feather. While attuned the sword, and it
beacon’s location, appearing in the nearest unoccupied is on your person, you gain the following benefits:
space to it. • You do not need to breathe.
You can bring along objects as long as their weight • You cannot be deafened by windy conditions, nor do they
doesn't exceed what you can carry. You can also bring impede your movement.
one willing creature of your size or smaller who is • You have advantage against any saving throw that would
carrying gear up to its carrying capacity. The creature result you being knocked prone.
must be within 5 feet of you when you activate the • You are immune to falling damage.
beacon. If either you or the other beacon is inside an • Your movement speed increases by 10 feet.
antimagic field or upon another plane of existence at the The Fifth Wind. Additionally, while the sword is in
time of activation, the teleportation fails and the charge your hand, you can use your ki to duplicate the effects of
is wasted. certain spells, using Wisdom as your spellcasting ability:
• You can cast the sword burst SCAG, TCE cantrip.
Black Mirror of Narcissism • When you make an unarmed strike, you can choose to cast
Wondrous item, uncommon (requires attunement) the Gust cantrip instead.
• You can spend 2 ki points to cast jump.
This mirror is framed in a single piece of lacquered • You can spend 3 ki points to cast gust of wind or warding
ebony with a pewter handle, and is polished to wind XGE.
perfection. It has a flawless surface, and creatures find • You can spend 4 ki points to cast fly.
their reflection looking back at them, only more • You can spend 6 ki points to cast steel wind strike XGE.
handsome and enticing than their true visage.
Windy Servant. As an action, you can spend 6 ki
Curse. Once you see your reflection while holding this points to create an air elemental. You concentrate, as if
cursed mirror, you can’t release it from your grasp concentrating on a spell, and for the duration, you are in
unless you are targeted by the remove curse spell or complete control of the elemental, which takes its turn
similar magic. While holding it, you become narcissistic immediately after yours. If your concentration is broken,
and solipsistic, consumed by their idealized appearance the elemental disappears. You can maintain
upon mirror’s surface. You have disadvantage on concentration on the elemental for up to 1 hour, after
Intelligence (Investigation) and Wisdom (Perception) which it dissipates. The DM has the elemental's
checks to perceive anything other than your own statistics.
reflection. You have advantage on saving throws against
being frightened or charmed, and are immune to all gaze
attacks and abilities. A detect thoughts or similar magic
attempting to discern your surface thoughts only returns
thoughts of your own majestic beauty.
In combat, at the start of each of your turns, you must
make a DC 14 Wisdom saving throw. On a failure, you
have disadvantage on attack rolls until the end of your
turn.

Old Gus’ Errata: Turning the World – v0.68 38


Blind Ojo’s Cane
Wondrous item, rare (requires attunement)
While attuned to this cane, it is a simple melee weapon
with the finesse property. You have a +1 bonus to attack
and damage rolls with this magic weapon, and on a hit, it
deals 1d6 bludgeoning damage. The cane has 3 charges
and regains 1d2 + 1 expended charges daily at dawn.
Blind Blessing. As an action, you can expend 1 charge
to gain the ability to see normally in darkness, both
magical and nonmagical, to a distance of 120 feet for 1
hour. For the duration, you cannot be blinded.
Create Darkness. As a bonus action, you can expend
one charge and cause magical darkness to radiates from
you in an aura with a 30-foot radius for up to 1 minute.
The effect ends early if the cane leaves your possession. Illustration by Inkary
If any of this spell's area overlaps with an area of light
created by a spell of 3rd level or lower, the spell that Boots of Fleet Feet
created the light is dispelled.
Wondrous item, common
Parry. When another creature damages you with a
melee attack, you can use your reaction and expend 1 This pair of supple red leather boots has flexible silvery
charge to reduce the damage by 1d6 + your Dexterity laces threaded throughout. The boots have 1d4 charges,
modifier. and once expended, the silver and red fade, becoming a
mundane, if well-made set of leather boots.
Bony Maronie's Dancing Shoes As an object interaction, you can click your heels
Wondrous item, uncommon (requires attunement) together and expend 1 charge, doubling your movement
speed and the distances you can cover making a long or
A pair of black patent leather shoes with high, raised high jump until the start of your next turn.
leather heels. While wearing these shoes, your Charisma
is increased by 2, and you have advantage on Charisma Boots of the Rubber Soul
(Performance) checks made to dance.
Wondrous item, uncommon (requires attunement)
Curse. Once you put on this cursed pair of boots, you
can’t take them off unless you are targeted by the remove A pair of thick, rubbery boots. The boots have 3 charges,
curse spell or similar magic. While wearing the boots, and regain 1d2 charges daily at dawn.
your movement is a constant dizzying array of shuffling, Bounce. When you complete a high or long jump, you
dancing steps. You have advantage on Dexterity saving can expend 1 charge to immediately make a second
throws, but disadvantage on Dexterity (Stealth) checks jump. The second jump costs no movement, and you can
and Strength saving throws. triple either its length or height (your choice).
Additionally, when you roll initiative, for as long as you Rubberized Redirection. When you are hit by a melee
remain in combat, you must make a DC 10 Wisdom weapon attack, you can use your reaction and expend 1
saving throw at the start of each of your turns. On a charge to attempt to deflect it. When you do so, the
failure, you must spend all your movement to dance damage you take from the attack is reduced by 1d12 +
without leaving your space, and you have disadvantage your Dexterity modifier. If you reduce the damage to 0,
on attack rolls until the end of your turn. you can make a melee attack roll against a creature
within 5 feet of you as part of the same reaction. You
make this attack with proficiency, and add your Dexterity
modifier to it. If you hit the target, it takes the same
amount of damage it would have from the attack you
avoided.

Old Gus’ Errata: Turning the World – v0.68 39


Brassiere of Comfort and Nutrition
Wondrous item, uncommon (requires attunement)
This stylish magical brassiere has 2 charges and regains
1d2 charges daily at dawn.
Comfort and Style. Once adorned, it sizes itself to fit
and appropriately support your body, changing its shape,
design, color and material construction at your whim.
You can expend 1 charge to cast the mage armor spell
on yourself.
Snack Dispenser. Additionally, if crumbs or other bits
of food ever fall into your cleavage while you are eating
and wearing the brassiere, it becomes capable of
dispensing an identical reproduction of that meal. While
wearing the brassiere, you can use an action and expend
1 charge to create one such meal, which provides
enough nourishment to sustain you for one day, and
restores 1 hit point.

Candle of Studious Devotion


Wondrous item, rare
Found in bundles of 1d4 candles bound by an orange silk
ribbon. If you prepare spells during a long rest by the
light of this candle, you gain one additional spell slot
each of 1st and 2nd-level for 24 hours. Up to two
creatures can benefit from the candle’s effect
simultaneously. Once consumed, the candle melts into a
puff of purple smoke and disappears.

Candle of Willful Flame


Illustration by Harkalé Linaï
Wondrous item, common
When lit, this candle hisses and sparkles, shedding Candle of Sacred Repulsion
bright light in a 5-foot radius, and dim light for an Wondrous item, common
additional 10 feet. The candle burns, but does not
consume itself. Found in bundles of 1d6 candles bound by a yellow silk
The candle has 12 hit points and is capable of making ribbon. When lit, a candle sheds bright light for 10 feet
a saving throw against any effect that might snuff out its and dim light for an additional 10 feet. The candle burns
flame at +4 bonus. The flame can be doused if it is for 1 hour, and its magic is expended if it is extinguished
completely submerged in an inflammable liquid. early. A strong wind (at least 20 miles an hour)
extinguishes a lit candle.
Creatures illuminated by the candle’s bright light are
warded against attacks by undead. An undead creature
attacking a creature within the candle’s bright light must
first succeed on a DC 11 Charisma saving throw. On a
failure, the attack is lost.

Old Gus’ Errata: Turning the World – v0.68 40


And now for something
Cheese Wheel Shield
completely different… Shield, uncommon (requires attunement)
While holding this shield, you have a +1 bonus to AC.
This bonus is in addition to the shield's normal bonus to
AC.
Block Cheese. When a creature misses you with a
weapon attack that would deal slashing damage, you can
use your reaction to initiate a Strength (Athletics) contest
with the attacker. If you win, the enemy's is grappled by
you, and they cannot make attacks with that weapon
until the grapple ends. The grapple ends early if the
attacker releases their grip on the weapon (no action
required).

Cloak of the Arch Neme-swiss


Wondrous item, uncommon
This thin, butter-colored cloak has 2d6 large holes in it.
As a bonus action on your turn, you can expend one of
the cloak’s holes, stepping through it and teleporting up
to 30 feet to an unoccupied space you can see.
When the cloak no longer has any holes, it becomes an
ordinary cloak which smells of musty cheese.

Cottage Cheese Cottage


Wondrous item, uncommon
As an action, you can pry open the lid of this container to
cast the Leomund’s tiny hut spell. When the spell ends,
the cheesy domicile and container disappear.

Extra-Sharp Cheddar Weapon


Illustration by Grafit Studio
Weapon (any), uncommon
CHEESE-INFUSED ITEMS You have a +1 to attack and damage rolls made with this
deliciously-scented magic weapon. When you hit an
One of the lesser known magical arts is that of
ooze, rat, giant rat, or wererat (or similar creature, at the
quesomancy. Quesomancers study the inherently
DM’s discretion) with it, the target takes an additional
magical properties of cheeses, and infuse them with even
1d8 psychic damage.
greater magical potential.

Creating Magical Cheeses


The Battle Chef subclass appears in Old Gus’ Errata: Heroes
of the Multiverse, and provides an avenue for some of the
items below to enter your world spellcaster proficient with
alchemist’s supplies, cook’s utensils, or in possession of an
appropriate feat might also become a quesomancer.

Cheddar Off Dead


Potion, uncommon
You regain 3d4 + 6 hit points when you drink this
viscous yellow-orange potion, which also provides
enough nutrition for one day. Immediately after drinking
it, you must make a DC 10 Constitution saving throw. on
a failure, you gain 1 level of exhaustion, overcome with
poor digestion. Illustration by Sara Sadri

Old Gus’ Errata: Turning the World – v0.68 41


Fondue Wandue
Wondrous item, uncommon (requires attunement)
This wand has 6 charges for the following properties. It
regains 1d6 expended charges daily at dawn. If you
expend the wand's last charge, roll a d20. On a 1, the
wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action
to expend some of its charges to cast one of the following
spells (save DC 15): grease (1 charge) or heat metal (2
charges), create food and water (3 charges, and the
bland food is instead an assortment of breads and tasty
cheeses, and the water is instead wine).

Nacho Nacho Man-cheese


Wondrous item, common
As a bonus action, you can consume this savory snack,
entering a blissful state. For the next 1 minute:
• You have advantage on Strength checks and Strength saving
throws.
• When you make a melee weapon attack using Strength, you
gain a +2 bonus to the damage roll. This bonus increases as Illustration by Necmi Yalçın
you level.
• You have resistance to bludgeoning, piercing, and slashing Rock Fort Roquefort
damage. Wondrous item, uncommon
Nerd Curds As an action, you can crumble this to cast wall of stone
(save DC 16). Instead of stone, the wall is made of
Wondrous item, rare
exceptionally hard cheese that has vulnerability to fire
This greasy paper sack contains 1d6 curds. You can use damage. Once crumbled, the cheese loses its magic, and
an action to consume this savory snack. As an action, you cannot be used to cast the spell again.
can consume a curd. When you do, choose spells from
the Wizard spell list. The combined level of the chosen Silent Stilton
spells cannot exceed your proficiency bonus. For the Wondrous item, uncommon
next 8 hours, you can cast the chosen spells, using
Intelligence as your spellcasting ability. You don’t need As a bonus action, you can cut this into this cheese,
to provide material components for the spells, unless a ensconcing yourself in a smelly aura. for 1 minute,
cost is indicated for the component, or the component creatures that start their turn within 15 feet of you must
would be consumed by the spell. succeed on a DC 14 Constitution saving throw against
poison. On a failed save, the creature spends its action
Each time you cast one of these spells in this way, roll
that turn retching and reeling. Creatures that don't need
a d20 and subtract the level of the spell. If the results are
to breathe or are immune to poison automatically
10 or lower, you lose the ability to cast that spell in this
succeed on this saving throw. A strong wind (at least 20
way. You also lose the ability to cast these spell in this
miles per hour) disperses the stench after 1 round.
way if you gain a level of exhaustion, or finish a long rest.
Once cut, the cheese loses its magic.
Prov-alone
Wondrous item, uncommon Now back to our regularly scheduled treasure…
You can use an action to consume this savory snack,
after which you are overcome with a pleasant
contentment for 1 hour. For the duration, if there are no
other creatures within 15 feet of you, you can use your
reaction to grant yourself advantage on an ability check,
saving throw, or attack roll you make.

Old Gus’ Errata: Turning the World – v0.68 42


Coat of Chills
Wondrous item, uncommon
This warm-looking, waterproof hooded coat is made
from walrus leather and is trimmed with white. It
appears warm and inviting. Donning the coat grants the
wearer resistance to fire damage, and its magic provides
a humanoid enough nourishment to survive.
Curse. Once you put on this cursed coat, you can’t take
it off unless you are targeted by the remove curse spell or
similar magic. While wearing the coat, you feel an
intense chill overcome your entire body. You gain
vulnerability to cold damage unless you have resistance
to cold damage. If you have resistance to cold damage,
you lose it. In either case, you cannot gain resistance to
cold damage by any means. Your speed is reduced by 10
feet. No amount of heat or comfort makes you
comfortable.
Additionally, whenever you roll initiative, you must
make a DC 10 Constitution saving throw. On a failure,
you take 1d8 cold damage, and become chilled for the
duration of the encounter. While chilled, you have
Illustration by Oxana Zelenskaya
disadvantage on the first attack roll you make on each of
your turns, and when the combat ends, you must
Cloudstone succeed on another DC 10 Constitution saving throw or
Wondrous item, very rare take another 1d8 cold damage and gain one level of
exhaustion.
Activating this stone seeds the sky with moisture,
creating thick rain clouds within 5 miles of it for 8 hours.
The stone must be outdoors with a clear path to the sky
to be activated.
Once activated, the stone changes the current weather
conditions, which are determined by the DM based on
the climate and season, moving them toward a heavy
rainstorm in stages. It takes 1d4 minutes for a new stage
to take effect. Once they do, another 1d4 minutes passes
before the conditions move to the next stage. After 2
hours of rainfall, the stone consumes itself, and the
weather gradually returns to normal.

