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Old Gus’ Errata: Turning the World, v0.70 (October 21, 2021).
TABLE OF CONTENTS
This document provides rules and mechanics to supplement Running the Game ....................................................... 4
Dungeon & Dragons 5th Edition. This material is not officially Adventure Preparation Checklist................................. 4
part of the game and isn’t permitted in Dungeons & Dragons
Team Roleplaying ........................................................... 6
Adventurers League events. This is unofficial Fan Content
permitted under the Fan Content Policy. Not Backstory to the Future ................................................. 7
approved/endorsed by Wizards. Portions of the materials used Planting Party Rumors .................................................. 7
are property of Wizards of the Coast LLC.
Queering the World ........................................................ 8
Design, Editing, Writing, Layout: Old Gus (Partario Flynn) Encounter Tables .......................................................... 11
With Contributions From: Aboe Snowpea, /u/Alaaen, Avvil, On Fey.............................................................................. 13
Breebunny, Beardy, BobRossum, CodyM, Fiona McAlpine, John
Paul Montejo, LRPaul145, Metasyn, Myrilla, Naomi Busard, Dealing with Defeat ...................................................... 17
Nick Eliott, Pastel the Plague, RichterSN, Tear_gass, Wedabra, House Rules ............................................................... 19
Wolflord
Class Features ............................................................... 19
Cover Illustration: Leon Tukker, Racial Traits ................................................................... 20
https://www.artstation.com/leontukker
Feats ................................................................................. 20
Special Thanks: Everyone at Taverns & Dragons, the Dungeon Spells ............................................................................... 20
Masters and players whose feedback has been invaluable.
Combat ............................................................................ 21
Contact the Author: partario.flynn@gmail.com Creature Swarms .......................................................... 24
Outsiders .................................................................... 26
Updates to this material, and more of Gillen ................................................................................ 27
Old Gus’ Errata are available online: Golem............................................................................... 29
Irvikuva ............................................................................ 33
Strange Visitor ............................................................... 37
Poisons ....................................................................... 41
Treasure ..................................................................... 43
Magical Items and Artifacts ........................................ 43
Cheese-Infused Items ................................................... 49
Ethereal Items................................................................ 55
Ideals
What makes a life well-lived? A good ideal says a lot
about a character’s value systems. An ideal should say
something about what they hold up as virtuous or about
a character’s relationship to power– which might be
political, divine, or personal.
Illustration by Martin Sobr
Bonds
TEAM ROLEPLAYING What matters most? A good bond provides the DM
with something usable for the story to come. For an
Bringing a party together can be a challenge. How do adventurer a bond might be a formative moment that
players decide who they want to be, or how their informed their ideals. A good bond can also be
character would ask? Having a few conversations with complicated: People can hold ideals, but have difficulty
players yourself can help you set up challenges for living up to them. Developing a bond can be done in
players that engage not just the rules, but also the tandem with a DM. Be sure to ask one another questions
characters they choose. Having these conversations can about the character and the world, and weave those
also help you understand what a player hopes to get out things together!
of a character, and how you can make them feel like a
hero. As the DM, your role is both that of chief antagonist Flaws
and head cheerleader! Flaws make you complicated. It can be difficult to
These fields on a character sheet go overlooked all too want to see a character you love and enjoy playing as a
often. They may not seem as useful as selecting spells, flawed person, but flaws provide much-needed tension as
but for a new player, they provide a fantastic menu of a group matures, and allow us to recognize moments
roleplaying options. In this section, we’ll review each of when our characters might make a bad decision,
these fields, and also look at few alternative methods of because it’s that can make for a good story, too.
thinking about how to stimulate roleplaying in your Flaws can be innate or learned. Consider your
games. character’s past temptations and failures. What causes
them to lose their temper? What does that look like?
This section makes a good guide for a DM and a player to What life lesson do you know, that you recognize your
review and discuss together. character may have yet to learn? Just as with the bond, a
flaw can complement your ideals (making you stubborn
or rigid) or fly in the face of it (making you a hypocrite at
times).
God
Is Change.
The following high-incidence table is well-suited for The following high-incidence table is useful for
races with low birth rates, for example, elves or fey. 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
70-92 Homosexual
91-100 Intersex
93-100 Asexual/Aromantic
Additionally, not every race follows the general
breakdown of sexes that humans do. 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 and
Gender Identity: Intersex-Dominant Other Oddities). Ursula K. Leguin’s novel The Left Hand of
Darkness includes a depiction of an example culture with an
d100 Gender Identity 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 kemmer
96-97 Transgender (a status akin to the estrous cycle of earth mammals), during
which time they temporarily assume a sex and/or gender.
99-100 Cisgender
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!
Extra-Racial Sexuality: Low Incidence Another useful rule is to ensure that the NPCs of your world
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 still 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 Everyone has a character beyond sex and gender!
11-15 Open to like creatures You can vary these tables as needed for any given race or
16-18 Open to difference culture within a given race to generate NPCs, or simply refer
19-20 Pansexual to them to ensure you’re being inclusive in the NPCs you are
creating and designing, but remember: sex and gender
identity is just one of several aspects that make up a good
NPC, so be sure each one you create also has the usual sets of
traits, ideals, bonds, flaws, skills and abilities that make them
into a memorable three-dimensional person.
