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The Griffon's Saddlebag - Book One (OEF) (2020)
The Griffon's Saddlebag - Book One (OEF) (2020)
Book One
CREDITS FIND MORE ONLINE
Writing, Graphics, and Item Design: Griffin Macaulay You can always reach out online with questions regarding
Editing: Dom Prezio, Rose “GM” Whitcomb, Tony Casper, the content in this book.
Ty Christensen, Zachary “Codex” Thorpe
Production: Ricardo Evangelho, Rajaa Al-Subairi Patreon: patreon.com/the_griffons_saddlebag
Layout: Griffin Macaulay Instagram: @the_griffons_saddlebag
Item and Setting Illustrations: Griffin Macaulay Twitter: @griffons_saddle
Cover and Character Illustration: Fabian Saravia Reddit: /u/griff-mac on /r/thegriffonssaddlebag
Maps and Interstitial Illustrations: Cze & Peku Discord: thegriffonssaddlebag.com/discord
Hearth City Map: Karl Vesterberg, Spaghetti Quester Email: thegriffonssaddlebag@gmail.com
Hearth Setting Illustration: Steve Nicodemus
Additional Setting Writing: Dave Hamrick
Monster Design: Dave Hamrick, Kyle “ItsADnDMonster- The Griffon’s Saddlebag is a project by Griffin Macaulay and
Now” Pointer is made possible by the support of patrons on Patreon and
Special Thanks: Dani Dimon, William King, Ricardo people like you. Thank you for supporting creators!
Evangelho, and everyone who’s helped me reach this point.
That includes patrons, followers, community members, and If you are a Kickstarter backer or have purchased access to
you: you’re what makes these items truly magic. Thank you. The Ledger+, you can search, sort, read, and save every item
in this book online at ledger.thegriffonssaddlebag.com.
Patrons of certain tiers can access these items and more!
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and not Open Content: Dendallen, the Festerwood, the Everglacier, the Griffon’s Saddlebag, all Trademarks,
registered trademarks, proper names (characters, place names, monsters, organizations, etc.), dialogue, plots, story elements,
locations, items, characters, artwork, graphics, sidebars, and trade dress. (Elements that have previously been designated as Open
Came Content are not included in this declaration.)
Open Game Content: Items with the “free” tag at thegriffonssaddlebag.com/free are considered to be Open Game Content as
described in Section 1(d) of the License. Artwork for such items may only be used in direct association with the items they’re
intended to represent. Attribution to The Griffon’s Saddlebag is required.
Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. The
Griffon’s Saddlebag and its associated logos are trademarks of The Griffon’s Saddlebag, LLC.
The Griffon’s Saddlebag and its associated logos are trademarks of The Griffon’s Saddlebag, LLC.
Hit Point Press, The Deck of Many, and its associated logos are trademarks of Hit Point Press Inc.
ISBN: 978-1-9990962-1-2 Digital version 1.0. Exported with love from Pennsylvania.
© 2020 The Griffon’s Saddlebag, LLC 1 2 3 4 5 6 7 8 9 10
TM
Artifacts 147
You are all heroes on this journey. Thank you for being a part of this.
Keep on adventuring.
t
hank you. Before I say anything else, let me make sure ASK YOUR GAME MASTER
that you know how grateful I am for you to be reading
these words. Thank you for your support, thank you As with anything, check with your Game Master (GM) to
for your purchase of this book, and thank you for your make sure that these items, character options, monsters, or
help in giving me a career to be proud of. I couldn’t do what I settings are welcome in your game.
do without you. The contents in this book are written to follow existing
This book took 1 year to make. Well, more than that— precedents as found in the official publications as closely as
making anything always takes longer. From November possible. The quality of your adventure is always top priority,
2018 to 2019, I made one item every day for a year. These and this content has been carefully made to abide by the
illustrations and words are my own. Most of these items are same standard of quality that you’ve come to expect.
of my own invention, but many were also suggested by the
community. Regardless of their origins, these items have
been lovingly made for you to enjoy and implement in your MAKING IT YOUR OWN
home campaigns.
I hope that the items and options in this book follow If an item fits your campaign’s style or setting but isn’t the
you on grand new adventures. If you ever have a question, proper fit in terms of power or features, feel free to adjust it
comment, or concern, please feel free to reach out: I always how you see fit. While the items in this book are designed
do my best to reply. and balanced to fit within certain parameters, what is ulti-
mately the most important is that you have fun with them.
IN THIS BOOK
ERR ATA
You’ll find a wealth of content in this book that’s been for-
matted in such a way to make it easier for you to refer to and You can’t update a book, but you can update a .pdf file. The
find the answers you’re looking for. .pdf version of this book will always be the most up to date
There are 365 magic items in this book. With that many version you can find, and will continue to be updated until
items comes the need for tables and lists to keep track of it’s no longer reasonable to do so.
them all. You’ll find several tables in this book that include You can find a list of any changes made to these items after
everything you need to know about them, even including they’ve been printed at thegriffonssaddlebag.com/errata.
their subrarities. You’ll also find some contextual reiteration
and clarification of rules that are frequently overlooked in
the official source material.
Over this first year, lore has built around the items within
this book. Some of it has coalesced into new settings,
villains, or character options. You’ll find that additional
content in Parts 2 and 3 of this book.
7
PART I
MAGIC ITEMS
I t ’s a l w a y s g oo d t o k n o w t h
at
somewhere out there, some
t h in g
y o u m a d e i s b e in g u s e d t o
smash
s o m e r o t t e n g o b l in’s h e a d in
.
MAGIC ITEMS
Striking down with the fury of a storm, an armor-clad hu- Magic items have the power to add intrigue to stories and
man releases a powerful bolt of lightning from his sword to character growth for players. Limitlessly varied, magic items
cleave through the impending horde. are always a treasured reward after a challenging adventure.