Stage Effects of Change on Weather


1 Light clouds
2 Overcast
3 Drizzling rain
4 Steady rain
5 Torrential rain

Illustration by Kutty-Sark

Old Gus’ Errata: Turning the World – v0.68 43


Couatl Feather
Wondrous item, rare (requires attunement)
When a couatl gives feather given freely of its own
accord, the couatl can imbue the feather with blessings
the feather’s bearer can benefit from. A creature can only
attune to the feather if the couatl is willing to allow it,
and instantly knows the location of the creature making
the attunement.
While adorning your person or an item you are
holding, the feather grants its bearer the following
benefits:
Poison Resistance. You have advantage on saving
throws against poison, and you have resistance against
poison damage.
Couatl Spells. The feather has 4 charges and regains
1d4 expended charges daily at dawn. You can use an
action to expend 1 or more of its charges to cast one of
the following spells from it, using Charisma as your
spellcasting ability: bless (1 charge), feather fall (1
charge), lesser restoration (2 charges), or protection
from poison (2 charges).

The couatl appears on page 43 of the Monster Manual.

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.

Old Gus’ Errata: Turning the World – v0.68 44


Death’s Promise
Weapon (any), rare (requires attunement)
You have a +1 bonus to attack and damage rolls made
with this magic weapon.
Death's Promise. If you miss a creature with an attack
using this weapon, the weapon's vengeful magic hones in
on the target. Until the end of your next turn, you gain
advantage on the first attack roll this weapon against the
same target.
Weighty. If the weapon has the light property, it loses
it. If the weapon has the versatile property, it must be
wielded with two hands.

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.

Old Gus’ Errata: Turning the World – v0.68 45


Illustration by Ivan Deniskin

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.

Old Gus’ Errata: Turning the World – v0.68 46


Ethereal Ammunition
Weapon (any ammunition), uncommon (+1), rare (+2), or
very rare (+3)
This ammunition passes through physical objects and
targets, leaving a trail of frigid, murky haze in its wake.
You have a bonus to attack and damage rolls this piece
of magic ammunition. The bonus is determined by the
rarity of the ammunition.
When you make a weapon attack with this
ammunition, your attack ignores ½ and ¾ cover. When
you score a critical hit with a weapon attack using this
ammunition, you can roll one of the weapon’s damage
dice one additional time and add it to the extra damage
of the critical hit. Additionally, if another target is
standing directly behind and within 10 feet of your
original target, you can deal the additional damage to
that target as well.
After you make an attack with this ammunition, it
fades away into ghostly mist and is lost.

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.

Old Gus’ Errata: Turning the World – v0.68 47


Exacting Arrow Extract of Bitrexflower
Wondrous item, legendary Wondrous item, uncommon
This adamantine arrow has an obsidian arrowhead. No If you pour the contents of this vial onto food or drink, it
attack roll is made when it is fired from a weapon, the gains an enticing aroma appropriate to its appearance.
name of the target is spoken instead. You must be have Ingesting the food, however, leaves you with a terrible
seen the target up close once, or know their true name in taste in your mouth, and you must succeed on a DC 16
order to target them with the arrow. Constitution saving throw or be poisoned for 24 hours.
Once loosed, the arrow seeks its target for up to 1 year. On a failed save, you must spend your action on your
For the duration, it is a tiny construct with 5 hit points next turn retching and reeling.
and an AC of 23, and a flying speed of 225 feet (600 For the duration, if you eat or drink anything else, you
miles per day). It can hover. It is immune to fire, poison, must make another DC 16 Constitution saving throw. On
psychic; bludgeoning, piercing, and slashing from a failed save, you vomit up whatever it was you ate or
nonmagical attacks that aren't adamantine and also to drank, and spend your action on your next turn retching
the charmed, exhaustion, frightened, paralyzed, petrified, and reeling.
poisoned conditions and any spell or effect that would
alter its form. It automatically succeeds saving throws. It Fan of the Charming Foreigner
has an Intelligence score of 18. It always knows the Wondrous item, rare (requires attunement)
location of its target unless the target on a different plane
of existence than itself, and is capable of tracking the The beautifully decorated ornamental fan has 10 charges
target to the location it last left the plane from. If the and regains 2d4+2 expended charges daily at dawn.
target returns to that plane, the arrow knows it and While holding the fan, you can use an action to expend
where they are. If no direct route is available to the 1 or more of its charges to cast one of the following
target, it lies in wait for the duration. If the arrow reaches spells from it, (DC 12): friends (1 charge), charm person
the target, it does not miss. (2 charges), disguise self (2 charges), or alter self (3
If you imparted the target’s true name to the arrow, it charges, choosing only the change appearance option).
deals damage as if it were a critical hit, and the target Spells you cast using the fan do not require verbal or
must make a DC 19 Constitution saving throw, taking an material components, and also do not require
extra 10d10 piercing damage on a failed save, or half as concentration, as long as you continue to hold the fan.
much extra damage on a successful one. Once the arrow Each time you cast a spell using the fan, roll a 1d20.
strikes its target, it becomes a normal adamantine arrow. On a 1, the fan tears, the spell fails and the fan cannot be
used again.
Expectacles
Wondrous item, rare
This pair of eyeglasses features two rose-colored lenses
held in a fancifully decorated copper frame. While
wearing the eyeglasses, you can expend their charge to
cast the divination spell. You only need to provide the
verbal component for the spell. When the spell ends, the
eyeglasses crumble into dust.
You can use the eyeglasses to obtain a truthful reply
from the spell even if you have already cast the divination
spell twice or more since your last long rest.

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Fizzy Lifting Potion
Potion, common
These potions are found in a leather-ringed collection of
six potions. When found, there are 1d4+2 remaining
potions in the bundle. Each potion is clear, and
brimming with rising, effervescent bubbles, and a slightly
different color, with a different fruity aroma and taste.
After drinking a fizzy lifting potion, you rise vertically
10 feet, provided you, your equipment and anything you
are holding weight less than 500 pounds. For the next 1
minute, you rise vertically 10 feet again at the start of
each of your turns. While rising, you can move only by
pushing or pulling against a fixed object or surface
within reach (such as a wall or a ceiling), which allows
you to move as if you were climbing. If you have a flying
Illustration by Laura Bossi speed, you can use it move, but cannot reduce your
altitude.
Feather-Dance Charm On each of your turns, you can use your action to belch
by making a DC 10 Constitution check. On success, you
Wondrous item, common
release a belch audible to a distance of 100 feet, your
This scintillating feather features a pea-sized, inscribed altitude is reduced by 20 feet, and you take no falling
lead weight, tethered by a wound gut-string. When held, damage if you collide with a surface.
one feels ready and able to dance upon the wind.
Light as a Feather. If you fall or are moved against
your will, you can use your reaction and speak the
feather's command word to prevent any damage you
would take from whatever moved you, for example, an
attack, spell or hazard. This protection extends to any
creatures, objects and structures you collide with as a
result of being moved, but not hazardous areas, for
example, open flames or spike growth spell. At the start
of your next turn, the charm disintegrates into dust.

Change a treasure’s form!


Consumable items like the Feather-Dance Charm makes Illustration by Jeryce Dianingana
excellent consumable charms to add to a weapon, armor or
other item, or perhaps a magic tattoo. Change the item’s Frigid Shard-Whip
visual description to whatever makes the most sense for Weapon (whip), rare (requires attunement)
your game.
You have a +1 bonus to attack and damage rolls this
magic weapon. It also deals an additional 1d4 cold
Feijian Dao damage to any target it hits. The whip has 2 charges and
regains 1d2 expended charges daily at dawn.
Weapon (shortsword), rare (requires attunement by a
monk) Icy Shards. When you hit a creature, you can expend 1
charge to cause the shard at the tip of the whip to
You have a +1 bonus to attack and damage rolls this explode in a shower of icy splinters. The target and each
magic weapon. creature within 5 feet of it must succeed on a DC 14
Snake Spirit. You have advantage on saving throws Dexterity saving throw or take 2d6 cold damage.
against poison, and you have resistance against poison
damage. When you hit a creature with this weapon, you
can use a bonus action and spend 2 ki points to force it
to make a Constitution saving throw against your ki save
DC. The target takes 4d6 poison damage on a failure, or
half as much on a success.
Tortoise Spirit. You can spend 2 ki points to cast the
shield spell.

Old Gus’ Errata: Turning the World – v0.68 49


Froggy Potion of Croakitude
Potion, uncommon
This potion looks like green bubbling, muddy swamp
water. Closer inspection of the murky liquid reveals it to
be filled with, dark, writhing tadpoles.
When you drink this potion, you must make a DC 14
Charisma saving throw. On a failure, you become cursed
for 24 hours. Immediately, and once every hour for the
duration, roll a d10 and consult the following table. Each
time you do this, the curse’s effects change, taking on the
form of the die’s result.
If the curse causes you to assume a new form, the
following rules apply:
• Your statistics, including mental ability scores, are replaced
by the statistics of your new form. You retain your hit points,
alignment and personality.
• You are limited in the actions you can perform by the nature
of your new form, and you can't speak, cast spells, or take
any other action that requires hands or speech.
• Your gear melds into your new form. You can't activate, use,
wield, or otherwise benefit from any of your equipment.

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.

Old Gus’ Errata: Turning the World – v0.68 50


Ghostcatcher’s Net Goggles of Luminal Transition
Weapon (net), rare Wondrous item, uncommon (requires attunement)
A creature hit by the net can use its action to make a DC The lenses of these goggles darken in proportion to
13 Strength check, freeing itself or another creature available light. The lenses are clear when in darkness or
within its reach on a success. Dealing 5 slashing damage dim light, and make bright light appear as dim light. In
to the net (AC 13) also frees the creature without direct sunlight, the lenses darken so thoroughly that the
harming it, ending the effect and destroying the net. area appears in darkness.
You can use the net to attack creatures you can see If you have the Sunlight Sensitivity trait, viewing an
with the net if they are in the Border Ethereal or on the area in direct sunlight through the lenses of these
Ethereal Plane. The net ignores the immunity to the goggles negates the disadvantages such conditions
restrained condition an ethereal creature (for example, normally impose.
banshee, ghost, shade, shadow, or specter) might have. Additionally, you have advantage on saving throws
When a creature in the Border Ethereal or Ethereal against blindness, if they are caused by bright light.
Plane is hit by the net, it immediately enters the plane
the attack originated from, appearing in the nearest Great-Mother’s Chanclas
unoccupied space. While restrained by the net, a Wondrous item, very rare (requires attunement by a
creature cannot enter or remain in the Border Ethereal creature whose age is no less than half their race’s
or Ethereal Plane. average life span)
If the net is destroyed, you can perform a 10-minute
These backless and open-toed sandals are extremely
ritual to repair it.
comfortable, surprisingly durable, and shockingly
Gloves of the Voice-Thief aerodynamic. While wearing the chanclas, you gain the
following benefits:
Wondrous item, rare (requires attunement)
• You are immune to disease.
These black velvet gloves have a silk lining that feels • You are immune to being magically aged.
almost like inserting your hands into an open wound. • You have advantage on death saving throws.
Steal Voice. While wearing the gloves, you can use an • You have advantage on Wisdom (Insight) checks you make.
action to steal the voice of a creature you can see and • When you take the Dash action, your walking speed
hear within 30 feet of you. You concentrate (as if increases by an additional 10 feet.
concentrating on a spell), and the target makes a Additionally, use a chancla as a melee weapon with the
Wisdom Saving throw. The DC of the saving throw is 8 + finesse and thrown (30/60 feet) properties, and you can
your proficiency bonus + your Charisma modifier. On a use Wisdom instead of Strength or Dexterity for the
failure, the target becomes cursed. Constructs, oozes, attack and damage rolls of its attacks. On a hit, a chancla
undead, and creatures without a mouth succeed their deals 1d4 bludgeoning damage.
saving throw automatically. The magic chanclas grant a +1 bonus to attack and
A cursed creature cannot speak or make any sound damage rolls made with them, and they return to the foot
from its mouth. For the duration, while wearing the they were removed from or your hand (your choice)
gloves, you can speak with the cursed creature’s voice, immediately after they are used to make a ranged attack.
making any sounds they could make with their mouth.
You can speak languages you know, or any language the
cursed creature knows, but you are not granted any
ability to understand languages you do not already know.
The curse ends if your attunement ends, the cursed
creature dies, or if the gloves and the creature are ever
not upon the same plane. A dispel magic spell or similar
effect can also end the curse early.
The gloves can curse up to two creatures. You can use
an action on your turn to end a curse, restoring one or
both captured voices to the creatures they belong to.

Old Gus’ Errata: Turning the World – v0.68 51


Hammer of the Kegsworn
Warhammer, rare (requires attunement by a dwarf or a
Way of the Drunken Master monk)
You gain a +1 bonus to attack and damage rolls made
with this magic weapon. The hammer has 3 charges and
regains 1d2 + 1 expended charges daily at dawn.
Keg-Swear. As an action, you can cause the hammer’s
keg can to fill, becoming capable of dispensing up to 30
gallons of ale, beer, or mead. The exact type and flavor of
the beer is up to you. A creature who willingly imbibes
from the keg’s beverage must succeed on a DC 13
Wisdom saving throw (or your Ki save DC if it is higher)
or be charmed by you for 1 hour. The beer last for 4
hours, after which any unconsumed beer becomes water.
Intoxicate. When you hit a creature with the hammer,
you can expend 1 charge to intoxicate the target. The
target makes a DC 14 Constitution saving throw (or your
Ki save DC if it is higher). On a failure, the creature
becomes poisoned for 1 minute.
A poisoned target can't take reactions, its speed is
halved, and it must roll a d4 at the start of each of its
turns. On a 1, the creature uses all its movement to
stagger in a random direction. To determine the
direction, roll a d8 and assign a direction to each die
face. The creature doesn't take an action this turn.
The target can repeat the saving throw at the end of its
turns, ending the effect on a success.