17%
Encounter Table Template
2d6 Encounter
14% 14% 2 A traveling merchant, spellcaster, hireling or
potential sidekick.
11% 11% 3 A rival adventuring party. Roll a d6 to determine
their disposition: (1-2): Hostile; (3-4): Indifferent;
8% 8%
(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)
Several Fey Folk races and the faerie class appear in Old
Gus’ Errata: Heroes of the Multiverse.
Common Concerns
Armor and Weaponry. Allow pixies the use of
weapons and armor identical to that of other Small
races, although you might want to consider how creating
such items might require fewer materials but a higher
skill to produce.
The faerie class uses magical items similar to those of
Illustration by Sam Hogg
a wizard or sorcerer, but have access to faerie dust as a
spellcasting component as a matter of course. Review
their spells, and be prepared to restrict their spellcasting
ON FEY them through other means!
The following rules might apply to pixies, to fey, faeries
or any combination of these. The inclusive term fey is Creature Type. All of the races in the Player’s
used, and ruling their applications is at the Dungeon Handbook are of the humanoid creature type. Some
Master’s discretion. For example, a pixie or dryad are races contained in this document have a creature type in
true fey, and subject to a particular effect, whereas a fey- addition to, or other than humanoid. Creatures with
blooded halfling born on the Material Plane might not. multiple creature types can be targeted by any spell or
As you read through these rules, consider how they ability that affects either of their creature types.
might play out in either of these two settings. Creatures
with the Fey Hybrid trait are excellent candidates for not Pixie Flight and Armor. Like most flying races, pixies
being considered true fey. cannot fly in medium or heavy armor, and wearing any
armor of any kind pre-empts a faerie’s Glamorous
Fey and Faeries in your Game Defense feature. If a pixie takes a class that is proficient
in armor that requires them to give up their flight,
Tiny, flying player characters or custom races and
consider allowing them a movement speed of 25 feet as
classes – especially those of a creature type other than
part of that training.
humanoid – can be challenging, especially for
inexperienced Dungeon Masters. Spells and Abilities. Some faerie spells or abilities
What follows should not be considered a part of the include mind-bending magic that might make you
official rules, and players using this material should not reluctant to include in your game. This is perfectly
expect any of them to be utilized by their Dungeon normal, and DMs should not hesitate to disallow abilities
Master. They are provided here to assist DMs who are or faerie spells if they think it would be disruptive or
incorporating fey and faeries into their game’s world. unsafe to include in their game. In these instances,
Before you read further, consider the nature of your appropriately leveled spell or ability from the Wizard
setting, how you want magic- especially interplanar class’s Arcane Traditions (especially the illusion,
magic- to function, and how much bleed there is between enchantment and transmutation schools) make suitable
the Feywild and the Material plane. substitutes for undesired faerie affinity abilities.
Preparing Encounters Disbelief. If a mortal creature that can see or hear the
fey and says aloud, “I do not believe in fairies,” the fey
Altitude and Spatial Awareness. Consider each
must make a DC 15 Charisma saving throw. If they fail,
creature’s movement, height and reach at all times. Even
they take 1d4 psychic damage. If they succeed, they take
a simple goblin with a 10-foot running start and a melee
half the amount. This ritual may take place over any
weapon can make a jumping attack and reach a pixie at
distance. If used intentionally against a pixie in combat,
15 feet altitude. A taller creature like an ogre or giant
treat the Disbelief ritual as a bonus action.
might be within reach of a pixie hovering above a
battalion of goblins. Polearms, javelins and thrown
Spell Targeting and Awareness. Consider the effects
spears are solid, mundane options.
belief and disbelief might have on fey magic, especially
requested saving throws. A commoner who believes a
Flight and Combat. Flying is a powerful ability, but it’s
simple circle of salt will protect them from a fey might
not without risks:
gain all the benefits of the magic circle spell.
• Skilled archers are a threat to a flying creature, and are
deadly when hidden, utilizing sneak attack, or spells like the Free Glamour. In certain situations, a faerie can
hex and hunter’s mark spells. benefit from the hopes, dreams, aspirations, fears or
• Flying creatures can harry a pixie, and are deadly if utilizing admirations of mortals, and the presence of sufficiently
pack tactics. intense emotion directed toward the fey might imbue
• Don’t forget that pixie flight gives off light and sound! them with additional glamour. For example, a pixie
hiding behind (or inside) a painting at a gallery opening
Magical Detection. Pixies and faeries are magic might be able recover an expended trait, feature or a
incarnate, so they are clearly visible to anyone under the spell slot while benefiting from the painting’s many
effects of the detect magic spell when not otherwise admirers. You can quickly also quickly quantify this by
hidden from it. You might also want to consider whether granting the player an appropriately sized inspiration die.
fey are detectable through use of the detect magic spell.
Faerie spells like lie fallow, minor glamour, major
glamour and nondetection can help them counter this
vulnerability.
The Fey Mortality and Mortal Anchor rules are best suited for
small ensembles, or campaigns where a mortal and pixie (or a
faerie) are the primary focus of the story. Consider the needs
of all your players!
Getting Closure
If what caused your defeat was a string of unfortunate
and unrecoverable deaths, players might need a chance
to recover, a period of rest akin to mourning. This time
might need to be spent both in and out of the game, and
that is okay. You don’t have to rush to a conclusion!