Holding a ball of quicksilver in his hand, a dwarf describes This section includes 365 new items for you to use in your
the appearance of his bounty to a local merchant, magically fifth edition campaign settings, and assumes you’re familiar
changing the silver’s shape to better describe his quarry. with the rules for magical items, including their rarities,
Twirling in place, a maelstrom of flames leap from an elf ’s categories, and the implications of cursed items.
cloak, reducing the swarm of rats around her to ashes and
giving her a clear path to escape.
Legend
10
11
12
13
14
15
16
17
18
19
01–05 Bird of a Feather, common variant 93–94 Uorik the Conqueror’s Juice Cup
21
Purse Piglet
22
Magic Item Table F
d100 Magic Item d100 Magic Item
23
Wand of Whispers
24
Mageplate Cap
25
Magic Item Table H
d100 Magic Item d100 Magic Item
39–41 Rings of Fire, Ice, Stone, and Wind (Ice) 83 Shadow Drinker
47 Bolt 89 Splitter
26
27
28
A
B
C
Amulet of Equilibrium D
Abjurer’s
E
Gilder F
Aegis of
Radiance G
MAGIC ITEMS A—Z H
Magic items are presented in alphabetical order. A magic I
item’s description gives the item’s name, its category, its
rarity, and its magical properties. J
that represents your chosen deity, allowing you to use the
Abjurer’s Gilder shield as a holy symbol. You gain a +1 bonus to your AC K
Wondrous item, uncommon (requires attunement while wielding this shield in addition to the shield’s
normal bonus to AC.
L
by a wizard)
While wielding the shield, you can speak its command
This golden badge is usually given to wizards who either word as a bonus action to cause it to shatter into countless
M
excel at or who have mastered abjuration magic as a symbol fragments of pure light. The pieces of light protect you as if
of their accomplishments. While wearing this badge, you
N
you were wielding the shield, leaving your hands free. The
always have the shield spell prepared if you know it, and it light surrounds you for 1 minute, until you dismiss the effect O
doesn’t count against the number of spells you can have pre- as a bonus action, or until you fall unconscious or die, at
pared. In addition, whenever you cast the shield spell, you can which point the shield rematerializes on the ground at your P
take another reaction before the start of your next turn. This feet or into your hand if you have one free. If your holy sym-
second reaction can’t be used to cast the shield spell again. bol is emblazoned or attached to the shield, it floats promi- Q
nently amidst the shards of light and continues to function
Acidlight Arrow as a spellcasting focus. Undead creatures have disadvantage R
on attack rolls made against you while you’re surrounded by
Weapon (an arrow or bolt), rare the light in this way. The surrounding shards of light cast S
This ammunition is covered in an alchemical concoction that bright light in a 20 foot radius and dim light for another 20
ignites upon impact, casting bright light in the space of the feet. Once this property has been used, it can’t be used again T
target it hits and dim light in a 5-foot radius for 1 minute. A until the following dawn.
creature struck by the ammunition takes 1d4 acid damage U
at the start of each of its turns and has disadvantage on any Amulet of Equilibrium
Dexterity (Stealth) checks it makes while the ammunition V
remains lit. The ammunition remains lodged in a target Wondrous item, uncommon (requires attunement)
it hits until a creature uses an action to remove and snuff This spiraling pendant is made of three magic-sensitive
W
out the ammunition. If the target is invisible, it’s revealed panes of colorful crystal. Each piece of crystal is attuned to a
while the ammunition is lodged within it. The ammunition
X
different arcane element. If you can cast spells, you can use
is destroyed by the lit solution, preventing it from being the amulet as a spellcasting focus while you’re attuned to it. Y
recovered once fired. The amulet has 4 charges and regains 2 expended charges
daily at dawn. When you deal cold, fire, or lightning damage Z
Aegis of Radiance to a single creature while wearing the amulet, you can
expend any number of its charges to reroll that many of
Armor (shield), rare (requires attunement by a cleric) the cold, fire, or lightning damage dice. You must use the
This shield emits a faint, holy glow when wielded and new rolls.
recognizes your devotion to a higher power. When you attune Whenever you take cold, fire, or lightning damage from a
to this shield, the emblem adorning its face changes to one hostile creature, the amulet regains 1 charge.
29
30
31
Axe Beak
A Tomahawk
B Avian Circlet
C
D
E
F
G
H
I
J Avian Circlet
K Wondrous item, rare
This ornate silver tiara grants you power over certain flying
L creatures. You can use an action to cast animal messenger or
speak with animals at will using the circlet. Any creature af-
M fected by these spells must be a beast and have a flying speed.
In addition, you can touch a willing beast with a flying
N speed. For 1 minute, you can see through the creature’s eyes,
sharing any of its special visual senses for the duration. You
O
are blinded to your own surroundings while you share its vi-
P Bag of Sundrops sion in this way. You can end this effect early using an action
to return to your normal senses. Once this property has been
Q used, it can’t be used again until this next dawn.
32
33
Bath Potion
A
B
C
D
E
F
G
H
Basco’s Handy
I Bangle
Barge Helm
J
K
L the box to make a sad, discordant noise before being spat if it reaches 0 hit points or moves. If you’re holding the
back out. Once a sheet is successfully fed into the box, it is expanded shield, you can choose to revert it early using a
M consumed and can’t be retrieved. bonus action.
If a new piece of music causes the box to forget an older Once this property has been used, it can’t be used again
N one, it quickly plays several bars of the now- forgotten num- until the next dawn.
ber before it slows to a stop.