Illustration by Rob Shaw

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.

Illustration by Michael Cabezas

Old Gus’ Errata: Turning the World – v0.68 52


Hat of Hirsutism
Wondrous item, rare (requires attunement)
A handsome pink hat with a jaunty yellow feather.
Curse. The moment you don this cursed hat, it begins
to cause your body’s hair to grow at ten times its normal
rate until you have a fantastic and unruly mane around
your entire body. As your hair grows, you are enthralled
by the combination of the hair and hat, and are both
unwilling and unable to remove it until you are targeted
by the remove curse spell or similar magic.

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).

Old Gus’ Errata: Turning the World – v0.68 53


Jar of Wind
Wondrous item, rare
This magic jar is made from bright white porcelain, and
is inscribed with cheerful blue paint. The jar has 3
charges and regains 1d2+1 charges daily at dawn.
Bluster. While holding the jar, you can use an action
and expend one charge to force one Medium or smaller
creature within 30 feet of you to make a DC 15 Strength
saving throw. On a failure, the target is pushed up to 10
feet away from you. Alternately, you can move one object
that is neither held nor carried and that weighs no more
than 100 pounds. The object is pushed up to 10 feet
away from you.
Command the Wind. You can expend 2 charges from
the jar to cast the gust of wind spell (DC 15), or the jump
(targeting yourself). If the jar leaves your hand, either
spells ends.
Whirlwind. As an action, you can throw the jar up to
30 feet away from you, shattering it on impact. The jar's
destruction creates a whirlwind that is a 15-foot radius,
40-foot high cylinder of violently swirling air centered on
the impact point for 1 minute. The area is difficult
terrain. When a creature enters the spell’s area for the
first time on a turn or starts its turn there, it must
succeed on a DC 15 Dexterity saving throw or take 3d8
bludgeoning damage.
Illustration by Julia Vanti
On initiative count 20, the whirlwind moves 40 feet in
a random direction determined by the DM. When it
completes this movement, each Large or smaller
Key of Door-Binding
creature in the area must make a DC 15 Strength saving Wondrous item, very rare
throw or be lifted by the wind, rising vertically a number This magic key can create a portal between two
of feet equal to 1d4 × 10. doorways no more than 10 feet on any side.
Origin. You can use an action to insert this key into a
mundane lock, turning it and speaking a passphrase of
your choice aloud. Record the location of the door, which
side of the door you are on, and the chosen passphrase.
Destination. You can use an action to turn the key in
a second door, which must be on the same plane as the
first, speaking the passphrase aloud. Doing so opens the
door, which becomes a portal to the side of the first
door’s location. The portal lasts until the end of your next
turn, or until either door is shut, at which both doors are
magically shut, and the state of any mundane locking
mechanisms in them are restored before the portal was
opened.
Traverse. You can use an action to turn the key and
speak the passphrase from either door, moving between
them as often as you like. If either door (or its locking
mechanism) is moved, destroyed or substantially
changed, the key’s magic is lost, and it becomes a
mundane key.

A key of door-binding only opens its associated doors when


creating a portal. It doesn’t bypass any mundane locks that
might open either door.

Old Gus’ Errata: Turning the World – v0.68 54


Kinetic Thunderball Leonin Gauntlet
Wondrous item, rare Wondrous item, uncommon
This small, milky-white glass marble emits a quiet high- This gauntlet is shaped like the head of a lion. You can
pitched hum when held up to the ear. You can use an hold a weapon. The gauntlet has 5 charges and recovers
action to activate it, causing the marble to expand into a 1d4+1 expended charge daily at dawn.
15-foot sphere of whining, shimmering energy, centered Lion's Strength. While wearing the gauntlet, you gain
on you for 1 minute. a +2 bonus to Strength (Athletics) checks you make to
For the duration, nothing—not physical objects, initiate a grapple or shove a creature.
energy, or other spell effects—can pass through the Lion's Ferocity. When you take the Attack action, you
sphere, in or out, though a creature in the sphere can can use a bonus action and expend a charge to make a
breathe there. Creatures within the sphere are immune melee weapon attack with the gauntlet. On a hit, the
to falling damage. gauntlet bites the target, dealing 1d6 + 3 piercing
The sphere has an AC of 17 and 100 hit points. If it is damage.
reduced to 0 hit points, it explodes, sending a shower of Lion's Roar. You can expend a charge use the Attack
thundering force outward. Creatures within 10 feet of action to make a special melee attack with the gauntlet.
the sphere (but not those within it) must make a If you're able to make multiple attacks with the Attack
Constitution saving throw, taking 4d6 thunder damage action, this Attack replaces one of them. When you do,
on a failure, or half as much on a success. the gauntlet releases a mighty roar audible to a distance
Creatures inside the sphere can use an action to roll of 100 feet. Each humanoid or beast in a 15-foot cone
the sphere, up to a distance equal to their walking speed. must succeed on a Wisdom saving throw or become
If the sphere moves at least 10 feet in a straight line frightened of you until the end of your next turn. A
toward a creature or object (for example, rolling toward frightened creature can repeat the saving throw at the
it or falling on it), the sphere collides with it. end of each of its turns, ending the effect on itself on a
When the sphere collides with a a creature or object, it success.
deals 1d6 thunder damage for each 10 feet the sphere
moved in a straight line to the creature or object, and the Life-Drinker Hilt-Cloth
sphere takes the same amount of damage. If the sphere Wondrous item, rare (requires attunement)
collides with a creature, that creature can make a DC 16
A dark red velvet hilt-cloth which can wrap around the
Dexterity or Constitution saving throw (it’s choice),
grip of a weapon. Once wrapped, a wielder can attune
taking half as much damage on a success.
the cloth and weapon to themselves by gripping the
When the effect ends, the sphere dissipates harmlessly handle and leaving the deadly parts of the weapon
in a final high-pitched whine. lodged in their flesh for 1 hour, dealing the weapon’s
damage die.
If you roll or fall the sphere a great distance, The DM can Drink Life. On a hit, the weapon deals an additional 1
calculate an appropriate distance and direction for the necrotic damage (although the weapon’s damage is not
sphere to richochet. rendered magical). The weapon has 1 charge and it
regains any expended charge daily at dawn. When you
reduce a creature to 0 hit points with this weapon, you
can use your reaction and expend the charge to regain
hit points equal to 1d4 + your Constitution modifier.

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.

Old Gus’ Errata: Turning the World – v0.68 55


Longtail's Spike Maestro Marvin’s Marvelous Mixer
Weapon (rapier), artifact (requires attunement) Wondrous item, uncommon
A glittering emerald embedded in the pommel of this This large wooden spoon has a small red crystal affixed
dragonbone rapier houses the soul of the slain dragon into the end of the handle. When the spoon is placed into
Ryrses Longtail. Handling the sword produces an acrid a bowl or cauldron, speaking its command word will
taste in the mouth of the creature in contact with the cause the spoon to autonomously mix and stir the
item, which continues until they attune to the weapon. contents at your direction. It cannot stir with enough
You gain a +2 bonus to attack and damage rolls made force to cause damage, and it ceases to function if
with this magic weapon. When you hit with it, the target removed from its assigned bowl or container.
takes an extra 1d6 poison damage.
Matchless Tinderbox
Sentient Weapon. Longtail's Spike is a sentient
Lawful Evil weapon with an Intelligence of 18, a Wisdom Wondrous item, rare
of 15, and a Charisma of 17. It can hear and has This small engraved silver container holds an
darkvision out to a range of 120 feet. The weapon unremarkable-looking flint and fire steel tinder, which
communicates by telepathy to the attuned creature. The you can use to light a fire. Using it to light a torch or
sword can also make the following ability checks campfire requires an action. When you do so, you can
(performed by the DM in secret): Deception +8, Insight speak the tinderbox’s command word, lighting a magical
+7, Perception +12 fire instead. When you do, the tinderbox creates magical
Dragon's Avarice. When the bearer is presented with flames that do not consume any fuel, burning for up to 8
an opportunity to act in a selfish or malevolent way, the hours, and giving off no smoke.
sword urges you to do so. The tinderbox can light a candle, torch, or campfire,
Aspect of the Green Dragon. You can breathe air and filling up to a 5-foot cube with up to magical fire which
water, have a swim speed equal to your movement speed sheds bright light in a 20-foot radius and dim-light for an
and you can speak Draconic fluently. additional 40 feet. Within fire’s bright light:
Poison Breath Weapon. While holding the weapon, • Warmth. The temperature is warm and inviting, staving off
you can use an action to breathe out a 30-foot cone of even extreme cold, as described in Chapter 5 of the Dungeon
poison gas. Each creature in the area must make a DC Master’s Guide. The magical fire itself is incapable of
16 Constitution saving throw, taking 5d8 poison damage damaging other creatures (who can pass unharmed through
on a failure, or half as much damage on a successful one. its space) or spread beyond a 5-foot cube. A sufficiently large
One you use this ability, you must finish a long rest magical fire can be used intentionally to heat up objects, boil
before you can use it again. water, or cook upon.
Poison Resistance. You have advantage on saving • Protection from the Elements. Nonmagical precipitation is
throws against poison, and you have resistance against unable to fall, and nonmagical wind originating from outside
poison damage. If you already have resistance poison this area is unable to blow.
damage, you become immune to it. The fire can be extinguished early by speaking the
command word again, or by magical rain or snow, or
Love Magnet strong magical wind (at least 30 miles per hour). A
Wondrous item, artifact (requires attunement) sufficient quantity of nonmagical water poured directly
onto the fire by another creature also extinguishes it.
While attuned to this unremarkable horseshoe-shaped
The tinderbox can only be used to light one magical
lump of brown iron, it is on your person, you have
fire at a time. If you light a second, the first immediately
advantage on all Charisma checks directed at creatures
extinguishes itself.
of your choice that aren’t hostile toward you.
As an action, you can attempt to charm a humanoid,
beast, fey, giant, monstrosity, or plant you can see within
30 feet of you. The target must make a Wisdom saving
throw DC 8 + your proficiency bonus + your Charisma
modifier, and does so with advantage if you or your
companions are fighting it. If it fails the saving throw, it
is charmed by you for 24 hours, or until you or your
companions do anything harmful to it. The charmed
creature regards you as a friendly acquaintance.

Old Gus’ Errata: Turning the World – v0.68 56


Meat Glue Mnemonic Stones
Wondrous item, very rare Wondrous item, rare
This short, round jar of sticky, red paste contains 1d2 + 1 These stones come in sets of 2d4 stones enclosed in a
applications of its contents. small pouch. The stones are unremarkable to look at and
If any severed body part (for example, a finger, leg, tail, are simple river rocks: smooth, flat, and oval of varying
or head) of an individual who is made of flesh is severed, sizes and arrayed in speckled greys, browns, reds and
the glue can be used to safely reattach the limb, restoring whites. By handling a stone and concentrating upon it for
4d8 hit points to the recipient. The process takes 1 1 minute, a stored memory within each is revealed to the
minute, and the severed limb must be held firmly in stone’s holder. They experience the memory from the
place while the glue is set. If the target has died within perspective of the original encoder. The memory
the last 10 minutes as a result of losing the body part, contains sight, sound, and any other special senses the
and its soul is both willing and at liberty to rejoin the original encoder may have had, and that information is
body, the creature returns to life with 1 hit point, and transmitted form the stone to its holder. However, no
they have disadvantage on any ability checks and attack identity or information of the memory’s origin is gained,
rolls they make until they complete a long rest. although the memory may contain implicit or explicit
clues. For example, the memory might the sound of their
Alternately, you can attach a severed arm or leg from
own words, a glimpse of themselves in a mirror or other
one creature onto another willing creature who is made
such details. Reviewing a stored memory does not erase
of flesh’s body:
it, and the memories can be reviewed again and again.
• Arm. The recipient can make one additional object
A willing creature can erase a stored memory on a
interaction on their turn. The arm can hold a spellcasting
stone or overwrite it with a memory of their own by
focus or weapon that lacks the two-handed or heavy
succeeding on a DC 10 Charisma check. The process
properties. When the recipient takes the Attack action on
takes 1 minute.
their turn, the limb can make one weapon attack using the
recipient’s bonus action. If the recipient is already engaging The DM determines the general contents of each stone
in two-weapon fighting, this attack is made in addition to the that is found, in accordance with the following table:
attacks made by their off-hand. The extra limb is clumsy, d8 Memory
however, and any spell or weapon attacks it makes using a 1 The stone is empty.
weapon or spellcasting focus it is holding are made with a -2
2 The memory is of hard work or training.
penalty, and do not add any ability modifiers to their damage
rolls. 3 The memory is of family.
• Leg. The creature’s movement speed increases by 10 feet, 4 The memory is of treasured friendship.
and they gain a climbing speed equal to their movement 5 The memory is of great regret.
speed. 6 The memory is of a great battle.
You can attach as many limbs to a creature as you like 7 The memory is of a magic spell or item.
using the meat glue. Each time the recipient of an extra 8 The memory is of visiting another plane.
limb completes a short of long rest, they must make a
DC 11 Constitution saving throw for each additional The specifics of the memory and who may have
limb attached to their body. On a failure, the limb encoded the stones are determined by the DM.
detaches from their body, and they take 1d6 slashing
damage. Mockingblade
Weapon (dagger, longsword, scimitar, shortsword or
Mithril Net rapier), rare (requires attunement)
Weapon (net), uncommon
You have a +1 bonus to attack and damage rolls made
This flexible net is made of resilient and cleverly with this magic weapon. The sword has 6 charges and
weighted mithril cables. Being within 5 feet of a hostile regains 1d6 charges daily at dawn.
creature doesn't impose disadvantage on attack rolls Quick Tongue. When you take the Attack action and
made with the net, and neither does attacking at long hit a creature with it, you can expend 1 charge to cast the
range. vicious mockery cantrip. When you do, the spell’s casting
A creature hit by the net can use its action to make a time is changed to 1 bonus action, and it targets the
DC 17 Strength check, freeing itself or another creature creature you hit. Charisma is your spellcasting ability for
within its reach on a success. Dealing 5 slashing damage the spell.
to the net (AC 21) also frees the creature without If d20 roll for the target’s Wisdom saving throw is a
harming it, ending the effect and destroying the net. 20, the sword turns your magical insults back on you
instead. You take a psychic damage equal to the sword’s
remaining charges, which are immediately expended,
and the target has advantage on the first attack it makes
against you on its next turn.