Now, it’s time to move on. Start a new campaign. Wash Consequences Belong to the Future
out the taste of defeat with a shiny new character sheet
Look ahead in the world’s history. Is there viable time to
and a thirst to continue adventuring!
tell a new story in the same world? Extrapolate the
consequences from the previous scenario as far out as
The Adventure Continues you like, and consider playing in the world that was
inherited by the prior campaign.
In this idea, the campaign resumes roughly from where
the last campaign ended, but from a slightly different There’s still adventure to be had. There still may be
scope or angle. good times ahead and plenty of adventure to be had in
the world. Are there parts of the world that would remain
The world may be changed. This campaign idea relatively unaffected by the prior campaign?
works best there is no imminent “ticking clock” type of
event that was imminent before the previous party failed
Most things do not last forever. Even a time of great
darkness must come to an end eventually. A great evil
in their endeavor. There might be real changes to the
might finally be defeated, die, retire, or transcend from
world depending on the loss the previous party suffered.
the world to an unknown elsewhere. Now the question is:
What were the consequences of how and when the what sort of a world takes its place? Is that an appealing
previous party failed to complete their quest? How is the place to set the adventure in, or not?
world may different now? How long has it been? Political
powers and alliances redrawn, landscapes laid to waste,
Same threat, new world. Even if the world itself
comes to ruin, there may be those who escape as
or the world may be facing otherworldly threats. Ensure
refugees or as harbingers of the dangers that inhabit the
the party you’ll assemble and the players behind them
multiverse. Consider ways you can create a new frontier
are truly prepared to walk into this changed world.
to explore that eventually comes under similar threats as
New champions arise. Continuing from where we left the prior campaign.
off means that there must be a group of likely incredible
individuals who were working toward the similar goals
as the characters from the prior campaign. The new Something Far, Far Away
party might include:
What you might really be needing is a fresh start. There’s
• Any surviving player characters from the prior campaign no shame in that, and sometimes it’s the best available
whose players want to continue with their character. choice.
• A player taking over the role of a powerful NPC ally. Where
did they go after their allies fell or disappeared? Remember to breathe. Spend some time outdoors,
• Brand-new characters drawn from the established lore of the read a book, watch a movie you’ve never seen, listen to
world, the party’s friends and allies. your favorite music, take a break from running the game
and play in a one-shot.
It can be wise to start new characters at a slightly lower level, You are full of good ideas. Treat yourself to some
allowing for more time to explore and get attached to them short adventures using a few of your weird, wonderful
before the story concludes. ideas there was just no time or place for in the prior
campaign.
FEATS
This rule prevents a spellcaster from too easily breaking a
Observant geas or other powerful curses too easily. When using this
rule, ensure you spell level equivalents to any curses (or
You can alter the feat’s description to the following cursed item) you employ.
language:
Under this alternate rule, characters might not be killed quite Drinking a potion whose only effects are to restore
as quickly, but a greater penalty is imposed for reaching 0 hit missing hit points can also be performed using a bonus
points and failing that resulting death saving throw. action. Administering such a potion to another creature
Remember: reaching 3 levels of exhaustion imposes still requires an action.
disadvantage on all saving throws, including death saving
throws, and a total of six levels of exhaustion results in death.
This rule is ideal for parties without healing, games where
parties hoard these kinds of potions, and games where you
Escalation Counter want to employ more damage volatility than usual. As always,
it is also important to adjust how often the various potions of
Combat is difficult and tiring work, and even the finest healing are made available, or how costly they might be to
warrior tire as combat continues. An escalation counter produce or obtain.
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.
The escalation counter's value is added as a bonus to Improving Turn-Taking
all attack rolls, and subtracted as a penalty to all saving These questions can help players take their turns quicker, and
throws for creatures in combat. more in character. Encourage them to focus on animating the
When combat ends, the escalation counter spectacle, not continuously reviewing the myriad options at
immediately decreases by 1. Once each minute their disposal!
thereafter, the counter decreases by 1 again. • What can I see?
• What am I holding?
Escalation can be used to end protracted combat quickly, or • What is the state of my visible allies?
to provide a heightened danger due to degrading • What is the most important goal to accomplish?
environmental conditions. For example, to simulate a stone
• What is the biggest threat?
temple crumbling around the battle, or a lengthy battle
against warring armies.
Attack Bonuses
Creature Name You might need to increase the Strength of the creature
Medium swarm of [creature size and type], unaligned by 1d2 for each size category increase to simulate the
additional force created by the swarm’s movement
through other creature’s spaces. You can ignore this
Additional Health increase if the swarming creature is of Tiny size and
insignificant strength so as to not impede an
The size of a swarm’s hit dice is increased for each size adventurer’s movement, for example, a normally-sized
category increase in accordance with the swarm’s size, insect. Use your best judgement when modifying these
and it gains 1d2 + 2 additional hit dice for each size statistics.
category increase.
Damage and Resolution Speed
Resistances, Immunities, and Traits
Increase the number of damage dice for the creature’s
Swarms tend to be so dense that one member cannot be attacks by 1 for each size category increase, and increase
distinguished from another in combat effectively, which the damage dice’s size for every 2 size categories.
makes them harder to damage while they remain
together until they become compromised by losing half Typically, a swarm only attacks creatures it can
their health. Swarms gain certain resistances and surround, so the nature of its attacks is changed. The
immunities to simulate this level of togetherness. reach of its attacks becomes 0, and its attacks only target
creatures whose space it occupies using its Swarm trait.