O Basco’s Handy Bangle
Barge Helm Wondrous item, rare
P
Wondrous item, uncommon This shiny platinum bangle is inlaid with arcane runes
Q This flat, rugged helmet lets you run headlong into targets that seem to be written by different hands. Labels can be
and bowl them over with abandon. If you move at least 20 read behind each of the adorning runes on the inside of the
R feet straight toward a target and then shove them on the bangle. As an action, you can touch one of the runes and say
same turn, the target takes 1d6 bludgeoning damage from the command phrase, “I can do this,” to gain proficiency in
S being barreled into by the helmet. the rune’s associated tool for the next 24 hours. The rune
glows with arcane energy while in effect. Once a rune is
T
Barricade Shield activated in this way, it can’t be activated again until 1d4 days
have passed.
U Armor (shield), uncommon There are 10 runes on the bangle that can be activated
V While holding this sturdy iron shield, you can use an action in this way: alchemist’s supplies, carpenter’s tools, cook’s
to plant it on the ground and expand its height and width utensils, leatherworker’s tools, smith’s tools, tinker’s
W to stretch up to 15 feet across in either direction, potentially tools, instruments (drum, flute, lute, lyre), navigator’s
becoming a defensive wall or similar platform. The edges of tools, thieves’ tools, and vehicles (water). If you’re already
X the shield magically conform to fit the shape of an enclosed proficient with any of these tools, your proficiency bonus
space, such as the walls of a tunnel or hallway. While holding is doubled for any ability check you make that uses the tool
Y the expanded shield in place, your speed becomes 0 and you while the rune is active.
have disadvantage on Dexterity checks and Dexterity saving
Z throws. Regardless of the shield’s size, its weight always Basilisk Dagger
remains the same.
The expanded shield is considered a nonmagical structure Weapon (dagger), rare
that has AC 14 and 40 hit points. The shield can remain ex- This magic dagger was made from pieces of a slain basilisk
panded for up to 1 minute before it reverts back to its normal and still retains some of its properties. The dagger deals an
size. The expanded shield reverts early (but is not destroyed) extra 1d4 poison damage to any target it hits.
34
35
A
B
C
D
E
F
G
H
I
Belt of the
J
Raid Leader
K
Battlechef’s
L Splendid Saucepan
M
N the liquor inside it. When you roll a 20 on an attack roll made The saucepan also functions as a mace, granting you a +1
with this weapon, the target takes an extra 2d6 acid damage bonus to attack and damage rolls made with it. The saucepan
O as the hammer buckles from the impact and releases a spray deals an extra 1d4 thunder damage to any target it hits that’s
of the volatile liquor. either wearing metal armor or made of metal or stone.
P For 1 minute after a target has been sprayed with acid in If you’re not wearing heavy armor, you can use an action to
this way, the next time that target takes fire damage, it takes either wear or remove the saucepan as a helmet. While wear-
Q an extra 2d6 fire damage as the liquor ignites. ing the saucepan in this way, you gain a +1 bonus to your AC.
R
Battlechef Buckler Battlement Bow
S Armor (shield), uncommon Weapon (any bow), uncommon (requires attunement)
T This small shield is the repurposed pot lid of a famous adven- This magic bow is enchanted with passive abjuration pro-
turing chef. While wielding the shield, you have advantage tections. When you hit a creature with a ranged attack using
U on saving throws to resist or avoid taking fire damage. In ad- this bow, the bow creates a thin barrier of protective magic
dition, if you place the shield face down over a pot or similar that stays between you and that creature until the start of
V vessel that’s holding no more than 2 gallons of a water-based your next turn. If you hit a different creature while protect-
liquid inside, the vessel and its liquid comes to a rolling boil ed by this barrier, the barrier moves to defend you against
W after 10 minutes. the new target instead. While the barrier is protecting you
against a creature in this way, you’re considered to have half
X Battlechef’s Splendid cover against that creature’s ranged attacks and spell effects.
Y Saucepan
Belt of the Raid Leader
Wondrous item, very rare
Z Wondrous item, rare (requires attunement by a half-orc
This magic saucepan can be used to turn nearly anything or orc)
into a delicious and filling meal. You can boil 1 pound of any
one or combination of organic, nonmagical materials for 10 This thick leather belt is reinforced with large rivets and
minutes or longer to magically transform them into a stew secured with a heavy iron skull buckle. While wearing this
that can nourish up to 4 creatures for 24 hours. belt, you can use an action to let loose a powerful war cry
that inspires you and up to 5 friendly creatures within 60 feet
36
A
B
C
D
E
F
Blood Pact Pendants G
H
I
Blizzard Sphere
J
K
L
M
of you of your choice that can hear you. An inspired creature the point of impact. When a creature enters the area for the N
has advantage on attack rolls until the start of your next turn. first time on a turn or starts its turn there, it must make a
When you use this property of the belt, you can make one DC 15 Constitution saving throw. On a failed save, a creature O
weapon attack as a bonus action. takes 4d8 cold damage and its speed is halved until the start
Once this property has been used, it can’t be used again of its next turn. On a successful save, a creature takes half as P
until the next dawn. much cold damage and its speed is unaffected.
The blizzard remains for 1d4 rounds or until targeted by Q
Bird of a Feather a dispel magic spell (DC 15 or cast at 5th level or higher). Any
surface within the area is covered in a slick sheet of ice and R
Wondrous item, common (single use) or uncommon sleet, turning the ground within the sphere into difficult ter-
rain that remains for the effect’s duration. While the blizzard
S
This small stuffed roc toy is filled with enchanted down.
While holding onto the toy and concentrating, you magically persists, the area is heavily obscured.