Old Gus’ Errata: Turning the World – v0.68 57


Mousetrap of Prodigious Reproduction Oboro Katana
Wondrous item, uncommon Weapon (longsword), artifact (requires attunement by a
samurai or monk)
This mousetrap was likely created by an unscrupulous
exterminator. It functions as any normal mousetrap You have a +2 bonus to attack and damage rolls with this
would, with a coiled spring and a triggering mechanism magic weapon. It has a bronze hilt and pommel, and its
between the jaws, where the bait is held. When the trip tsuba depicts writhing oni that is devouring its own leg.
snaps the jaws shut, and kills a mouse or rat in its grasp, The blade is made from a dyed deep red adamantium
the trap immediately summons a swarm of rats in the which seems to swallow all other colors shone upon its
nearest available space, which begin to ravenously surface. The blade is extraordinarily light, granting it the
devour any foodstuffs within 60 feet of the trap at a rate finesse property.
of 5 cubic feet per minute. The swarm does not attack The weapon has 8 charges and regains 1d8 expended
other creatures. The swarm is unable to move further charges daily at dawn. While attuned to the blade, you
than 60 feet from the trap that created it, and if the trap gain the following benefits:
is moved, the rats move to follow it. The swarm lasts Legendary Monk Weapon. If you are a monk, this
until it is reduced to 0 hit points, or until the trap is reset weapon is a monk weapon for you. When you use your
and the rodent’s corpse is released from its grasp. flurry of blows feature, you can use this weapon instead
of making an unarmed strike.
Nocker’s Net-Gun Launcher
Cold, Calculating. While you remain attuned to this
Wondrous item, uncommon weapon and it is on your person, you can add your
This wooden stock has two canisters at each end. Each Wisdom modifier to Charisma (Deception, Intimidation,
canister can hold one net. A clever pair of triggers on the and Persuasion) rolls you make.
stock allows the wielder to select which canister’s Celestial Slayer. When you use this weapon to attack
contents to launch. a celestial creature, you have advantage on your attack
You can use the launcher to make ranged weapon rolls.
attacks with a loaded net. A creature proficient with nets Icy Cuts. Each consecutive time you hit the same
or hand crossbows is proficient with attacks made with creature with this weapon on a turn, the attack deals a
the launcher. When fired from the launcher, a net has a cumulative 1d4 additional cold damage.
normal range of 30 feet, and a long range of 60 feet. If Oboro Vengeance. Once on your turn when you hit a
net fired from the launcher grants a magical bonus to creature, you can expend 1 charge to cause a hit to
attack rolls, that bonus is applied to attack rolls made become a critical hit.
with the launcher.
Summon Lesser Demons. You can expend 3 charges
While your other hand is free, you can use a bonus to cast the summon lesser demons spell. Wisdom is your
action on your turn to load an available net into the spellcasting ability for the spell.
launcher.
Summon Oni. As an action, you utter foul words and
expend 5 charges, summoning an oni. The oni appears
Nocker’s Reparable Net in an unoccupied space you can see within range, and it
Weapon (net), very rare (requires attunement) disappears when it drops to 0 hit points or after 1 hour.
You have a +1 to attack rolls made with this magic The DM has the creature’s statistics.
weapon. The summoned oni is the same creature each time you
A creature hit by the net can use its action to make a use this ability, and it acts independently of you, but it
DC 14 Strength check, freeing itself or another creature always obeys any command given to it short of divulging
within its reach on a success. Dealing 5 slashing damage its true name.
to the net (AC 14) also frees the creature without In combat, roll initiative for the oni, which has its own
harming it, ending the effect and destroying the net. turns. You can issue a verbal command to it (requiring
You can use an action on your turn to summon the net no action on your part), telling it what it must do on its
to a free hand. If the net has been destroyed, it repairs next turn. If you issue no command, it spends its turn
itself when you do. attacking any creature within reach that has attacked it.
At the end of each of the oni's turns in combat, it
makes a Charisma saving throw. The DC of the saving
Replicating Magic Items throw is 8 + your proficiency bonus + your Wisdom
modifier. The oni has disadvantage on this saving throw
The Nocker’s Net-Gun Launcher and Nocker’s Reparable
if you say its true name. On a failed save, the oni
Net are excellent candidates for the Artificer class’ Replicate
continues to obey you. On a successful save, the oni
Magic Item feature!
vanishes.

Old Gus’ Errata: Turning the World – v0.68 58


Pearls of the Mermaid Queen
Wondrous item, rare
This string of three differently colored magic pearls is
strung on a platinum chain, and are gifted to great
knights or heroes of underwater realms. Expending a
pearl's charge destroys the pearl.
Blue Pearl. This pearl can make you uncanny
strength. The blue pearl has 1 charge. As a bonus action,
you can expect the pearl's charge. For the next 1 minute,
you gain the following benefits:
• If your Strength score is lower than 21 (including any
bonuses from other magic items), your Strength score
changes to 21.
• Your carrying capacity and the weight you can push, drag, or
lift is doubled.
• You have advantage on Strength checks and Strength saving
throws.
• Your melee weapon attacks deal 1d4 extra damage.
Pink Pearl. This pearl can protect you from any
source of grievous harm. If you take damage or fail a
saving throw, you can use your reaction and expend the
Illustration by Taras Susak pearl's charge, turning the failure into a success, and
preventing any damage that would be dealt to you.
Orna-Tethra White Pearl. This pearl offers wise words and good
Weapon (shortsword), very rare (requires attunement) counsel. While it remains on your person, you can cast
the guidance cantrip. Wisdom is your spellcasting ability
You have a +2 bonus to attack and damage rolls with this for the spell.
magic weapon. Despite being four times the size of a
Whenever you make an Intelligence, Wisdom or
normal shortsword, it weighs the same as only one. It is
Charisma check, you can use your reaction and roll a
covered in ancient giantish glyphs.
d20, adding the number rolled to the results. You can roll
The blade has 4 charges and regains 1d4 charges daily the die before or after making the ability check, but
at dawn. before the results are announced.
Giant Blows. When you hit a creature with this
weapon, you can expend up to three charges, deals an
additional 1d6 damage to the target for each expended
charge.
Remember the Dead. When you reduce a fey, giant or
humanoid to 0 hit points, you can use your reaction and
expend one charge to record an impression of the
target’s essence upon the blade, which takes the form of
a new glyph on weapon’s blade. The sword can record
twelve such glyphs, and has 2d6 glyphs on its surface
when found.
Recount the Deeds. You can use an action and
expend one charge, touching a glyphs and summoning
its recorded impression. For the next 1 minute, you can
ask the impression up to five questions. The impression
knows only the most present thoughts of the creature
that it was drawn from, and only for one hour prior to its
death. It answers in the languages it knew, and the Illustration by Sabrina Weeks
answers are usually brief, cryptic, or repetitive. The
impression is compelled to offer a truthful answer,
however. The impression can't learn new information,
doesn't comprehend anything that has happened since it
died, nor can it speculate about future events.
When the effect ends, the impression dissipates into
nothingness.

Old Gus’ Errata: Turning the World – v0.68 59


Phantasmagoria of the True Tale of Each light must remain within 20 feet of another light
Dagdan, King of the Tuatha Dé Danann created by this music, and a light winks out if it exceeds
the music's range. If two lights move into the same
Wondrous item, artifact space, the radiuses of the combined lights are added
This bundle of scrolls can only be deciphered by a bard. together. If any of this light's radius overlaps with an
The collected notes, words and musical cues that make area of darkness created by a spell of 3rd level or lower,
up an hour’s worth of performance material detailing the the spell that created the darkness is dispelled.
life and times of the archfey Dagda.
The Abundance of Brú na Bóinne. You make the
As an action, you concentrate (as if concentrating on a
terrain or building in the music's area look, sound, smell,
spell) and fill the air up to 100 feet away from you with
and even feel like verdant fields, forests and streams.
magical music for to 10 minutes. You can perform each
The terrain's general shape remains the same, however.
piece in sequence, or separately. However, once you play
You can create the illusion of seas, skies, cloud, grass,
any given segment, its pages crumble away, as any
animals, and a great castle rising up to meet the sun, and
consumed spell scroll would be. Any attempt to duplicate
fields of farms, fruits, nuts and grains in abundance.
the scrolls’ contents automatically fails. Played in
sequence the tale makes for an unforgettable The illusion includes audible, visual, tactile, and
performance for any and all who attended it. olfactory elements, so it can turn clear ground into
difficult terrain (or vice versa) and impede movement
Dagda's Magic Harp. For the duration, you make through the area. Any piece of the illusory terrain (such
Charisma (Performance) checks with advantage, and can as a rock or stick) that is removed from the spell's area
use a bonus action to force a humanoid you can see that disappears after a few seconds – enough to be smelled
can hear the music to make a Wisdom saving throw or tasted, but not enough to provide nourishment.
against your Bard spell save DC. If the target is in Creatures with truesight can see through the illusion
combat, it makes its saving throw with advantage. If it to the terrain's true form; however, all other elements of
fails, the creature is charmed by you for as long as it can the illusion remain, so while the creature is aware of the
hear the music or until you or your companions do illusion's presence, the creature can still physically
anything harmful to it. If it remains charmed for the interact with the illusion.
entire 10-minute duration, it also remains charmed for
up to 1 hour afterward. The Battle Against the Fomorians. You call forth an
illusory fomorian, which joins you in the performance,
The Courting of Boann. Three illusory duplicates of appearing in an unoccupied space within the music’s
yourself appear in unoccupied spaces near you, each in a area that you can see. The DM has the fomorian’s
different costume. Until the spell ends, the duplicates statistics.
can move, fly and hover up to your movement speed The fomorian is hostile to you, and perceives no other
anywhere within the song's area feet away from you with creatures for the duration, and it is unable to damage
you, singing, dancing and playing instruments. you in any way, as the two of you create a great staged
As a bonus action on your turn, you can cause an battle against one another. When this piece ends, the
eruption of energy in a line between yourself and any fomorian performs a dramatic death scene.
duplicate, or any two duplicates. Creatures standing in If your concentration is broken early, the illusory
the line must succeed on an Intelligence saving throw or fomorian doesn't disappear, but instead becomes real.
take psychic damage equal to your bardic inspiration die. The real fomorian is hostile to you and any other non-
If you fail a concentration check during this piece, you giants it can see. Roll initiative for the fomorian, which
can instead sacrifice one duplicates to succeed it instead. has its own turns. The fomorian pursues and attacks you
A duplicate's AC equals 10 + your Charisma modifier. and any nearby non-giants to the best of their ability.
If an attack hits a duplicate, the duplicate is destroyed. A
duplicate can be destroyed only by an attack that hits it. Spirits of the Tuatha dé Danann. You call forth fey
It ignores all other damage and effects. spirits to surround and protect you. They flit around in
the music's area for the duration, producing a haunting
A creature is unaffected by the duplicates if it can't see, chorus of otherworldly music.
if it relies on senses other than sight, such as blindsight,
or if it can perceive illusions as false, as with truesight. As a bonus action on your turn, you can cause the
spirit of Dagda to attack a number of creatures in the
The Birth of Aengus. You create nine spheres of area you can see up to your Charisma modifier
sunlight which shed bright sunlight light in a 20-foot (minimum: 1) to make a Charisma saving throw against
radius, and dim light in an additional 20 feet. your Bard spell save DC. On a failed save, the creature
takes 4d8 radiant damage, and its movement speed is
As a bonus action on your turn, you can move lights of
halved until the start of its next turn. On a successful
your choice up to 60 feet to a new spot within the
save, the creature takes half as much damage and its
music's area.
movement isn't halved.

Old Gus’ Errata: Turning the World – v0.68 60


Phineas Phardts' Greasy-Glue Phineas Phardts’ Pholding Pheatherwing
Wondrous item, uncommon Wondrous item, rare
This greasy-looking, lumpy brown potion has the This object appears as a backpack. It weighs 4 pounds
consistency of cottage cheese. Drinking the potion and floats. It can be opened to store items inside it as any
causes you excrete a nonflammable, oily substance that normal backpack would. This item also has three
coats your body and equipment for 1 hour. For the command words, each requiring you to use an action to
duration, you choose whether the oil is slippery or sticky, speak it.
and can change the oil from one consistency to another One command word causes the backpack to unfold
using a bonus action on your turn. into a glider with a 15-foot wingspan. While the wings
Greasy-Glue. While coated in greasy-glue, you have are extended, and both your hands are free, you have a
advantage on Dexterity (Acrobatics) checks made to flying speed of 50 feet. You cannot use this flying speed
escape bonds, and avoid or end grapples. Squeezing to ascend.
through narrow spaces doesn't cost you any extra The second command word causes the backpack to
movement. unfold into a glider with a 35-foot wingspan. The glider
Gluey-Grease. While coated in gluey-grease, you have has five stations, which can by occupied by up to five
advantage on Strength (Athletics) checks made to Medium creatures (including you). A creature can use
grapple and any ability check made to maintain a hold on half its movement to occupy one of the stations. While
another creature, a surface, or an object. You can also creatures other than you are mounted to the glider, their
climb difficult surfaces, including upside down on movement speed is 0.
ceilings, without needing to make an ability check. The wings and apparatus are cumbersome. While
unfolded in either manner or when occupying one of the
Phineas Phardts' Joy Buzzer glider’s mounting stations, you have a -2 penalty to AC
Wondrous item, common and to Dexterity saving throws you make while you are
not flying.
This small ring is worn on a finger. On the underside of
the ring, a small button protrudes, which is hooked up to The third command word causes the wings to fold
a small crystal that generates electrical energies. As a back into the backpack, provided that no creatures other
bonus action, you can arm the buzzer. If you touch than you are aboard.
another creature (for example with a handshake, an
unarmed strike, or a Dexterity (Sleight of Hand) check) Phineas Phardt’s Phlash-Phlarrows
while the buzzer armed, the target takes 1 lightning Ammunition, uncommon
damage. If the creature is wearing metal armor, they
These arrows are found in a narrow leather quiver
take 1d4 lightning damage.
containing 2d6 arrows.
At the end of the shaft of each of these arrows is a
short fuse and a dense pouch filled with alchemical
powders. The arrows deal no damage when fired from a
ranged weapon. Using the Attack action, you can make a
special ranged attack, targeting a point within weapon’s
normal range that you can see. If you're able to make
multiple attacks with the Attack action, this attack
replaces one of them.
Upon impact, the arrow ignites, creating a shower of
hissing, brightly colored sparks in various colors.
Creatures within 5 feet of the point must succeed on a
DC 12 Constitution saving throw or be blinded until the
end of their next turn.
The arrow continues to give off magical light for 1
minute, shedding bright light for 20 feet and dim light for
an additional 20 feet. A creature can use its action to
smother the arrow, permanently extinguishing it. The
darkness spell overwhelms the arrow’s light.