An additional clause is also added to a swarm’s attacks
Damage Resistances bludgeoning, piercing and slashing to simulate degrading effectiveness as its members are
damage eliminated when the swarm reaches half its maximum
Condition Immunities charmed, frightened, grappled, hit points. The reduced damage should resemble
paralyzed, petrified, prone, restrained, stunned damage equivalent to half the initial strength of the
attack. Note that to aid making expedient rolls, only
You might wish to waive some of these immunities for damage dice are used for swarm attacks, and modifiers
larger creature swarms, as with the knights fighting the for damage rolls are ignored entirely:
adult black dragon mentioned earlier. If the dragon uses
its frightful presence ability, the swarm of knights might Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target
be affected at your discretion to simulate morale, in the swarm's space. Hit: 14 (4d6) piercing damage, or 7
although you would not allow a warlock to target the (2d6) piercing damage if the swarm has half of its hit points or
swarm with a cause fear XGE spell. fewer.
ACTIONS
Ichor Squirt. Ranged Weapon Attack: +4 to hit, range 10 ft.,
one target. Hit: 4 (1d4 + 2) acid damage. Illustration by Jose Arias
Shock Susceptibility
BENEFITS (MAJOR)
If you take lightning damage, you become debilitated,
A gillen might gain the following additional features at gaining the following penalties until the end of your next
the DM’s discretion. They might be granted under the turn:
following conditions:
• You lose your reaction.
• In lieu of an Ability Score Increase or feat • Your speed is halved.
• as a reward for learning more about your curse (treating the • You have a −2 penalty to AC and Dexterity saving throws.
benefit as if it were an attuned magical item) • You can only make one attack on your turn, and you can use
• as a reward for reaching a particular character level or either an action or a bonus action, not both.
undergoing special training
Somatic Communication
Advanced Water Magic
You lack the physiology to produce speech in the air, and
Prerequisite: 8th Level can only communicate with others through gestures and
You can cast the tidal wave and control water spells signs.
once. Wisdom is your spellcasting ability for these spells,
and once you cast either spell, you must complete a long Uncanny Appearance
rest before you can cast either spell with this trait. Your large fish-like eyes and mouth are inscrutable to
most people. You have disadvantage on Charisma ability
Great Strength checks you make to influence them.
Your Strength score receives a +4 bonus (to a maximum
of 30). Uncouth Excretions
Your body secretes various scents, fluids or other things
Quick Healing that are useful underwater, but humanoids find
When you recover hit points from a magic spell or item, distasteful, unpleasant or even sickening.
you recover additional hit points equal to your When within 30 feet of a humanoid or beast that
Constitution Modifier. breathes are and lacks a swim speed, you have
disadvantage on Dexterity (Stealth) checks.
Integrated Tool
An artisan’s tool is integrated into your body, and you
double your proficiency bonus for any ability checks
made with it.
Winged
You have wings that grant you a flying speed equal to
your movement speed. As an action, you can create a
buffet of wind in a 15-foot cone. Each creature in the
area must make a Strength saving throw DC 8 + your
proficiency bonus + your Strength modifier. On a failure,
they are pushed 5 feet away from you and knocked
prone.
Tail
You have an especially long, thick tail. It is a natural
weapon with the reach property. When you take the
Attack action, you can use your bonus action to make an
additional attack with your tail. If it hits, it deals 1d10
bludgeoning damage.
BENEFITS (MAJOR)
An irvikuva might gain the following additional features
at the Dungeon Master’s discretion. They might be
granted under the following conditions:
• In lieu of an Ability Score Increase or feat
• as a reward for learning more about your curse (treating the Illustration by Ryan Lang
benefit as if it were an attuned magical item)
• as a reward for reaching a particular character level or Quick Healing
undergoing special training
When you recover hit points from a magic spell or item,
Enhanced Natural Weapons you recover additional hit points equal to your
Constitution Modifier.
Your natural weapons increase to a d8. When you
successfully start a grapple, you can deal 1d4 Rapid Petrification
bludgeoning damage to the grappled creature. Until the
grapple ends, you can also deal this additional damage to You can use your bonus action to enter your petrified
the creature whenever you hit it with a melee attack. state with your Petrification feature.
Additionally, your unarmed strikes count as magical for
the purpose of overcoming resistance and immunity to
Stone Sense
nonmagical attacks and damage. While you are petrified, you can still see and hear out of
Special Weapons. At the Dungeon Master’s your stone form.
discretion, an irvikuva’s natural weapons might become
a d10 or d12 (if they are not holding any other weapons),
Stoneskin
or their natural weapons might gain the finesse or reach You resist bludgeoning, piercing, slashing from
properties. nonmagical attacks that aren't adamantine.
Great Strength
Your Strength score receives a +4 bonus (to a maximum
of 24).
Sunlight Petrification
While in sunlight, you immediately become petrified and
unconscious until your body is no longer in sunlight. You
can rest in this petrified state (or perform any other
functions you would during a completed short or long
rest), but cannot perform any other actions. If your
surroundings have shifted or you are met with
unexpected visitors, you might be surprised when you
awaken from your petrified state.