T
gain a flying speed of 20 feet for up to 1 minute. The stuffed
toy’s weak magic can carry up to 200 pounds. Blood Pact Pendants U
If you take any damage while flying in this way, you lose
concentration on the toy and immediately start falling. Wondrous item, very rare
V
If the toy is of uncommon rarity, the toy cannot be used These iron pendants come in pairs and are connected by a
again for 1d4 hours. It gives a happy little chirp when its powerful bond of self-sacrifice. In order to create this bond, W
magic can be used again. you and a friendly creature with whom you are close perform
a brief, 1-minute ritual to connect your destinies and forge a X
Blizzard Sphere blood pact. When you create this blood pact, you must each
Y
agree on a number of hit points to permanently sacrifice and
Wondrous item, rare reduce your total maximum hit points by (minimum 1). Once
This glass sphere contains a raging blizzard inside. It’s cold a pact has been forged, trickles of the bound creatures’ blood Z
to the touch and vibrates with the gusts of wind trapped are absorbed into the normally clear gems adorning the
within. As an action, you can throw the orb at a point or faces of these pendants. While the gem is filled in this way, it
object you can see within 30 feet, shattering it on impact. seems to gently swirl and pulse in time with your heartbeat.
When the orb shatters, the blizzard erupts from the glass in While the bound creatures are wearing their respective
a 20-foot-radius sphere of swirling ice and snow centered on pendants and are on the same plane of existence, they’re
37
C Bloodmage Dagger
Weapon (dagger), very rare (requires attunement by a
D
spellcaster)
E This roughly hewn obsidian dagger is razor sharp and can
be used as a spellcasting focus. Its handle is covered in small
F holes that drink in whatever blood runs down the blade.
There’s a small reservoir for blood at the dagger’s pommel
G that seems to never completely fill. You gain a +1 bonus to
attack and damage rolls made with this magic weapon.
H The dagger has 5 charges and regains 1d3 + 2 expended
charges daily at dusk. While holding the dagger, you can
I expend 1 of its charges as an action to make a melee spell
attack using your spell attack bonus against a living creature
J
you can see within 5 feet of you. When you do, an illusory
K crimson dagger sweeps out towards the creature. A creature
hit by this attack takes necrotic damage equal to 3d6 + your
L spellcasting ability modifier, and you regain hit points equal
to the necrotic damage dealt. If the target is a construct,
M plant, or undead creature, you don’t regain any hit points in
this way.
N Alternatively, while holding the dagger, you can expend 1
or more of its charges when you cast a spell using a 1st, 2nd,
O or 3rd-level spell slot. The spell must target either a single
creature or yourself. The spell slot you use to cast this spell
P counts as one level higher for each charge you expend in this
way. You can’t increase a spell slot level beyond 5th level in
Q this way. When you use this property of the dagger, you also
expend 1 Hit Die for each charge you expend in this way.
R Roll a number of Hit Dice equal to the number of expended
charges and take necrotic damage equal to the total you roll.
S This damage ignores resistance and immunity. If expending
Bloodscryer Oculus
charges in this way causes you to fall to 0 hit points, the spell
T fails and you fall unconscious.
U
Bloodscryer Oculus
V Wondrous item, legendary (requires attunement by a
W ranger)
These red goggles have a second set of lenses that magically
X adjust their distance from your eyes to magnify and focus
on targets. While you’re attuned to these goggles, you are
Y unaffected by visual obscurity such as fog or smoke and can
see up to 60 feet in magical and nonmagical darkness. If you
Z already have darkvision, wearing the goggles increases its
range by 60 feet. Additionally, you gain advantage on Wis-
dom (Perception) checks that rely on sight.
Bloodmage Dagger These lenses are also imbued with several innate spells.
While wearing the goggles, you can cast the following spells
from them, using your spell save DC, but can only target
38
Boots of the
Cloud Jumper
39
40
Braided Quarterstaff F
Weapon (quarterstaff), uncommon G
This magical quarterstaff is made of a tightly knit length of
braided rope. As a bonus action, you can speak the weapon’s H
command word to release its knotted form and loosen it
into a 50-foot length of hempen rope. Speaking the com- I
mand word again causes the rope to tighten back up into
the quarterstaff. If a creature is restrained by the rope when
J
you speak its command word, the rope tightens around the
creature but does not crush it. Once tightened in this way,
K
the restrained creature or an adjacent ally can use an action L
to escape following a successful DC 15 Strength or Dexterity
check (their choice). M
Tying an object no larger than six inches on a side to
the end the rope does not prevent it from reforming into N
the quarterstaff. The rope can only be broken by magical
means. If broken, the rope cannot be transformed back O
into a quarterstaff.
P
Brambleheart Quiver Q
Wondrous item, very rare (requires attunement by a
ranger) R
This wooden quiver can carry your arrows as well as provide
some of its own. The quiver has 4 grown arrows and regrows
S
1d3 + 1 picked arrows daily at dawn. The grown arrows are
T
thorned and remain attached to the quiver until picked for
use (no action required). While you’re attuned to the quiver, U
you gain a +2 bonus to attack and damage rolls made with
these magic arrows. A grown arrow is no longer magical after V
1 minute has passed since it was first picked from the quiver.
When you fire and hit a target or point with one of these W
magic arrows, you can use a bonus action on that same turn
to speak the quiver’s command word. When you do, that X
Braided arrow transforms into a thick field of thorns to recreate the
Quarterstaff effects of the spike growth spell, centered on its location. This Y
effect does not require concentration and lasts until the
start of your next turn. If the arrow was lodged in a target Z
when you use this property, that target also takes 2d4
piercing damage.
Brambleheart
Quiver
41
A
B
C
D
E
F
G
H Bug Smashers
I
J
K Brooch of Many Sizes
L
Breastplate of the Morning Light damage and weight are increased or decreased as if you were
M affected by a second instance of the enlarge/reduce spell.