Old Gus’ Errata: Turning the World – v0.68 61


Phineas Phardt’s Signal Phlares
Wondrous item, common
These 2d4 brightly colored, six-inch long, one-inch
diameter shafts are made of chalky, alchemical
substances, and are contained in a leather pouch with
soft, cotton folds.
Using an action on your turn, you can use a source of
available flame to ignite and throw the stick up to 60 feet
to a point you can see. The stick begins to glows, hiss
and spark, flying 60 feet directly above the point (or as
far as any obstacle to its movement allows), where it
remains, hovering in place for up to 1 minute.
For the duration, a 60-foot-radius sphere of magical
light spreads out from the stick, which becomes an
intangible, immobile flare. The sphere is bright light and Illustration by Galder
it sheds dim light for an additional 60 feet, and the color
matches that of the stick. Piezoelectric Dagger
Additionally, at the end of each of your turns, the stick Weapon (dagger), very rare (requires attunement)
emits a sphere of smoke centered upon itself, which
rises 15 feet, and another 15 feet at the end of each of You have a +1 to attack and damage rolls made with this
your turns. A moderate wind (at least 10 miles per hour) magic weapon, and it deals an additional 1d6 lightning
disperses such a sphere after 4 rounds. A strong wind (at damage on a hit.
least 20 miles per hour) disperses it after 1 round. The dagger has several tiny, sensitive crystals laid out
Light and Smoke across its blade, which respond to touch and pressure by
sparking.
d8 Color
While attuned to the dagger, you gain the following
1 Red benefits:
2 Orange
Lightning Resistance. You have resistance to
3 Yellow lightning damage while wielding it.
4 Spring Shocking Grasp. You know the shocking grasp
5 Green cantrip. When you hit a creature with the dagger on your
6 Blue turn, you can use a bonus action to cast the cantrip,
7 Indigo targeting the same creature.
8 Violet
Pious Pilgrim’s Robe
Phineas Phardts' Ventrilo-Phardter Wondrous item, common (requires attunement by a
cleric, paladin or other religious creature)
Wondrous item, common
This simple cotton robe is adorned and dyed with the
This small rubber air bladder fits in palm of your hand.
colors and symbology of a deity. The robe has 3 charges
When squeezed, it makes a sputtering, flatulent noise
and regains 1d2+1 expended charges daily at dawn.
audible out to 15 feet. It has 2 charges, and regains 1d2
While wearing it, you gain the following benefits:
expended charges daily at dawn.
Guidance. As an action, you can expend one charge
Ventrilo-Phardt. You can use your action to squeeze
the guidance cantrip, targeting yourself.
the bladder, expending 1 charge to target a creature you
can see within 60 feet of you. Roll a d20. On a 1, the item Pilgrim’s Protection. Using your bonus action on your
breaks, and cannot be used again. turn, you can expend two charges to cast the sanctuary
or shield of faith spell (DC 12), targeting yourself.
At the start of the target’s next turn and for the next 1
minute, they emanate an intense, distractingly foul smell.
The target and each creature within 10 feet of the target Some deities pay special attention to the activities and
must make a DC 10 Constitution saving throw. On a movements believers who so openly express their faith.
failure, they lose their concentration, and if they fail their
saving throw by 5 or more, they spend their action on
their next turn retching and reeling. Creatures that are
immune to poison or do not need to breathe succeed
their saving throw automatically. Any attempt to discover
the source of the terrible smell leads back to the target.

Old Gus’ Errata: Turning the World – v0.68 62


Pipes of Mass Distraction
Wondrous item, uncommon
These large bladder-pipes are beautifully made from a
rich mahogany wood, artfully carved and centered on a
green silk-covered bladder and bellows. The pipes can be
played normally by anyone proficient with pipe
instruments. The pipes have 3 charges and recover 1
expended charge daily at dawn.
In addition to playing them normally, you can use your
action and expend a charge to produce a blaring, loud
sound from the pipes, which is audible within 500 feet.
The sound does no damage, but any spellcaster
maintaining a concentration spell within a 100-foot
radius of the awful noise must make a DC 14
Constitution saving throw or lose their concentration.

Illustration by Artem Chebokha

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.

Illustration by Tom McLean

Old Gus’ Errata: Turning the World – v0.68 63


Powder of Life
Wondrous item, very rare
This quartz shaker contains 1d2 doses of powder, and
simple instructions for its use are printed in Common
upon it. By performing a 1-minute ritual provided by
instructions written upon the bottle, a sprinkle of the
bottle’s powder can awaken a Huge or smaller object,
which becomes a living construct, able to articulate any
of its component parts. The DM rolls a d4 in secret, and
uses the results according to the following:
• If the result is a 1, the construct gains the Axiomatic Mind
trait: Axiomatic Mind. The construct is unaligned, and
remains loyal to its creator until it dies. It can't be compelled
to act in a manner contrary to instructions you provide it. It
has an intelligence score of 3.
• If the result is a 2, The construct gains the Axiomatic Mind
trait and has an Intelligence score of 1d4 + 3. It gains the
ability to speak one language you know. Illustration by Adela Quiles
• If the result is a 3, the construct gains an Intelligence score
of 4d4 + 3, and it also gains a personality and alignment of its Prehensile Cloak
own. The resulting construct it is charmed by you for 30 days Wondrous item, very rare (requires attunement)
or until you or your companions do anything harmful to it.
When the charmed condition ends, the construct chooses This cloak is segmented into eight long tendrils of equal
whether to remain friendly to you, based on its personality, length, which swirl around you in a smooth, ambient
desires and how it has been treated. fashion. When you attune to it, it anticipates your needs
• If the result is a 4, the construct gains all the benefits it and desires, retrieving objects on your person or within
would as if you had rolled a 3, and one other ability to the 10 feet of you. When you use your object interaction on
awakened construct (DM’s discretion). This may take the your turn, you can immediately make a second using the
form of limited spellcasting, or allowing an object with cloak’s tendrils to assist you. You can use any of the
“wings” (for example, a table with folding sides) to fly, even if cloak's tendrils to manipulate an object, open an
it is not aerodynamically sound. unlocked door or container, stow or retrieve an item
from an open container, or pour the contents out of a
The DM assigns any remaining statistics appropriate
vial. The tendrils can't attack, activate magic items, or
for the awakened object. The DM assigns these traits
carry more than 10 pounds. You can use them to make
randomly, or selects appropriate statistics informed by
Dexterity (Sleight of Hand) checks using their reach.
the object’s nature or original construction. Page 246 of
the Dungeon Master’s Guide includes guidance for Additionally, the cloak assists you in navigating the
assigning AC and hit points to objects based on their size world. You have advantage on ability checks you make to
and construction. climb difficult surfaces while wearing the cloak.
The cloak has 4 charges and regains 1d4 expended
charges daily at dawn.
Sample instructions for Powder of Life: Grasping Strength. As a bonus action, you can expend
1 charge to coordinate the tendrils. When you do, each
~ Dr. Pipt’s Incredible Powder of Life~ tendril drops anything it is holding. Until the end of your
next turn, the tendrils are a melee weapon with the
1. Sprinkle lightly one dusting dose on static finesse property, a reach of 10 feet, and they deal 1d8
object to be brought to life. necrotic damage on a hit. You can attack twice, instead
2. Raise left hand, little finger pointing of once, whenever you take the Attack action on your
upward, and say “Weaugh!” turn, provided both attacks are made with the tendrils.
3. Raise right hand, thumb pointing upward, Additionally, you have advantage on Strength ability
and say “Teaugh!” checks you make, and on any checks or saving throws
you make to avoid being knocked prone.
4. Raise both hands, fingers and thumbs
spread wide, and say “Peaugh!” Dark Tendrils. You can expend 1 charge to cast the
arms of Hadar spell. You can expend additional charges
5. Try and keep a positive attitude! to cast the spell at a higher level, expending one
additional charge for each spell level above 1st.
The spell has a DC of 14, or 8 + your proficiency bonus
+ your Charisma modifier, whichever is higher.

Old Gus’ Errata: Turning the World – v0.68 64


Psionic Amplifier
Wondrous item, rare (requires attunement by a creature
with at least 1 Psionic Energy die)
While attuned to and wearing this circlet, you gain the
following benefits:
Psi Amp. When you expend a Psionic Energy die as
part of an ability that requires you to roll it, you can
choose to expend one additional Psionic Energy die and
add it to the result.
Psi Replenishment. When you regain an expended
Psionic Energy die, you can roll a 1d2. On a 2, you regain
one additional expended Psionic Energy die.
Psi Wellspring. You gain two additional Psionic
Energy dice.

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.

Old Gus’ Errata: Turning the World – v0.68 65


Quill of the Unscrupulous Ombusdsman
Wondrous item, rare
While holding this magic quill, you can remove mundane
ink from parchment, and can also use it re-write
passages on the same parchment. If you can read and
write the document, any alterations you make are
indistinguishable from the original’s ink or handwriting.

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.

Old Gus’ Errata: Turning the World – v0.68 66


Regalia of the War Mage
Wondrous item, very rare (requires attunement by a
sorcerer or wizard)
This deep blue set of robes is interwoven around a
mithril lattice, and enhances protective spells cast by the
wearer. The robe has one charge. Each day, at dawn, roll
a 1d6. On a 5 or 6, the robe regains its charge.
Enhanced Mage Armor. While attuned to the robe,
you can cast the mage armor spell by expending a spell
slot or by expend the charge from the robe, gaining the
following benefits:
• Your base AC becomes 15 + your Dexterity modifier (to a
maximum of +2) for the duration of the spell.
• At the start of each of your turns, you gain temporary hit
points equal to your spellcasting ability modifier. When the
spell ends, any remaining temporary hit points gained from
the robe are lost.

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.

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Ring of Elemental Absorption
Wondrous item, rare (requires attunement)
A bearer of a ring of elemental absorption has resistance
to a particular damage type. For example, a ring of fire
absorption grants its bearer resistance to fire damage,
and a ring of radiant absorption grants its bearer
resistance to radiant damage.
Absorb Element. When you are targeted by the
damage type the ring grants you resistance to, you can
use your reaction to store the remaining damage you
would have taken inside the ring as a magical charge
instead. Record the amount of damage prevented. For
example, if you are wearing a ring of fire absorption, and
a fireball spell would have dealt 21 damage to you, the
fire resistance the ring grants you would prevent 11
damage, and you could use your reaction to store the
remaining 10 damage as a charge within the ring. The
ring can store only one such charge at a time, and you
cannot use your reaction in this manner again until the
stored charge is expended.
As a bonus action on your turn, you can expend the Illustration by Nikita Khokhlyavin
charge, making a melee or ranged weapon attack at a
target you can see within 30 feet of you. If the attack hits,
it deals damage equal to that of the charge stored in the
Ring of Solar Symbiosis
ring and of the stored type. You can also use an action to Wondrous item, common (requires attunement)
dissipate the charge from the ring harmlessly if you wish. An adamantine loop with an elegant insignia of the sun.
The ring has 1 charge and regains any expended charge
Ring of Invisidigibility daily at noon if the ring is exposed to direct sunlight. Any
Wondrous item, uncommon charge the ring has is immediately expended if the ring is
When you place this ring down a finger, the ring and the removed from its attuned bearer.
finger it rests on become invisible. A convincing illusion Solar Symbiosis. You can expend 1 charge to cast the
of a missing finger replaces the missing digit, creating a healing word spell at its lowest level, using your choice of
fleshy stump or stitched glove in place of the missing spellcasting ability modifier if you can cast spells. If you
finger. are not a spellcaster, Wisdom is your spellcasting ability
Physical interaction with the finger reveals it to be an for the spell.
illusion, because things cannot pass through it. A
creature that uses its action to examine the invisible
finger can determine that it is an illusion with a
successful DC 16 Intelligence (Investigation) check
against your spell save DC. If a creature discerns the
illusion for what it is, the creature can see the ring and
the invisible finger as if it were a ghostly apparition.