Weight of Stone
You increased weight and density can be troublesome:
• Swimming is challenging. You tend to sink quickly when
submerged, and have disadvantage on ability checks you
make to swim.
• Teleporting you is difficult. Whenever another creature
teleports you, they must succeed on a DC 10 spellcasting
ability check. If they fail, the caster most choose to leave you
Illustration by Ed Binkley behind or allow the spell to fail.
DRAWBACKS
In addition to the benefits that come with your curse,
there are drawbacks as well. The DM should consider
assigning at least one of the following drawbacks in play
to counteract an irvikuva’s powerful physical attributes.
Curse Compulsion
Certain aspects of your curse (such as venturing too far
away from your assigned warded area or object or
person) might force you to become petrified (requiring a
successful Constitution or Charisma saving throw), or
compel you to take actions unwillingly (requiring an
Intelligence or Wisdom saving throw). These DCs are at
the discretion of the Dungeon Master.
STRANGE VISITOR 2 You were sent to make first contact with the people
of this world on behalf of your people.
FROM ANOTHER WORLD 3 You were sent to this world to learn about its people
in preparation for a possible future invasion.
The multiverse is a big place, and occasionally, 4 You came to find out if the inhabitants of this world
individuals from other realms become travelers that would make for worthy prey. You can cast the
traverse from world to world. Be it through ships or hunter’s mark spell once, and regain the ability to do
portals, these unexpected journeys are sometimes so again when you finish a short rest.
intentional, sometimes accidental, and a clash of worlds
5 You came to study this world’s abundant plant life.
can end up changing the course of history for one or
more world’s inhabitants forever. 6 Your ship crashed, stranding you among strangers in
a strange land. You’ll need a supply of precious
The strange visitor is marked by unusual appearance materials to get it space-worthy again.
and custom, or unusual technology or technique.
Darkvision
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can't discern color in darkness, only shades of gray.
Healing Touch
You can focus your mind to heal wounds. You have a
pool of healing power that replenishes when you take a
long rest. With that pool, you can restore a total number
of hit points equal to your proficiency bonus × 10.
As an action, you can touch a creature and draw power
from the pool to restore a number of hit points to that
creature, up to the maximum amount remaining in your
pool.
Alternatively, you can expend 5 hit points from your
pool of healing to cure the target of one disease or
Illustration by Miro Petrov neutralize one poison affecting it. You can cure multiple
this ability, expending hit points separately for each one.
BENEFITS (MINOR) This feature has no effect on undead and constructs.
A strange visitor has 1d4 additional traits, choosing from Natural Weapons
the following: You have natural weapons with which you can make an
unarmed strikes, which deal 1d6 damage. When you
Acidic Exudation gain this trait, you choose the type of damage the
A part of your body can secrete a volatile gel, which you appendage deals, choosing from bludgeoning, piercing
can use as a weapon. You can activate this gland using or slashing.
an action. For the next 1 minute, you can use a bonus Special Weapons. At the Dungeon Master’s
action on your turn to throw a globule of the substance discretion, a strange visitor’s natural weapons might
up to 30 feet. The globule explodes upon impact, become a d8, d10 or d12, or their weapons might gain
creating a shower of hissing acid in a 5-foot radius. the finesse or reach properties.
Creatures in the area must make a Dexterity saving
throw DC 8 + your proficiency bonus + your Dexterity Prehensile Limbs
modifier, taking 2d6 acid damage on a failed save, or half
as much damage on a successful one. You can use this You have a series of prehensile tentacles, cilia or
trait, and regain expended uses of it when you finish a additional hands. While these limbs cannot wield
long rest. weapons, they can carry objects that weight less than 5
pounds. You can use the limbs to make an additional
Aquatic Adaptation number of object interactions on your turn equal to your
Dexterity modifier (minimum: 1).
You have a swimming speed equal to your movement
speed, and you can breathe water in addition to air.
DRAWBACKS
In addition to the benefits that come with your curse,
there are drawbacks as well. The DM should consider
assigning at least one of the following drawbacks in play
to counteract a strange visitor’s other attributes.
Arsenic
Ingested, 1500 gp (refined)
Arsenic is a particularly dastardly poison because it is
tasteless, colorless, and odorless. A few grains of the
stuff can kill a person. The symptoms of arsenic
poisoning are often initially misdiagnosed as food
poisoning, and include sweating, confusion, cramping
muscles, and stomach pain.
Arsenic powder must be refined from 500 gp worth of
copper or iron ore, spending 8 hours in preparation, and
making a successful DC 16 Intelligence check with
alchemist’s supplies to produce a single dose of arsenic
powder grains.
10 minutes after a creature ingests arsenic powder,
they must make a DC 18 Constitution saving throw. On a
failure, they take 2d10 poison damage and vomit
prodigiously and become poisoned for 24 hours. On a
success, they take half the amount of damage and suffer Illustration by Jeffy Noctis
no other effects.
For the duration, a creature poisoned creature must For the duration, the poisoned creature makes a new
repeat their saving throw every 1 hour. On a failure, they saving throw at the start of each of their turns. On a
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.