Armor (breastplate), rare (requires attunement by a cleric When you return to your original size after overloading
N or paladin) the brooch, you can’t move or take actions until after your
You have a +1 bonus to your AC. You can use an action on next turn. Once the brooch has been overloaded, it can’t be
O your turn to channel the armor’s magic to cause it emit used again until 7 days have passed.
a flash of blinding, radiant light. When you do, all other
P creatures within 30 feet of you are forced to make a DC 15 Bug Smashers
Constitution saving throw. On a failure, a creature is blinded
Q until the end of its next turn. Undead creatures have disad-
Wondrous item, uncommon
vantage on the saving throw and take 2d8 radiant damage This grotesque pair of gloves are made using the barbed exo-
R skeleton and harvested remains of a giant centipede. When
on a failure, or half as much on a success. Once this property
of the armor has been used, it can’t be used again until the you roll a 20 on an unarmed attack roll using these knuck-
S
following dawn. les, the target takes an extra 2d6 poison damage and must
T succeed on a DC 13 Constitution saving throw or be poisoned
until the start of your next turn. Unarmed attacks with
Brooch of Many Sizes these gloves deal either bludgeoning or piercing damage
U Wondrous item, rare (your choice).
V This metal brooch features a rotatable dial and can be used to
secure a cape or adorn a piece of clothing. While wearing the Cactus Mace
W brooch, you can use an action to cast the enlarge/reduce spell,
targeting only yourself, by turning the dial toward either
Weapon (mace), uncommon
X the larger or smaller figure adorning the sides of the brooch. This magical weapon’s head is an enchanted cactus that
Once this property of the brooch has been used, it can’t be rapidly regrows its missing needles. The first target hit by
Y used again until the following dawn. this weapon on each of your turns takes an extra 1d4 piercing
While under the effects of this spell, you can use a bonus damage from the attack.
Z action to overload the brooch by forcibly twisting the dial
beyond its normal limits. When you do, your size changes by Candle of Anti-light
an additional category: growing either a second size larger if
you had cast the enlarge spell or a second size smaller if you Wondrous item, uncommon
had cast the reduce spell. Your size can’t be larger than Huge While burning, this dark candle sheds magical darkness
or smaller than Tiny by overloading the brooch, and your in a 10-foot radius. It can be lit for up to 1 hour before it’s
42
A
B
Catnip Amulet
C
D
E
F
Cactus Mace G
H
I
Candle of Anti-light J
K
L
consumed and can be snuffed or relit like a normal candle spellcasting ability modifier. Immediately before or after
as a bonus action. Completely covering the candle with you cast a spell from the circlet in this way, you can use your M
something opaque contains the darkness. A creature with bonus action to fly up to 10 feet without provoking opportu-
darkvision can’t see through this darkness, and nonmagical nity attacks. When you do, you are carried away on a pair of N
light can’t illuminate it. angelic wings.
The circlet regains 1d4 + 3 expended charges daily at dawn. O
Catnip Amulet If you expend the last charge, roll a d20. On a 1, the halo van-
P
ishes and the circlet becomes mundane and nonmagical.
Wondrous item, common
Q
This gold and jade amulet seems to draw domestic cats to it. Ceratopper
While wearing the necklace, you have advantage on ability
checks made to find or call Tiny domestic cats (if there are Wondrous item, very rare (requires attunement) R
any) and on Wisdom (Animal Handling) checks you make to This adamantine helm is fashioned in the likeness of a tric-
S
interact with them. eratops and decorated with painted designs. You have a +1
bonus to AC while you wear this helmet. If you move at least T
Celestial Circlet 20 feet toward a target and then attack it with a melee weap-
on attack on the same turn, you can choose to make a special U
Wondrous item, very rare (requires attunement by a cleric attack using the helmet instead of the weapon. On a hit, the
of good alignment) target takes piercing damage equal to 3d4 + your Strength V
This golden circlet radiates holy energy. A thin halo hovers modifier. You’re proficient with this attack and use your
above your head while you wear it, emitting bright light in a Strength modifier for its attack rolls. If you hit and the target W
20-foot radius and dim light for another 20 feet. Small motes is no more than one size larger than you, it must also succeed
of holy light swirl around the apex of the circlet. on a DC 13 Strength saving throw or be knocked prone. X
While you wear the circlet, you are always under the effects In addition, while wearing the helmet, you can use an
of the protection from evil and good spell. This effect only action to cast the polymorph spell from it, transforming Y
applies to one creature type: you can choose a new creature yourself into a triceratops. Once this property has been used,
type (other than celestials) to be protected against daily it can’t be used again until 2 days have passed. Z
at dawn.
The circlet has 7 charges. As an action while wearing
the circlet, you can expend 1 or more of its charges to cast
either cure wounds (1 charge per spell level, up to 4th) or spirit
guardians (3 charges) from it, using your spell save DC and
43
P Chromacloth
Q Weapon (sling), uncommon
This silken cloth is enchanted using a unique blend of abju-
R ration and evocation magic, allowing it to be used for a num-
ber of purposes. At any one time it can be one of four colors:
S red, yellow, green, or blue. You can change the chromacloth’s
color to another one as an action.
T You can wear the chromacloth as a headband or wrap
to gain resistance to the damage type associated with the
U cloth’s color. Once the cloth reduces damage taken in this
way, it can’t do so again until the following dawn.
V
Alternatively, the cloth can be fashioned to be an effective
W sling. Ammunition fired from the sling deals damage of a
type matching the cloth’s color instead of bludgeoning.