Old Gus’ Errata: Turning the World – v0.68 68


Ring of Spell Absorption Robe of Useful Items, Revisited
Wondrous item, very rare (requires attunement) This table includes additional items you can include on a
Robe of Useful Items. The robe and many of the
This magical ring is adorned with an engraved brass lid
following items appear in the Dungeon Master’s Guide.
with an internal chamber capable of storing a quantum
of magical energy. d100 Patch
The ring has a maximum capacity of 2d10 charges, 1-3 A set of tinker’s tools
and it converts 1d10 expended charges back into 4-7 A minecart
available capacity, up to the maximum, daily at dawn. 8-11 A stack of 12 banana crème pies
Spells absorbed into the ring’s maximum capacity as 12-14 A wooden cage containing 4d4 doves
charges, in accordance with the following table: 15-17 A jar of honey
Spell Level Charges 18-21 A set of 8 brightly-colored sticks of chalk, each a
1st 2 different color
2nd 3 22-25 A snowman (2d12 + 48 inches tall)
3rd 5 26-28 A roaring campfire
4th 6 29-31 A bomb (with a 1-minute fuse)
5th 7 32-34 A cannon (with 1 cannonball and enough black
powder for one shot)
Spell Absorption. When a creature misses you with a 35-37 A sack of flour (1 lbs.)
spell attack, or you succeed on a saving throw against a 38-41 A dozen eggs
spell of 1st-5th level that is cast by a creature, you can 41-43 A spool of copper wire (100 feet)
use your reaction to attempt to absorb the spell into the
44-46 A barrel of rum
ring. Spells you attempt to absorb must target you, and
only you. Roll a d20 and add your proficiency bonus to 47-49 A sack of quicklime (5 lbs.)
the result, and contest that number against the triggering 50-52 A flawed diamond
spell's attack roll or spell save DC. If you succeed, the 52-54 A lavishly furnished four-poster bed (10 feet
spell is absorbed into the ring, and if your saving throw square)
would result in you taking half damage, you instead take 55-57 A treasure map
no damage from the spell. For example, if you attempt to 58-60 A wagon and ox
absorb the witch bolt spell, and it was cast at 3rd level,
61-63 A silver bell
the spell requires 5 charges of the ring’s available
capacity to absorb. 64-66 A book of useful phrases in an exotic language
67-69 A cauldron
If you absorb a spell that causes the ring to exceed its
available capacity, you immediately take 1d12 force 70-72 A vial of antitoxin
damage for each charge in excess of the ring's available 73-75 A book of erotic imagery
capacity, and the spell is not absorbed. 76-79 A clockwork astrolabe
Release Stored Spell. As an action, you can cast one 80-81 A trebuchet
spell that has been absorbed, releasing the spell from the 82-83 A hive of angry bees
ring. When you do, you use the spellcasting ability as the 84-85 An elaborately set banquet table for 10, with table
original caster of the spell as your spellcasting ability, covering, plates, silverware, candles, and serving
and it is cast at the same level it was absorbed at. The dishes (20 feet long, 5 feet wide)
expended spell's charges become inert, and can be
86-87 A wooden bridge (up to 10 feet wide, 50 feet long)
converted back to available capacity the following dawn.
88-89 An oak tree (25-foot diameter trunk, 4d10 + 40 feet
Rival’s Gaming Sets high, 4d10 + 60 feet spread)
90-91 A block of ice (5-foot cube)
Wondrous item (any two-player gaming set), common
91-92 A marble statue 4d10 + 30 inches tall (5-foot
This pair of identical gaming sets includes two of each of diameter base platform, weighing 13 pounds for
everything needed to play the game. each inch tall)
By speaking a set of command words, the sets can be 93-94 Twelve dozen wheels of various cheeses
synchronized or desynchronized, allowing the owners to 95-96 A vial of drow poison
play over any distance, provided the two gaming sets are
96-98 A thick, dark cloud (½ mile cube)
on the same plane. Moving or playing any piece of the
gaming set moves the corresponding piece on the other 99-100 A cold, strong wind. The wind is 60 feet long and 5
set. The set can be desynchronized, allowing the owner feet wide, and it blasts out from you. Any water the
to pack it up, move it, and continue the game later. You wind touches becomes frozen for 1 minute to a
can also cause the gaming set to reset itself, starting a depth of 6 inches, provided the water has no
new game. creatures in it.

Old Gus’ Errata: Turning the World – v0.68 69


Sack of Screaming Shrooms
Wondrous item, uncommon
Screaming Shroom
Tiny plant, unaligned
This thick, light-proof cloth sack contains 1d4+1 finger-
sized, slowly squirming mushrooms.
As an action, you can toss a number of mushroom Armor Class 11
from the sack up to 30 feet away from you. A thrown Hit Points 7 (2d4 + 2)
mushrooms squirms, swells, and spring to life into the Speed 35 ft.
nearest unoccupied space, becoming a screaming
shroom. The screaming shrooms are hostile to all STR DEX CON INT WIS CHA
creatures except other screaming shrooms. 6 (-4) 10 (+0) 12 (+1) 2 (-5) 11 (+0) 4 (-3)

Senses blindsight 25 ft. (blind beyond this radius), passive


Perception 10
Languages —
Challenge 0 (0 or 10 XP)

Distress Spores. When the screaming shroom takes


damage, all other screaming shrooms within 120 feet of it
wail in unison, taking 1 psychic damage. This psychic
damage does not provoke any additional psychic damage
from this trait.
Photonic Sickness. If exposed to bright light or attacked, the
screaming shroom emits a screaming noise audible out to
300 feet for 1 minute. The screaming shroom dies if it
spends more than 10 minutes in direct sunlight.

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.

A screaming shroom is an unintelligent cousin to the


myconid, standing only about 14 inches tall. They occur in
natural populations in deep, dark caverns, such as the
Illustration by Naomi Busard Underdark.

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Sarkan Spellblade Sash of the Flying Spider
Weapon (longsword, rapier, scimitar, or shortsword), Wondrous item, rare
very rare (requires attunement)
This clever belt produces a steady quantity of strong
This rapier is forged from mithril, and can be used as a spider-like silk. While wearing it, You ignore movement
receptacle for arcane magic that passes through it. In the restrictions caused by webbing and can use its arsenal of
hands of an attuned spellcaster, it is light and easy to gadgetry. The belt has 6 charges and regains 1d6
handle. charges daily at dawn.
While you are attuned to this magic weapon, you are Create Rope. As an action, you can expend 1 charge to
proficient with it, and can use it as a spellcasting focus. create a silk rope, which is 50 feet long.
While wielding it, whenever you cast a sorcerer, wizard Gliding Webbing. If you fall, you can use your reaction
or bard spell using a spell slot of 1st level or higher, the and expend 1 charge to deploy webbing, which extends
weapon gains a number of charges equal to the level of from your waist to your wrists and armpits. You can use
the spell slot used to cast the spell. As the weapon gains the webbing to slow your fall or allow you to glide. You
charges, you gain additional benefits while wielding it, can subtract up to 200 feet from the fall when calculating
which are detailed in the table below. When you falling damage, and you can move up to 2 feet
complete a long rest, all charges within the blade are horizontally for every 1 foot you descend. The webbing is
lost. flammable. If you take fire damage, you fall.
Charges Effects Spellcasting. While wearing it, you can use an action
5 When you attack with this weapon, you can use to expend 1 or more of its charges to cast one of the
your spellcasting modifier for its attack and following spells from it (DC 13): spider climb (2 charges),
damage rolls instead of Strength or Dexterity. and web (3 charges).
10 The blade lengthens and becomes highly flexible. Web Shot. You make a special attack, shooting a small
Its reach increases to 10 feet. You gain a +1 globule of webbing. If you have the Extra Attack feature,
bonus to attack and damage rolls made with the this attack replaces one of them. Make a ranged attack
weapon. against a creature you can see within 30 feet of you. On a
20 You can attack twice instead of once, whenever hit, a Large or smaller creature takes 1d4 bludgeoning
you take the Attack action on your turn. Both damage, and must succeed on a DC 13 Strength saving
attacks must be made with this weapon. throw or be blinded. The blinded creature or another
30 While wielding this weapon, you gain a +1 bonus creature within 5 feet of it can use its action to destroy
to AC. the webbing my succeeding on a DC 13 Strength check.
40 Once on your turn when you hit a target with the
The webs are flammable. If a blinded creature takes fire
weapon, you can cause it to deal an additional
damage, it is no longer blinded.
1d8 force damage on a hit. Web Spray. As an action, you can expend 1 charge
50 The weapon’s bonus to attack and damage rolls attempt to web a Large or smaller creature you can see
increases to +2. within 10 feet of you. The creature makes a DC 13
Strength saving throw. On a failure, the target is
60 When you hit a creature on your turn with the
restrained by the webbing. The restrained creature or
weapon, you can use a bonus action to cast a
another creature within 5 feet of it can use its action to
cantrip. This cantrip must target the same
destroy the webbing my succeeding on a DC 13 Strength
creature as your attack.
check. The webs are flammable. If a restrained creature
75 When you hit with an attack made with this takes fire damage, it is no longer restrained.
weapon, but before you roll damage, you can
choose to expend all of the weapon’s stored
charges. When you do, the attack becomes a The sash of the flying spider can make for an excellent
critical hit, and it also deals additional damage artificer infusion for an artificer of 12th level or higher, or
equal to the number of charges currently stored consider trimming some of the features (or number of
in the weapon. charges) off, and allowing it at a lower level.

Old Gus’ Errata: Turning the World – v0.68 71


Satchel of Beastly Treats d6 Knowledge Gained
Wondrous item, rare 2 You become proficient in the use of a tool. Roll a d20
to determine the tool proficiency gained: (1):
This leather bag is full of treats shaped like various Alchemist's supplies; (2): Brewer's supplies; (3):
animals. It can dispense 2 treats per day, and magically Calligrapher's supplies; (4): Carpenter's tools; (5):
refills at dawn. Offering a beast a treat is the equivalent Cartographer's tools; (6): Cobbler's tools; (7): Cook's
of casting the Animal Friendship spell (DC 14) upon it. utensils; (8): Disguise kit; (9): Forgery kit; (10):
Druids assuming a Wild Shape or creatures Glassblower's tools; (11): Herbalism kit; (12):
polymorphed into beasts are immune to the charming Jeweler's tools; (13): Leatherworker's tools; (14):
effects of the treats. Mason's tools; (15): Painter's supplies; (16): Potter's
If you are proficient in the Animal Handling or tools; (17): Smith's tools; (18): Tinker's tools; (19):
Medicine skills, you can use your action to administer a Weaver's tools; (20): Woodcarver's tools. If you are
treat to a beast within 20 feet of you. If the target is more already proficient in the skill, you can add twice your
than 5 feet away from you, it must succeed a DC 10 proficiency bonus to checks you make with that tool.
Dexterity (Acrobatics) check to catch the treat. If they If you can already make checks with the tool in that
succeed, they are healed for a number of hit points equal manner, you learn no new information from the pill.
to your Wisdom modifier (minimum: 1). If they fail, the 3 You gain proficiency in a tool, gaming set or musical
treat hits the ground and immediately vanishes. Beasts, instrument. Roll a d20 to determine the proficiency
or anyone assuming the shape of a beast (such as a gained: (1): Navigator's tools; (2): Poisoner's kit; (3):
polymorphed creature or Druids in a Wild Shape) can Thieves' tools; (4): Land Vehicles; (5): Water Vehicles;
also benefit from this healing. (6): Dice set; (7): Dragonchess set; (8-9): Playing card
set; (10): Three-Dragon Ante set; (11): Bagpipes; (12):
School Pills Drum; (13): Dulcimer; (14): Flute; (15): Lute; (16):
Wondrous item, rare Lyre; (17): Horn; (18): Pan flute; (19): Shawm; (20):
Viol. If you are already proficient in the skill, you can
These pills are found in a thick glass bottle with a cork add twice your proficiency bonus to checks you make
stopper. There are 1d6 pills in the bottle. The pills are of with that tool. If you can already make checks with the
varying colors, sizes and flavors, but each has a similar tool in that manner, you learn no new information
chalky texture when they dissolve upon the tongue. from the pill.
School pills contain information that would usually be 4 You become proficient in the use of a weapon. Roll a
presented over several months of intense study and d100 to determine the proficiency gained: (1-2): Club;
training, all condensed into a convenient pill form. Once (3-5): Dagger; (6-7): Greatclub; (8-10): Handaxe; (11-
ingested, the knowledge encoded in the pill begins to 12): Javelin; (13-14): Light hammer; (15-17): Mace; (18-
take root in the mind of the creature that swallowed it. A 21): Quarterstaff; (22-23): Sickle; (24-28): Spear; (29-
creature must have an Intelligence score of at least 4 to 31): Light Crossbow; (32): Dart; (33-38): Shortbow;
benefit from a school pill. At the end of the creature’s (39-40): Sling; (41-43): Battleaxe; (44-45): Flail; (46-
next long rest, the pill finishes imparting its encoded 48): Glaive; (49-52): Greataxe; (53-55): Greatsword;
information to the creature that swallowed it. The Halberd; (56-57): Lance; (58-63): Longsword; (64-66):
information learned is permanent. Roll a d6 to determine Maul; (67-68): Morningstar; (69-71): Pike; (72-74):
the information learned: Rapier; (75-76): Scimitar, (77-80): Shortsword; (81):
Trident; (82): War pick; (83-85): Warhammer; (86):
School Pills Knowledge Whip; (87): Blowgun; (88-90): Hand Crossbow; (91-
93): Heavy Crossbow; (94-99): Longbow; (100): Net.
d6 Knowledge Gained If you are already proficient in the weapon, you gain a
1 You become proficient in a skill. Roll a d20 to non-cumulative +1 bonus to attack rolls you make
determine the skill gained: (1): Athletics; (2): with weapons of that type.
Acrobatics; (3): Sleight of Hand; (4): Stealth; (5): 5-6 You learn to speak, read and write a new language.
Arcana; (6-7): History; (8): Investigation; (9-10): Roll a d20 to determine the language learned: (1-2):
Nature; (11): Religion; (12): Animal Handling; (13): Dwarvish, (3-6): Elvish; (7): Giant; (8-9): Gnomish;
Insight; (14): Medicine; (15): Perception; (16): (10): Goblin; (11): Halfling; (12): Orc; (13): Abyssal;
Survival; (17): Deception; (18): Intimidation; (19): (14): Celestial; (15): Draconic; (16): Deep Speech; (17):
Performance; (20): Persuasion. If you are already Infernal; (18): Primordial; (19): Sylvan; (20):
proficient in the skill, you can add twice your Undercommon. If you already know how to speak,
proficiency bonus to checks you make with that skill. read and write this language, you learn no new
If you can already make checks with the skill in that information from the pill.
manner, you learn no new information from the pill.