Ingested, contact, 500 gp (refined) A creature proficient with the poisoner's kit or
alchemist's supplies can spend 1 hour to refine the
The belladonna plant is a an extremely poisonous plant poison from the plant’s leaves or berries by making an
which produces toxic leaves and red-black berries. The Intelligence check with their tools and adding one
plant is notoriously difficult to cultivate, requiring a quarter of the resulting roll to the DC of the Constitution
successful DC 14 check with an herbalist’s kit to saving throw.
successfully transplant a wild belladonna plant Belladona has a natural antidote derived from the
elsewhere. pilocarpus or jaborandi plant.
One minute after a creature ingests belladonna poison,
it must succeed on a DC 11 Constitution saving throw or
be poisoned for 1 hour. Their pupils dilate, their pulse
quickens, and they begin to hallucinate.
Basket of Crab-Apples
Wondrous item, uncommon
This wicker basket contains 4d6 plump, ripe apples. The
apples never spoil, but if a creature bites into one, the
apple becomes a crab, which is hostile toward the
creature that bit into it. The DM has the creature’s
statistics.
Illustration by Kutty-Sark
Color-Master’s Lenses
Wondrous item, rare (requires attunement)
This pair of lenses can be worn over both eyes. While
wearing them, colors seem more vivid and it is easier to Illustration by Tom Sharp
tell apart minor differences in hue, saturation, or
luminance. Dandy Dan’s Dapper Duds
The lenses have 4 charges and regain 1d4 expended Wondrous item, very rare (requires attunement)
charges daily at dawn. While wearing the lenses, you can
expend these charges to perform any of the following: You gain a +1 bonus to AC while wearing this enchanted
set of garments and no armor. It includes a pair of
• Focal Enhancement. As a bonus action, you can expend 1
slacks, a jacket, a shirt, and an array of optional
charge and focus the lenses. Until the end of your next turn,
accessories: a vest, a tie, a tie clip, a pocket square, a pair
you can add your Intelligence modifier as a bonus to Wisdom
of cufflinks, a pair of socks, and a pair of shoes. The
(Perception) check, and your Wisdom modifier to
garments have 4 charges, and regain 1d4 expended
Intelligence (Investigation) checks you make.
charges daily at dawn.
• Light Amplifier. As an action, you can expend 1 charge to
cast the darkvision spell on yourself. If you already have If you remove the clothes, you can expend 1 charge
darkvision, its range increases by 60 feet and you can see in and speak the command word, and the garments will
color for the duration of the spell. clean and mend themselves (as if casting the
• Octarine Overlay. As an action, you can expend 1 charge to Prestidigitation and Mending cantrips upon themselves).
cast the detect magic spell. After 1 hour, the garments neatly press, fold and, (if a
• Photonic Reversal. As an action, you can expend 1 or more suitable peg or hangar is available) hang themselves.
charges to cast the color spray spell. The level of the spell As an action, you can expend 2 charges and can speak
equals the number of charges expended. You cannot use this the clothing’s command word to alter the garments’
ability if you are in dim light or darkness. appearance, fabric choice, or details, for example: adding
If you exhaust all of the lenses’ charges, roll a d20. On a frilled cuff to a shirt, change the jacket from velvet
a 1, the lenses crack and cannot be used again. single-breasted to pinstripe linen double-breasted, and
the tie from a paisley cotton to a solid silk. The
retailoring process takes 1 hour.
As an action, you can expend 3 charges to cast the
enhance ability spell on yourself.
Descalescent Whetstone
Wondrous item, uncommon
This whetstone is covered in shimmering icicles and
rimy scales. A freshly produced whetstone has 8 charges.
A whetstone found as treasure is usually missing 1d6
charges. As an action, you can expend one charge and
draw a weapon across the whetstone, imbuing it with icy
magic. For the next 1 minute, the weapon deals an
additional 1d4 cold damage when it hits.
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
determined by its rarity.
This armor can be donned in half the time as its
physical counterpart. If the armor normally imposes
disadvantage on Dexterity (Stealth) checks or has a
Strength requirement, the Ethereal version of the armor
doesn’t.
When an attacker scores a critical hit against you while
you are wearing this armor, the critical hit becomes a
normal hit, and you roll a d4. On a 1, the armor
Illustration by Manuel Castañón
degrades, reducing the bonus granted to AC by 1.
ETHEREAL ITEMS When the bonus is reduced to 0, the armor fades away
Ethereal items exist in a state of flux between the Border into ghostly mist and is lost.
Ethereal and the worlds that it touches. Once in
possession of a powerful adventurer, remnants of these Ethereal Shield
artifacts are caught between planes when their bearer Shield, uncommon (+1), rare (+2), or very rare (+3)
was whisked into the Deep Ethereal by powerful magic
This shield rests almost weightlessly in your grip. You
or sinister spirits. Ethereal items appear ghostly and
can don or doff this shield as a bonus action, and while
translucent, weighing only half as much as their physical
holding this shield, you have a bonus to AC; the bonus is
counterparts, and are cold to the touch.
determined by its rarity. This bonus is in addition to the
Ethereal weapons and armor have unique, useful shield's normal bonus to AC.
properties, but with the wear and rigor of battle, they
When an attacker scores a critical hit against you while
fade further away. Repairing them is impossible, even by
you are holding this shield, the critical hit becomes a
magical means.
normal hit, and you roll a d4. On a 1, the shield degrades,
Some adventurers vow never to use ethereal weapons, reducing the bonus granted to AC by 1.
out of superstition or respect for the departed. Others
When the bonus is reduced to 0, the shield fades away
are wary of the ever-present danger that the items will
into ghostly mist and is lost.
disappear at the most inopportune time: in the midst of
deadly combat.