X Refer to the table below for a reference of the chroma-
cloth’s associated colors and damage types:
Y
Color Damage type
Z
Red Fire
Yellow Lightning
Green Poison
Blue Cold
44 Charlatan’s Wardrobe
45
A
Circlet of the
B Huntsman’s Third Eye
C
D
E
F
G
H Cinnabar Rapier
I
J
K
L
Cinnabar Rapier Cloak of the Boundless Spirit
Weapon (rapier), rare Wondrous item, rare (requires attunement)
M This magic rapier’s blade is alchemically coated in a thin This swirling, translucent cloak bolsters the fighting spirits
but toxic layer of cinnabar. The weapon has 10 charges and of friendly nearby creatures. The cloak has 3 charges and
N regains 1d8+2 expended charges each day at dawn. When you regains all expended charges each day at dawn. When an
hit a creature with this weapon, you can expend 1 or more of ally you can see within 15 feet of you takes damage, you can
O its charges. The blade’s poison leeches into the blood of the use your reaction to expend 1 charge and reduce that damage
creature you struck to deal an extra 1d4 poison damage for by 2d6.
P each charge expended in this way. In addition, friendly creatures within 15 feet of you regain
consciousness on a roll of 19 or 20 on death saving throws.
Q
Circlet of the Huntsman’s When a creature within range regains consciousness in this
R way, you can use a reaction to expend 1 charge to grant them
Third Eye 2d6 temporary hit points. Once a creature regains conscious-
S Wondrous item, very rare (requires attunement) ness by rolling a 19 on a death saving throw in this way, it
can’t do so again until it finishes a long rest.
This barbed metal circlet features a grotesque yet ornate-
T ly preserved eye hanging from its center. The eye rests on
the forehead of the creature wearing it. While wearing the Clockwork Faefly
U circlet, its latent cunning guides your hand, giving you ad- Wondrous item, uncommon
vantage on Wisdom (Survival) checks.
V The circlet has 5 charges and regains all expended charges This brass clockwork mechanism is 2 inches long and whirs
daily at dusk. While wearing the circlet, you can use a bonus with the hum of tiny gears inside. You can tap the head of the
W faefly twice as a bonus action. When you do, the mechanism
action to expend 1 of its charges to cast the hunter’s mark spell
from it. You have advantage on Constitution saving throws begins to flutter 5 feet in the air. The faefly has AC 10 and 10
X hit points and flies in this way until a creature grasps it or
made to maintain concentration on this spell. In addition,
you can expend a 2nd charge when casting hunter’s mark in it falls to 0 hit points. If you move more than 60 feet from
Y the hovering faefly, it follows you until it is within 60 feet
this way, or 1 charge as a bonus action on another turn, to
gain truesight out to a range of 120 feet for 1 minute. of you. It takes the shortest route to do so. If prevented from
Z moving, the faefly sinks gently to the ground and becomes
Curse. Attuning to the circlet curses you until you are
targeted by the remove curse spell or similar magic. Removing inactive, and its light fades out. While it’s flying, you can
the circlet fails to end the curse. While cursed, whenever you use a bonus action to speak its command word to cause it to
roll a 1 on an attack roll or ability check, you take 1d6 psychic move up to 20 feet.
damage as the eye’s intense frustration and scorn pierce If you are within 60 feet of the faefly, you can speak anoth-
your psyche. er command word as an action to cause it to emit the light
46
47
E Coldsnap
F Weapon (whip), rare (requires attunement)
This icy whip deals an extra 1d4 cold damage to any target it
G hits. In addition, you have a +1 bonus to attack and damage
Coil Crook rolls made with this magic weapon.
H The whip has 3 charges and regains all of them each day
at dawn. When you hit a creature that is not immune to cold
I damage with this weapon, you can expend 1 of its charges to
force the creature to make a DC 15 Constitution saving throw.
J On a failure, its speed becomes 0 until the start of your next
turn. On a success, its speed is halved instead.
K Companion’s Band
Once you attune to this weapon, its normally frigid handle
L feels warm to the touch.
M Companion’s Band
Wondrous item, common (requires attunement)
N
This woven band can be worn as a necklace or bracelet by
O resizing its strap. While wearing the band, you can use an
action to summon a spectral companion that appears in
P a space within 5 feet of you. The companion can be a dog,
cat, bird, or similar Small or smaller beast. The form is
Q translucent and immaterial, but feels warm to the touch. It
emits dim light in a 5-foot radius. The companion remains
R until dismissed (no action required) or until you remove the
band. It is not considered to be a creature, does not occupy
S space, and does not require food, water, or air to exist. It is
friendly toward you and other creatures you choose. It stays
T within 30 feet of you at all times and moves through objects
as necessary in order to do so. If it’s unable to reach you, it
U disappears until summoned again. The companion wears
a spectral copy of the band on its neck or limb when you
V
summon it (your choice).
W The companion understands the emotion and intent of
your commands, but cannot speak or understand language.
X Coldsnap Attempting to target the companion with a detect thoughts
spell only reveals an overwhelming sense of love and
Y affection for you.
Once the same spectral companion has remained or has
Z been summoned at least once a day for 7 consecutive days,
the band and companion become permanently linked to
you. When this happens, the band no longer requires you
be attuned to it in order to use it, and no other creature can
attune to it. Once the band is linked to you in this way, you
can summon your linked companion using a bonus action
48
Couatl Herald’s
A Fang
B Couatl Herald’s
Reach
C
D
E
F
G Couatl Herald’s
Radiance
H
I
J
K Couatl Herald’s Fang Couatl Herald’s Lash
Weapon (any sword or dagger), rare (requires attunement Weapon (whip), rare (requires attunement by a creature of
L by a creature of good alignment) good alignment)
M This vibrant claymore carries with it some of the properties This slender whip’s grip is feathered and comfortable to
of the couatl who either forged it or the couatl whose scales wield. Its weight has been magically reduced and it gently
N it was crafted from. You gain a +1 bonus to attack and damage sways on its own. This weapon has the light property. You
rolls made with this magic weapon. In addition, when gain a +1 bonus to attack and damage rolls made with this
O you roll a 20 on an attack roll made with this weapon, the magic weapon.
target takes an extra 2d6 poison damage and must make a Once on each of your turns when you take the Attack ac-
P DC 15 Constitution saving throw. On a failure, the target is tion and use this whip to make an attack against a Medium or
incapacitated and has a speed of 0 until it takes any damage smaller creature, you can choose to forgo the attack and force
Q or someone else uses an action to shake the target out of the target to make a DC 15 Dexterity saving throw instead.
its stupor. On a failure, the target is grappled by the whip and takes 1d4
R Flight of the Couatls. While you’re attuned to 3 items bludgeoning damage as it’s constricted. If you replace an-
with this property, you gain a flying speed of 30 feet. If you other attack with the whip in this way against a target who’s
S already have a flying speed, your flying speed increases by 30 already grappled by it, that target becomes restrained by the
feet instead. whip instead upon failing the saving throw.