Old Gus’ Errata: Turning the World – v0.68 72


Serpent’s Maw
Weapon (any sword or scimitar), very rare (requires
attunement)
You have a +1 bonus to attack and damage rolls made
with this magic weapon. On the left side of the blade is
an engraving of a grinning mouth.
Acidic Maw. The scimitar has 2 charges and regains
1d2 expended charges daily at dawn. As a bonus action,
you can speak the command word to expend 1 charge,
causing the mouth to open, revealing hideous gnarled
teeth and a long, green forked tongue from within the
blade’s mouth. The weapon remains in its awakened
state for one minute. For the duration, it deals an
additional 1d6 acid damage, and gains the reach
property. When used as a reach weapon, the weapon
deals only its acid damage, not its slashing damage.

Sergar’s Speedy Saddle


Wondrous item, rare (requires attunement by a beast)
When placed upon a willing beast, the creature attunes
to this comfortable, magical leather saddle. Coupled with Illustration by Maksim Kneht
the saddle is a cheetah-fur saddle blanket and a pair of
fine mithril stirrups. Once attuned to the saddle, the Shaman’s Censer
creature gains the following benefits: Wondrous item, rare
• The creature’s movement speed increases by 10 feet.
This carved ivory censer is in the shape of a skull. It is
• When the creature is willingly mounted, the movement
needed to mount or dismount it is reduced by 10 feet.
found with 2d4 pouches of ceremonial incense. As an
• The creature has advantage on saving throws against spells
action, a creature can use a tinderbox or other available
and abilities that would result in it taking a level of
source of flame to light the incense within a censer,
exhaustion.
filling a 20-foot radius, 20 feet high cylinder with a haze
• Any reduction of the creature’s movement is halved.
of rich, pleasant-smelling smoke for 10 minutes. The
smoke moves with the censer.
Find Steed. If attuned to a summoned mount, such as
one created by the find steed spell, this saddle Creatures within the area are lightly obscured, and the
disappears when the steed does, and when the steed is smoke heightens their senses. A creature that starts its
summoned again, the saddle returns with its attuned turn inside the smoke can see out of the area as if the
bearer. smoke were not there, they can see invisible creatures
and see into the ethereal plane to a distance of 60 feet.
Wild Shape. While a druid in a Wild Shape is
assuming the form of a beast that can serve as a mount, Additionally, creatures that start their turn within the
they can attune to the saddle. Attuning to this saddle in area can make Wisdom (Perception) checks as a bonus
allows the druid to exceed their usual limit on their action, and they make any checks to maintain
number of attuned items, provided that one other item concentration with advantage as long as they remain
they are attuned to merges into their form when they within the smoke’s area.
assume their Wild Shape. In this instance, when the A wind of moderate or greater speed (at least 10 miles
druid resumes their natural form again, the saddle per hour) disperses the smoke, but the censer refills the
merges into it, and reappears when they assume an area at the end of your next turn. The censer also ceases
appropriate Wild Shape. to burn if it is submerged in water.

Old Gus’ Errata: Turning the World – v0.68 73


Shroomerang
Weapon (simple weapon, ranged weapon), uncommon
This tri-pronged, flexible boomerang is a ranged weapon
with the thrown property. It is grown from mycelium,
and emits a strong, fecund scent.
You gain a +1 bonus to attack and damage rolls made
with this magic weapon. When thrown, it has a range of
60/120 feet, and any creature that is proficient with the
javelin is also proficient with this weapon. On a hit, the
boomerang deals 1d4 bludgeoning damage. On a miss,
the boomerang returns to the thrower's hand.
Spore Cloud. The weapon has 1 charge and regains
an expended charge daily at dawn. When you hit a
creature with the weapon, you can expend its charge to
cause a spore cloud to envelop the target. The target, and
each creature within 5 feet of it, must make a DC 14
Constitution saving throw. On a failure, a creature takes
3d4 poison damage, and is poisoned until the end of its
next turn.

Singing Sword of Conaire Mór Illustration by Alexander Osadchiy


Weapon (rapier), legendary (requires attunement by a
bard) Skeleton Key
You have a +2 bonus to attack and damage rolls made Wondrous item, uncommon
with this magic weapon. The weapon has 4 charges and
This bow of this ivory key is carved into a grimacing
regains 1d4 expended charges daily at dawn.
skull. You can use an action to expend the key’s magic,
Battle-Song. In combat, the weapon sings to you and unlocking one nonmagical door that features a keyhole,
your allies. You and creatures of your choice within 30 and choosing from the following two options:
feet of you have advantage on saving throws against
being charmed or frightened. While in combat, you can Unlock. The key’s shape adapts to the lock, and can be
use the weapon as a spellcasting focus for your bard used to open and lock that particular door. The lock
spells. Whenever you succeed on a saving throw, you can displays no sign of tampering.
roll a bardic inspiration die without expending a use of it. Alter Lock. The key magically alters the lock, causing
Until the end of your next turn, you can add the die’s it to assume a new shape your choosing. The key adapts
results to the one damage roll you make. to that shape. The change prevents any keys previously
Battle-Duet. As an action, you can join in the sword’s made to open the lock from unlocking the door.
song, casting the bless or bane spell, expending a
number of charges equal to the spell’s level.

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Spell-Carver
Weapon (any), legendary (requires attunement)
This intricately decorated weapon is covered in violent
engravings depicting the brutal execution of
spellcasters. You gain a +3 bonus to attack and damage
rolls made with this magic weapon.
The weapon has 4 charges and regains 1d4 expended
charges daily at dawn.
Arcane Resilience. You have advantage on saving
throws against spells and magical effects, and resistance
to force damage.
Impervious. When you fail a saving throw vs a spell
targeting only you while holding the weapon, you can
expend 1 charge to succeed instead. Illustration by Lee Smith
Rend Magic. When you damage a creature
concentrating on a spell with this weapon, the creature Stormbow
has disadvantage on Constitution saving throws they
Weapon (any bow), very rare (requires attunement)
make to maintain their concentration.
Magical Annihilation. When you roll a 20 on an attack You have +2 bonus to ranged attack and damage rolls
roll against a target that has spell slots, you can expend a with this magic weapon. The weapon itself is a fine
charge and roll a d10. When you do, the target must copper-alloy bow with delicate engravings of lightning
expend available spell slots by a combined level equal to bolts cast in gold along the limbs. The handle is thick,
result. For example, if you roll a 6, they can expend one insulated rubber. The bow has 4 charges and recovers
3rd-level spell slot, one 2nd-level and one 1st-level spell 1d4 expended charges each day at dawn.
slot. Lightning Arrow. Whenever you make a ranged
weapon attack with the bow, you can expend 1 charge to
Spellweave-Dampening Net imbue the fired arrow with lightning. If it hits, lightning
Weapon (net), very rare arcs between the bow and the target. The target takes
the attack’s normal damage, and each creature
You have a +2 to attack rolls made with this magic occupying a space between you and the target must
weapon. The cabling of this net is threaded with make a DC 15 Dexterity saving throw, 2d6 lightning
adamantium threads which exude a mild antimagic damage on a failure, or half as much on a success.
effect on a creature restrained by it.
A creature hit by the net can use its action to make a Sterling Helm of Sacrifice
DC 16 Strength check, freeing itself or another creature Wondrous item, very rare (requires attunement)
within its reach on a success. Dealing 5 slashing damage
to the net (AC 17) also frees the creature without This shining silver helm has a series of concentric circles
harming it, ending the effect and destroying the net. The engraved upon the forehead.
net has resistance to slashing damage from nonmagical Projectile Absorption. If a creature you can see
weapons. within 20 feet of you becomes the target of a nonmagical
If creature restrained by the net casts a spell with a ranged attack, you can use your reaction to redirect that
casting time of 1 action, it must first succeed on a DC 15 attack towards your head instead. If the attack hits you, it
spellcasting ability check. On a failure, the spell fails. deals an additional 1d4 damage.
Additionally, the netting makes extradimensional and
extraplanar difficult. Any creature casting or
concentrating on a spell that would teleport a creature
retrained by the net, or cause the restrained creature to
move to another plane must succeed on a DC 18
spellcasting ability check. On a failure, the restrained
creature is not teleported, and instead instantly re-
appears in the nearest available unoccupied space.

Old Gus’ Errata: Turning the World – v0.68 75


Tartini’s Terrible Instrument Teleutaia Makhaira
Wondrous item (any musical instrument), legendary Weapon (any weapon that deals slashing damage),
(requires attunement by a bard proficient with that legendary (requires attunement)
musical instrument)
When viewed directly on, the weapon’s blade disappears
While attuned to this instrument, you know the entirely. It easily cuts through most matter, and on
thunderwave spell as a bard spell if you don’t already command, can form subtle divisions in space, creating
know it. The instrument has 6 charges and regains 1d4 + portals between planes.
2 expended charges daily at dawn. You have a +3 to attack and damage with this magic
Busker’s Delight. As an action, you can expend 1 weapon, which deals force damage instead of slashing.
charge to gain advantage on Charisma (Performance) Whenever the weapon hits an object, the hit is a critical
checks you make while playing the instrument for 1 hit. On a critical hit, the weapon deals an additional 2
hour. If you are busking or performing in an damage dice.
establishment during this time, you earn twice as much The weapon has 12 charges and regains 1d6 charges
gold as you normally would. daily at dawn.
Virtuoso of Violence. While holding the instrument in Perfect Edge. You can make attack and damage rolls
two hands, you can use your action to play a number of with this weapon using your Dexterity, Wisdom or
phrases equal to your proficiency bonus, making a Intelligence modifier (your choice).
ranged spell attack (range 60 feet) for each phrase you
Spellcasting. While holding the weapon, you can
play. Each phrase that hits deals 1d4 + your Charisma
expend 1 or more of its charges to cast one of the
modifier thunder damage, and reduces the creature’s
following spells from it without providing material
movement speed by 5 feet until the end of their next
components, using Wisdom or Intelligence as your
turn.
spellcasting ability (your choice): arcane gate (5 charges),
When you take the Attack action using the instrument dimension door (3 charges), far step XGE (4 charges), and
and you hit a creature with at least one note, you can use misty step (1 charge).
your bonus action in one of three new ways:
Create Portal. As an action, you can expend 8 charges
• Accent. You target one creature you have hit with a phrase and cut open the very fabric of reality, creating a two-way
this turn and deal one additional phrase of damage to them portal within 10 feet of you. A circular portal, 10 feet in
without the need to make an attack roll. diameter, opens over that point. You specify the portal’s
• Tune. You tune the instrument, granting yourself advantage target destination, such as the City of Brass on the
on the attack roll of the first phrase you play on your next Elemental Plane of Fire, and the portal exist to or near
turn. that destination, at the DM's discretion. Alternatively, if
• Finale. You expend 3 charges and a bard spell slot of your you know the sigil sequence of a teleportation circle on
choice to cast the thunderwave spell. When you do, choose a another plane of existence, the portal can open in that
creature you hit with an accent this turn. The spell’s effects circle, or you can choose a random destination.
are centered on the target (pushing nearby creatures away
You can orient the portal in any direction you choose.
from it), and that target has disadvantage on its saving throw
The portals are two-dimensional glowing rings filled with
against the spell.
mist, hovering inches from the ground and perpendicular
to it at the points you choose. A ring is visible only from
one side (your choice), which is the side that functions as
a portal. Any creature or object entering the portal exits
from the other portal as if the two were adjacent to each
other; passing through a portal from the nonportal side
has no effect. The mist that fills each portal is opaque
and blocks vision through it.
Deities and other planar rulers can prevent these
portals from opening in their presence or anywhere
within their domains. If either portal would open in the
space occupied by a creature, the portals immediately
close, and the expended charges are lost.
The DM rolls a d20 in secret and adds your proficiency
bonus (if you are proficient with the weapon) and your
Dexterity, Intelligence or Wisdom modifier (your choice).
Using the results, the DM consults the Portal Stability
table, which is based on your familiarity with your
chosen destination.