Great-Mother’s Chanclas
Wondrous item, very rare (requires attunement by a
creature whose age is no less than half their race’s
average life span)
These backless and open-toed sandals are extremely
comfortable, surprisingly durable, and shockingly
aerodynamic. While wearing the chanclas, you gain the
following benefits:
• You are immune to disease.
• You are immune to being magically aged.
• You have advantage on death saving throws.
• You have advantage on Wisdom (Insight) checks you make.
• When you take the Dash action, your walking speed Illustration by Michael Cabezas
increases by an additional 10 feet.
Additionally, use a chancla as a melee weapon with the Hammer of the Kegsworn
finesse and thrown (30/60 feet) properties, and you can Warhammer, rare (requires attunement by a dwarf or a
use Wisdom instead of Strength or Dexterity for the Way of the Drunken Master monk)
attack and damage rolls of its attacks. On a hit, a chancla
deals 1d4 bludgeoning damage. You gain a +1 bonus to attack and damage rolls made
The magic chanclas grant a +1 bonus to attack and with this magic weapon. The hammer has 3 charges and
damage rolls made with them, and they return to the foot regains 1d2 + 1 expended charges daily at dawn.
they were removed from or your hand (your choice) Keg-Swear. As an action, you can cause the hammer’s
immediately after they are used to make a ranged attack. 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.
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 Rob Shaw a 10-minute ritual, recruiting bees or wasps within 1 mile
of you. When you do, the insects congregate into a
swarm of wasps, which crawls inside the rear pocket of
Handy Sledgehammer the helm, remaining under your control as long as you
Warhammer, rare wear it. The DM has the creatures' statistics. If the
You gain a +1 bonus to attack and damage rolls made swarm is damaged, you can perform this ritual again,
with this magic weapon. causing the swarm of wasps to regain a number of hit
dice determined by the DM, based on the availability of
Shrink. While holding the warhammer, you can press such insects in your location.
a button just above its leather grip as a bonus action.
Pressing the button shrinks the hammer down to the As a bonus action on your turn, you can unleash your
size and inconspicuous appearance of a carpenter’s swarm of wasps, which appears in the nearest
hammer. For the duration, the hammer can be used as a unoccupied space to you. The swarm is friendly to you
part of carpenter’s tools, granting a +1 to checks made and your companions. Roll initiative for the swarm,
with them. While reduced to its tool form, it functions which has its own turns. It obeys any telepathic
instead as a light hammer. Pressing the button again commands that you issue to it (no action required by
restores the hammer to its full size. 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).
Plague-Nurse’s Mask
Wondrous item, uncommon (requires attunement)
While wearing this mask, you gain the following benefits:
• You cannot become diseased, and you have advantage on
saving throws against poison and resistance to poison
damage.
• As a bonus action on your turn, you can speak the mask’s
command word, causing it to shed a bright magical light for
5 feet and dim light for an additional 5 feet. The light ends if
you speak the command word in the same manner, or
remove the mask from your face.
• Whenever you make a Wisdom (Medicine) check that
includes your proficiency bonus, you can roll a d4, adding the
results as a bonus to the check.
Psionic Circlet
Wondrous item, very rare (requires attunement by a
creature with an Intelligence score of at least
While wearing this circlet, you know the mage hand
cantrip. The circlet has 6 charges and regains 1d6
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: Tenser’s floating disk (1 charge),
calm emotions (1 charges), detect thoughts (2 charges),
mind spike (2 charges, plus 1 charge per additional spell
level, up to 4th), telekinesis (5 charges).
The spells have a DC of 14, or 8 + your proficiency
bonus + your Intelligence modifier, whichever is higher.
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.
While attuned to the shield, you can use is as a melee
weapon that you are proficient with. You add the shield’s
AC bonus to attack and damage rolls you make with it,
and it deals 1d8 bludgeoning damage on a hit.
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 Illustration by Limin Studio
saving throw you make against a spell or other harmful
effect that targets only you. Rebuking Shield
Shove. 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)
attempt to shove a creature. When you do, add the While holding this shield, you have a +1 bonus to AC.
shield's AC bonus to your Strength (Athletics) check. This bonus is in addition to the shield's normal bonus to
Smash. When you take the Attack action on your turn, AC. The shield has 3 charges and regains 1d2+1
you can use your bonus action and expend 1 charge to expended charges daily at dawn.
make a melee weapon attack with the shield. If it hits, it Rebuke the Unholy. If a fiend or undead misses you
deals 1d8 bludgeoning damage. with an attack, you can use your reaction and expend one
Reflect. When a creature misses you with a ranged charge, causing your attacker to take 1d6 radiant
attack, you can use your reaction and expend 2 charges damage. You can also immediately shove your attacker,
to redirect the attack toward another creature. Make a and if you succeed the contest, you can immediately fly
ranged attack against a creature you can see within 30 up to 10 feet.
feet of you. Add the shield’s AC bonus to the attack roll.
If it hits, the creature becomes the target of the
triggering attack.