T A target grappled or restrained by the whip can use an
50
Couatl Herald’s A
Scales
B
C
D
Couatl Herald’s E
Lash
F
G
H
I
J
have advantage on saving throws to resist becoming poi- becomes radiant, and the creature is forced to make a DC 15
soned or diseased. In addition, you are immune to any effect Dexterity saving throw. On a failed save, that creature’s tar- K
that would sense your emotions. geted limb is pinned by radiant tethers of magic: holding it
Flight of the Couatls. While you’re attuned to 3 items to its body or an adjacent surface (if any) for up to 1 minute. L
with this property, you gain a flying speed of 30 feet. If you Depending on the pinned limb, the creature may fall over
already have a flying speed, your flying speed increases by 30 prone, be unable to move, or make weapon attacks with
M
feet instead. disadvantage while the limb remains pinned in this way. A
N
creature can use its action to make a DC 15 Strength check,
Couatl Herald’s Radiance freeing itself or another creature within its reach on a suc- O
cess from the pinning tethers.
Staff, rare (requires attunement by a creature of good Flight of the Couatls. While you’re attuned to 3 items P
alignment) with this property, you gain a flying speed of 30 feet. If you
This magic wooden staff was enchanted by a powerful couatl. already have a flying speed, your flying speed increases by 30 Q
The staff has 5 charges. While holding the staff, you can ex- feet instead.
pend 1 of its charges to cast one of the following spells, using R
your spellcasting ability modifier and spell save DC: create Couatl Herald’s Scales
food and water, cure wounds (2nd-level version), lesser resto- S
Armor (scale mail), rare (requires attunement by a creature
ration, protection from poison, sanctuary, or shield.
The staff regains 1d3 + 2 expended charges daily at dawn. If of good alignment) T
you expend the last charge, roll a d20. On a 1, the staff vanish- This enchanted armor is made from couatl scales that were
es in a flash of light, lost forever. collected by a generous celestial. You gain a +1 bonus to AC
U
Flight of the Couatls. While you’re attuned to 3 items while you wear this armor. This armor does not impose dis-
with this property, you gain a flying speed of 30 feet. If you advantage on Dexterity (Stealth) checks.
V
already have a flying speed, your flying speed increases by 30 Tooth and Scale. When you take damage from a creature W
feet instead. within 10 feet of you, you can use your reaction to channel
the good spirit within the armor and cause a bright, spec- X
Couatl Herald’s Reach tral couatl to appear above you. The spectral form strikes at
the creature who damaged you, forcing it to make a DC 15 Y
Weapon (any bow), rare (requires attunement by a crea- Dexterity saving throw. On a failure, the creature takes 4d10
ture of good alignment) radiant damage, or half as much damage on a success. Once Z
This wooden bow is carved to resemble a mighty couatl. You this property has been used, it can’t be used again until the
gain a +1 bonus to attack and damage rolls made with this next dawn.
magic weapon. The bow has 4 charges and regains 1d3 + 1 Flight of the Couatls. While you’re attuned to 3 items
expended charges daily at dawn. When you make a ranged with this property, you gain a flying speed of 30 feet. If you
attack against a Large or smaller creature with the bow, you already have a flying speed, your flying speed increases by 30
can choose a limb to target and expend 1 of the bow’s charges feet instead.
as part of the attack. If the attack hits, the weapon’s damage
51
52
A
B
Cantrips from Magic Items
C
Remember, spells cast from magic
items are always cast at their lowest D
possible level unless otherwise
specified. That includes cantrips! E
Regardless of your character level,
cantrips cast from magic items are F
always cast as if you’re 1st level.
G
Dead Ringer
H
I
Dagger of the J
Ogre Mage
K
L
In addition, the glaive’s blade begins to glow with a sickly When you cast a cantrip using the sword that deals dam-
M
green haze whenever you gain temporary hit points in this age, the sword’s damage type changes to match the cantrip’s N
way. While glowing, the first successful melee attack you for 1 minute or until you end it early (no action required).
make with the glaive deals extra necrotic damage equal to the O
number of temporary hit points you gained. Once you deal Dark Fathom Armor
this bonus damage, the haze fades. P
The haze and any remaining temporary hit points are lost Armor (studded leather), very rare (requires attunement)
after 1 minute. This dark, sea-soaked suit of armor smells of brine and is Q
Undead creatures killed by this weapon cannot be raised covered in eldritch runes. You have a +1 bonus to AC and can
from the dead again. breathe normally underwater while wearing this armor. R
6 feet under. The first time on your turn that you land a In addition, while wearing this armor, you can use an ac-
successful melee attack with this weapon against a creature tion to cast the black tentacles spell (save DC 15) from it. When S
that is prone, the weapon’s damage die is maximized. cast in this way, the spell targets a 15-foot square centered
on your location that does not follow you when you move. In T
Dagger of the Ogre Mage addition, you do not need to concentrate on the spell and are
U
immune to its effects when cast in this way. Once this prop-
Weapon (shortsword), uncommon (requires attunement) erty has been used, it can’t be used again until the next dusk.