Old Gus’ Errata: Turning the World – v0.68 76


A second portal opens at the destination, and both Tin Woodsman’s Axe
portal close at the end of your next turn.
Weapon (greataxe), very rare (requires attunement)
When the portals close, the portals leave an invisible
scar in their location, which remains for 1d10 days. The You have a +3 bonus to attack and damage rolls made
scars are visible to creatures under the effects of the with this magic weapon.
detect magic spell. Woodslayer. If you attack a plant, a wooden object, a
While these scars remain, with the weapon in-hand, wooden construct, or a creature under the effects of the
you can use an action and expend 2 charges to re-open barkskin spell, the target has an AC of no greater than
the portals until the end of your next turn. 10 for purposes of your attack.
Additionally, you or another creature that can see the Amputating Critical. When you attack a creature that
scar can make a DC 15 Intelligence (Arcana) check to has limbs with this weapon and roll a 20 on the attack
determine how long remains before the scar dissipates. roll, you can choose to sever one of the creature's limbs.
A creature within 5 feet of the scars can use the plane When you do, the target takes an additional 2d6 slashing
shift spell or similar magic to travel to the portal’s other damage. Until the target regains hit points, they bleed
side, even if the destination is not known to them. profusely, and at the start of each of their turns, they take
an additional 1d6 slashing damage. A creature is
Portal Stability immune to this effect if it is immune to slashing damage,
Similar Off On or if it doesn't have limbs or blood (for example, a
Familiarity Unstable Area Target Target construct or an ooze), or if it has legendary actions.
Permanent circle — — — ≥1
Associated object — — 1-8 ≥9
Tizona
Very familiar 1-5 6-10 11-13 ≥ 14 Weapon (longsword), rare (requires attunement by a
fighter or barbarian)
Seen casually 1-8 9-13 14-16 ≥ 17
Viewed once 1-11 12-16 17-19 ≥ 20 You have a +1 bonus to attack and damage rolls made
Description 1-14 15-19 20-22 ≥ 23 with this magic weapon. The sword has 4 charges and
regains 1d4 expended charges daily at dawn.
False destination 1-16 ≥ 17 — —
Random 1-7 — — ≥8 Burn the Unworthy. While holding the sword, you can
destination use a bonus action and expend 1 charge to cause the
sword’s blade to erupt into flames for 10 minutes. For
Familiarity. “Permanent circle” means a permanent the duration, it deals an additional 1d4 fire damage on a
teleportation circle whose sigil sequence you know. hit and sheds bright light in a 20-foot radius and dim
"Associated object" means that you possess an object light for an additional 20 feet. When you hit a humanoid
taken from the desired destination within the last six with the flaming sword, you can use a bonus action to
months, such as a book from a wizard's library, bed linen strike fear in the hearts of the unworthy. The target must
from a royal suite, or a chunk of marble from a lich's succeed on a DC 10 Wisdom saving throw or be
secret tomb. frightened of you until the end of its next turn. While the
sword remains aflame, you can expend one charge to
On Target. The portal’s destination is the target area.
cast the cause fear XGE spell (DC 11), or 3 charges to cast
Off Target. The portal’s destination to a location 5d10 the fear (DC 13) spell. The sword’s flame is immediately
miles away from the target area in a random direction. extinguished if the weapon leaves your grasp.
The DM determines the direction off target randomly by
rolling a d8 and designating 1 as north, 2 as northeast, 3 Torcs of Garmonbozia
as east, and so on around the points of the compass. If
Wondrous item, rare (requires attunement)
you were teleporting to a coastal city and wound up 18
miles out at sea, you could be in trouble. This pair of iron bracelets are sized to fit the limbs of
Similar Area. The portal’s destination is a different most humanoids. If two different creatures are each
area that's visually or thematically similar to the target wearing one of the bracelets, their hit points are added
area. If you are heading for your home laboratory, for together, becoming a shared pool. For the duration, they
example, you might wind up in another wizard's have advantage on Constitution saving throws, they feel
laboratory or in an alchemical supply shop that has many one another's pain regardless of distance. Additionally, if
of the same tools and implements as your laboratory. either creature is reduced to 0 hit points, any death
saving throws they make count toward one the others
Unstable. The portal is unstable, and its destination is
successes and failures as well, and if one of them dies, so
a random location on a random plane determined by the
does the other. The effects are suspended if either
DM. Creatures that traverse the portal in either direction
creature is upon a different plane than the other.
have a difficult journey, taking 2d10 force damage. When
these portals close, they leave no scar behind. Curse. These items are cursed. Attuning to them
curses you until you are targeted by a remove curse spell
or similar magic. As long as you remain cursed, you
cannot remove the bracelet.
Old Gus’ Errata: Turning the World – v0.68 77
Truth Water Vedic Talisman
Wondrous item, legendary Wondrous item, very rare
This vial of truth water contains 1d4 + 2 charges. You This small platinum gyro sits on the end of a chain. A
can use your action to drink a dose of the water. For 1 wind emblem is suspended in the middle. You can use a
minute, you can cast dispel magic at 5th level targeting bonus action to set charm turning, activating it. For the
yourself. For the next 24 hours, you are under the effects next 1 minute, you can use a bonus action on your turn
of the zone of truth spell (DC 18), you resist psychic to move with godspeed. When you move, specify a
damage, you can immediately discern the presence of destination known to you, and on the same plane of
illusions you can sense, and your form cannot be altered existence as you to move toward. While moving in this
by any means (even if you are willing). If you already in manner, you gain the following benefits:
another form, you return to your natural form. All effects • You can move up to 10 miles, with equivalent climbing and
imparted by truth water cannot be dispelled. swimming speeds.
You can douse a creature within 10 feet of you by • You can make a long jump to a distance of 1 mile.
expending 2 charges from the vial. An unwilling creature • You ignore difficult terrain.
makes a Dexterity saving throw DC 8 + your proficiency • You have advantage on Dexterity saving throws.
bonus + your Strength modifier. On a failure, the target • To creatures whose passive Perception is lower than 18, you
is affected as if they had imbibed a dose themselves. appear as nothing more than a sudden stiff breeze.
• Creatures have disadvantage on attack rolls against you.
Vanta’s Black Cloak The effect ends early if you are incapacitated, or you
Wondrous item, very rare (requires attunement) can choose to end the effects early using a bonus action
on your turn. When the effect ends, the talisman
This hooded cloak is so dark that it appears as a
dissipates into air and disappears entirely.
completely empty void. While completely enveloped in its
velvety fabric, it is almost impossible to for an observer
to determine which direction you are facing. While moving with godspeed, the DM determines any
Void Vision. You can see normally in dim light and appropriate obstacles or modifications to your movement
darkness, both magical and nonmagical, to a distance of speed (for example, the total movement of reaching the exit
120 feet. of a deep dungeon maze, starting from the bottom).
Shadowy Disappearance. You gain the ability to step
from one shadow into another. When you are in Wand of Chromatic Chaos
darkness, as a bonus action you can teleport up to 60
feet to an unoccupied space you can see that is also in Wand, rare (requires attunement by a spellcaster)
darkness. When you do, you become invisible until the This shaft of this wand appears as if a dark graveyard of
start of your next turn. colors, and twists around like a corkscrew. The
gemstone at its tip shifts constantly from one color to the
next. The wand has 4 charges and regains 1d4 expended
charges daily at dawn. When you cast a spell that deals
acid, cold, fire, force, lightning, necrotic, radiant, or
thunder damage, you can expend 1 charge to roll 1d8,
changing one type of damage from the list that the spell
deals to targets to the type you rolled from the following
table:
d8 Damage Type
1 acid
2 cold
3 fire
4 force
5 lightning
6 necrotic
7 radiant
Illustration by Alicia de Andres
8 thunder

Old Gus’ Errata: Turning the World – v0.68 78


Water of Oblivion
Wondrous item, legendary

If you swallow even one drop of the water of oblivion,


you must make a DC 21 Charisma saving throw. On a
failure, you lose all your class levels, all your
proficiencies, and you forget all languages you know
except for your first language. You also forget anyone
and everything you have ever known, and everything you
have ever experienced. Even simple concepts like food
and water seem entirely new to you, although you
occasionally surprise yourself by knowing the names for
items or concepts with which you are otherwise
completely unfamiliar.
Only a wish spell or similar magic can restore
memories erased by the water of oblivion.

They don’t call it the water of oblivion for nothing!


A DM should be very intentional in the employ of the water
of oblivion. A powerful item like this can effectively destroy a
player character in the blink of an eye.

Weapon of Focused Enmity


Weapon (any), very rare (requires attunement)
When you hit a creature with this magical weapon for
the first time on a turn, you gain a cumulative +1 bonus
to attack and damage rolls you make against that target
using this weapon, which lasts until the end of your next
turn (to a maximum of +5). When this bonus increases,
you gain temporary hit points equal to the bonus. If the
bonus is already at its maximum, you gain 5 temporary
hit points.
Illustration by Charlie V Nario
The bonus ends early if the target dies or if you attack
another object or creature.
Wandering Eye of Corak
Wondrous item, very rare
As an action, you can set this jewel spinning and
hovering above your head, where it remains for 10
minutes or until you are incapacitated. For the duration,
the floating eye grants you truesight to a distance of 120
feet. You can see secret doors hidden by magic, and can
see into the Ethereal Plane, all out to a range of 120 feet.
You can also accurately identify any material (for
example, rare ores or minerals) you can see.
When the effect ends, the eye notices something else
on another plane more interesting than you, and
vanishes in search of it.

Old Gus’ Errata: Turning the World – v0.68 79


As long as one undrawn card from the deck remains in
your possession, you can use your action and expend one
charge to re-summon any missing or destroyed cards,
refilling and reshuffling the deck. You can shuffle your
remaining undrawn cards as a bonus action.
While holding the undrawn cards in the deck, you gain
the following benefits:
• You have advantage on checks made to play or perform with
the cards. This feature only works when the deck is full.
• You can cast the sword burst SCAG, TCE cantrip by discarding
10 cards from the top of the deck. Dexterity is your
spellcasting ability for the spell, and its range is increased to
10 feet.
• While holding the deck in one hand, you can draw the top
card of the deck with the other, and make ranged weapon
attacks (40/80 feet) with the drawn card. Cards used for such
attacks are destroyed. If you hit, the card deals damage
according to its value, and of a type according to suit. If you
roll a 20 on your attack roll, draw one additional card and
add its damage and effects to the attack, but do not add your
Dexterity modifier a second time.
Card Damage and Additional Effects
Club The card deals fire damage equal to its value.
Heart The card deals cold damage equal to its value.
Diamond The card deals acid damage equal to its value.
Spade The card deals lightning damage equal to its
value.
Jack The target takes 1d12 damage according to its
suit and has disadvantage on the first attack it
makes until the end of its next turn. If it is
Illustration by Alix Branwyn
concentrating on a spell, it makes its
concentration saving throw at disadvantage.
You know, I can’t even recall where I came across Queen The target takes 1d12 damage according to its
the damned thing. Near as I can remember, it just suit + 1d8 radiant damage.
showed up in my pocket one day. King The target takes 2d6 damage according to its
I kept it with me for years- racked up a tidy sum suit and must succeed a DC 14 Strength saving
at a few card tables – until one day, I carelessly throw or be knocked prone.
tossed the last card away without realizing what I’d Joker The card deals 13 psychic damage. Draw two
done. more cards. Deal the first card’s damage and any
I still sometimes wonder where it ended up. additional effects to the target, and the second
~Old Gus to yourself. You do not add your Dexterity
modifier to the damage of these additional
cards.
Wild Joker
If you discard all the cards from the deck, you lose your
Wondrous item, very rare (requires attunement by a attunement to it, and it enters the Astral Plane for 10d10
creature with proficiency in a card-based gaming set) days, reappearing elsewhere on the Material Plane at a
This enchanted joker card has two charges, and regains location of the DM’s choosing.
1d2 expended charges daily at dawn. As an action, you
can expend one charge to create (or refill) a deck of 54 Unlike other magical 1d12 weapons, the potential damage of
playing cards (an ace through king of clubs, hearts, the deck changes with each card removed from the deck. A
diamonds, and spades, and two jokers). The cards are clever gambler counts the cards drawn from their deck, and
blank until drawn, dealt, or discarded, and become will use their action and the deck’s charges to refill the deck
mundane playing cards a few seconds after being strategically, ensuring both a good damage rate and hedging
removed from the deck. Divination magic cannot reveal against pulling an inconvenient Joker or critical hit that
what order the cards are in. might cause the deck to become lost.

Old Gus’ Errata: Turning the World – v0.68 80


Zoetrope of Illusory Entertainment
Wondrous item, rare
This four-inch-diameter hollow, slatted mithril cylinder
rotates on a pole at its center. When spun, it can record
nearby illusions, and play them back later.
Record. You can use your action to activate the
zoetrope’s recording function, capturing an illusion
present within 30 feet of the zoetrope. The subject and
any movement or sound created by the illusion also
recorded, as is the spell save DC of the caster that
created it. The zoetrope has 10 recording slots, which
can be used to store the following spells:
• Minor Illusion. The zoetrope can store up to 10 different
illusions created by this cantrip.
• Silent Image. Recording this spell requires 1 slot.
Illustration by TheFluffySenpai • Major Image. Recording this spell requires 3 slots.
• Programmed Illusion. Recording this spell requires 6 slots.
Yarn of Trivial Divination Playback. The zoetrope has 10 playback charges and
Wondrous item, rare regains 1d10 expended playback charges each day at
dawn. A creature can use its action to spin the zoetrope
This ball of enchanted yellow yarn has 10 hit points, and to life, expending a number of charges equal to the
an equal number of charges. By placing the yarn on a number of slots used by the recording to begin playback
surface and asking it a question, it will begin to roll itself of a recorded illusion. Regardless of the spell the
in the direction of the answer for up to 10 minutes. For zoetrope plays back, the spells range becomes 30 feet.
the duration, it leaves a trail of yellow yarn behind itself Additionally, when the zoetrope is activated, it can be
that glows dimly in a 5-foot radius. When it ceases set to loop a recorded illusion, allowing for an extended
moving, the yarn and trail stop glowing and it severs the playback. For example, a silent image recording could be
trail behind itself, becoming motionless again. set to expend 3 charges, and would playback
While in motion, the yarn is a construct with a number continuously for up to 30 minutes if left uninterrupted.
of hit points equal to its remaining number of charges. If Playback of the minor illusion cantrip does not expend
its hit points are reduced from any source, its number of a charge, and a stored programmed illusion spell causes
remaining charges are reduced in equal amount. It is the zoetrope to activate itself when the conditions of the
immune to bludgeoning and piercing damage as well as recorded spell are met.
cold, poison and psychic damage and the charmed,
Any occurrence that would cause a recorded spell to
exhaustion, frightened, paralyzed, petrified, and
end early immediately deactivates the zoetrope.
poisoned conditions. If it is forced to make an ability
checks or saving throws, it automatically rolls a 10. Its
concentration cannot be broken, and once asked a
question, it makes every attempt to pursue its target
answer. It has a movement speed of 25 feet and it can
climb vertical surfaces without making an ability check.
Trivial Divination. You can use your action and
expend 1 charge to ask the yarn a trivial question. For
example, “Where in town serves the best calzones?”,
“Where is the nearest exit from this sewer?" or “Which
way is north?”. If the question is too complicated (DM’s
discretion), the yarn does nothing and no charge is
expended from the yarn.
Locate Object. You can use your action and expend 2
charges from the yarn to have the yarn cast the locate
object spell. You inform the spell’s choices. When you do
so, the yarn rolls in that direction of the target object.
Locate Creature. You can use your action and expend
4 charges from the yarn to cast the locate creature spell.
When you do, the yarn rolls in that direction of the target
creature.

Old Gus’ Errata: Turning the World – v0.68 81

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