Ricochet. You can use your bonus action and expend 2
charges to cause the shield to begin to ricochet off of
creatures and objects for up to 1 minute. You
concentrate (as if on a spell), and for the duration, you
can sacrifice your attacks when you take the Attack
action, or use a bonus action to cause the shield to fly up
to 60 feet and attack one creature within 5 feet of it as if
the creature were within your reach.
Ring of Asmodeus
Wondrous item, artifact (requires attunement)
Illustration by Nikita Khokhlyavin
While wearing this signet ring, you gain the following
benefits:
Ring of Channeling
• You are immune to fire damage. Whenever you take radiant
damage, roll a d4 and add it to the total damage. Wondrous item, uncommon (requires attunement)
• You can speak, read and write Infernal and Abyssal. A copper ring with a small clear gem that shimmers
• Devils in the service of Asmodeus are indifferent towards slightly, even in the dark. It is crudely crafted, showing
you, or might even defer to your commands. scuffs and scratches abound along its loop, and yet, there
• Your identity, location and actions are known to Asmodeus, is something quaintly charming about its simple design.
even if you aren’t on the same plane.
Signature Cantrip. Choose one cantrip you know that
Infernal Command. You can cast command at-will requires an attack roll or saving throw. When you cast
(DC 17), targeting any devil whose CR is less than 10. the cantrip, it has a +1 bonus to its attack and damage
To the Hells and Back. As an action, you can rolls, and its spell save DC.
transport yourself and one creature you can touch to a
location you are familiar with within the Nine Hells, and
you appear in or near that destination, at the DM's
discretion. An unwilling creature must make a DC 17
Charisma saving throw. If the creature fails this save, it
is transported with you. For the next 1 hour, you can use
your action to return to the location you were on the
plane you left. You can similarly transport one other
creature you can touch with you when you do so.
Once you use the ring in this manner, you must wait at
least 8 hours before you do so again.
Death Pact. As an action, you can destroy the ring.
Each creature in a 60-foot-radius sphere centered on you
(except you) must make a Dexterity saving throw. A
target takes 10d12 fire damage on a failed save, or half
as much damage on a successful one. The fire spreads
around corners, and ignites flammable objects in the
area that aren't being worn or carried.
ACTIONS
Scream. Melee Spell Attack: +4 to hit, reach 10 ft., one target
Hit: 3 (1d4 + 1) thunder damage.
REACTIONS
Shriek. When a creature the screaming shroom can see
makes an attack, the screaming shroom can emit a distracting
thrum of sound, imposing disadvantage on the attack roll.
This has no effect if the attacker cannot hear the screaming
shroom.
Serpent’s Maw
Weapon (any sword or scimitar), very rare (requires
attunement)
You have a +1 bonus to attack and damage rolls made
Illustration by Emily Woodhead with this magic weapon. On the left side of the blade is
an engraving of a grinning mouth.
Seal of Remembrance Acidic Maw. The scimitar has 2 charges and regains
1d2 expended charges daily at dawn. As a bonus action,
Wondrous item, very rare (requires attunement)
you can speak the command word to expend 1 charge,
This seal is roughly the size of a human hand, and is causing the mouth to open, revealing hideous gnarled
shaped like a blossoming rose. When you attune to this teeth and a long, green forked tongue from within the
item, you place the seal over your heart, where it melds blade’s mouth. The weapon remains in its awakened
into your skin, appearing as a tattoo. state for one minute. For the duration, it deals an
While attuned, you can cast the resurrection spell as additional 1d6 acid damage, and gains the reach
an action, requiring no material components, and property. When used as a reach weapon, the weapon
Charisma as your spellcasting ability modifier. When you deals only its acid damage, not its slashing damage.
do, you die, your body (including the seal) and equipment
(except magic items) disintegrate, leaving no trace. The
seal (along with its attunement and curse) are
transferred to the resurrected creature. If the resurrected
creature has already reached their maximum number of
attuned items, they become unattuned to one random
attuned item.
Cursed. This item is cursed. Attuning to it curses you
until you are targeted by a remove curse spell or similar
magic. If the seal is physically removed from your body,
you die. Once removed, the seal becomes an object
again, allowing a new creature to attune to it.
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.
Illustration by Alexander Osadchiy
Water of Oblivion
Wondrous item, legendary
Wild Joker If you discard all the cards from the deck, you lose your
attunement to it, and it enters the Astral Plane for 10d10
Wondrous item, very rare (requires attunement by a days, reappearing elsewhere on the Material Plane at a
creature with proficiency in a card-based gaming set) location of the DM’s choosing.
This enchanted joker card has two charges, and regains
1d2 expended charges daily at dawn. As an action, you Unlike other magical 1d12 weapons, the potential damage of
can expend one charge to create (or refill) a deck of 54 the deck changes with each card removed from the deck. A
playing cards (an ace through king of clubs, hearts, clever gambler counts the cards drawn from their deck, and
diamonds, and spades, and two jokers). The cards are will use their action and the deck’s charges to refill the deck
blank until drawn, dealt, or discarded, and become strategically, ensuring both a good damage rate and hedging
mundane playing cards a few seconds after being against pulling an inconvenient Joker or critical hit that might
removed from the deck. Divination magic cannot reveal cause the deck to become lost.
what order the cards are in.