This blade was once used as a dagger by an ogre, but is never- V
theless large enough to be a shortsword. You gain a +1 bonus Dead Ringer W
to attack and damage rolls made with this magic weapon.
This blade’s hilt is hollow and can hold up to 3 cantrip Wondrous item, rare
X
spell scrolls. Cantrip scrolls left within the compartment for This bronze mask lets out a deep, sonorous ring when struck.
1 minute activate one of the three clear gems adorning its When you’re reduced to 0 hit points or fail a death saving Y
grip. Once activated, you can cast these cantrips at will using throw while wearing the mask, the 3 enemy creatures nearest
your spellcasting modifier. If you don’t have a spellcasting to you within 30 feet must succeed on a DC 15 Wisdom Z
modifier, use your Intelligence modifier instead. You have saving throw or take 2d12 necrotic damage. This property has
proficiency with these cantrips. Cantrips cast from the blade no effect on creatures who aren’t missing any hit points or
use the weapon as an arcane focus and allow you to perform are deafened. If you’re healed or stabilized after falling to 0
any somatic components with the weapon instead of requir- hit points, the mask can’t be used again in this way until the
ing a free hand. Scrolls contained within the sword are not following dusk.
destroyed after using them in this way.
53
54
55
56
57
Dragon-Kindled Edge
58
Dryadleaf
59
60
A
Eaglereign
B
C
D
E
F
G
Shatter Enchantment. When you’re targeted by an enemy
enchantment spell or fail a saving throw against one, you H
can use your reaction to weaken the enchantment’s grip on
you and other allies within 10 feet of you: allowing you and I
Ether Spear nearby allies to roll the enchantment’s saving throw with
advantage. Once you use this feature, it can’t be used again J
until 1d4 days have passed.
Enchantment Breaker K
Essence of Rage L
Potion, rare
within the space and retrieve a stored item. The hands can This swirling potion tastes like iron and bitter raisins. When M
carry up to 10 pounds and drop any object weighing more you drink this potion, you enter a rage that lasts for 1 minute
or until you’re knocked unconscious. This rage grants you
N
than that on the ground at your feet.
Ironing or otherwise flattening the scarf causes the items the same effects as the barbarian’s class feature at 1st level
with the following additional properties:
O
stored inside to be squeezed out, spilling forth unharmed
from the ends of the scarf. If the scarf is destroyed, its P
y If you end your turn without having attacked a hostile
contents are lost forever. A living creature can’t be placed
creature or taken damage since your last turn, your rage
inside the scarf. Q
does not end, but you take 1d4 psychic damage instead.
In addition, while wearing the scarf, you can use an action
y You can enter this rage even if you’re wearing
to mentally control it, using the scarf ’s frayed hands instead
heavy armor.
R
of your own to manipulate a simple object, such as open an
unlocked door, stow or retrieve an item from an open con- In addition, when you use your action to drink this potion, S
tainer, or pour the contents out of a vial within 5 feet of you. you can make one weapon attack as a bonus action.
The hands can’t attack or activate magic items. T
Placing the scarf inside an extradimensional space created
by a bag of holding, portable hole, or similar item instantly
Ether Spear U
destroys both items and opens a gate to the Astral Plane. Weapon (spear), very rare (requires attunement)
The gate originates where the one item was placed inside This spear can slip through the Ethereal Plane to reach its
V
the other. Any creature within 10 feet of the gate is sucked destination. You gain a +2 bonus to attack and damage rolls
through it and deposited in a random location on the Astral W
made with this magic weapon, which deals force damage
Plane. The gate then closes. The gate is one-way only and instead of piercing. When you take the Attack action with
can’t be reopened.
X
the spear, you can choose a point you can see within 20 feet
of you. The tip of the spear vanishes and reappears at that Y
Enchantment Breaker point, allowing you to make melee attacks with the spear
against a creature in or adjacent to that space until the end of Z
Ring, rare
your turn. You ignore half cover with these attacks and treat
This ring’s tiny chains rotate slowly around your finger while three- quarters cover as if it were half cover.
worn. Whenever you are affected by a spell that restores hit You can use a bonus action to see 60 feet into the Ethereal
points such as cure wounds or healing word, you can use your Plane for 1 minute. Once this property of the spear has been
reaction to reattempt the saving throw against an enchant- used, it can’t be used again until the following dawn.
ment spell that’s currently affecting you.
61
S
Ferryman’s Take
T
U
Everice box
V
W
X
Y
Z
Everlasting
Sugarbomb
62
63
64
66
67
S
Forgemaster’s Might
T Weapon (maul or warhammer), legendary (requires
attunement)
U
This monumental maul or warhammer requires a Strength
V of 17 or higher to wield. You gain a +2 bonus to attack and
damage rolls made with this magic weapon.
W You can use a bonus action to speak the hammer’s com-
mand phrase, “light the forge” and cause flames to curl up
X and heat the hammer’s anvil head. These flames shed bright
light in a 20-foot radius and dim light for an additional 20
Y feet. While the hammer is lit, it deals an additional 1d8 fire
damage to any target it hits and ignores resistance to fire
Z damage. The flames last until you use a bonus action to
speak the command word “quench,” or until you drop or
stow the hammer.
Smith’s Blessing. You can use the hammer to cast either
the creation or fabricate spell using an action instead of its
usual casting time. Creation is cast as a 6th level spell when
Flesh of
Dendallen
68
Fortune’s Fivepence E
Wondrous item, uncommon (requires attunement) Fourarm Bracers
F
This electrum coin has a smiling human woman’s face on
one side (heads) and a scowling fiendish woman’s face on G
the other (tails). While you’re within 30 feet of the coin, you
can summon it to either your hand or pocket by speaking its H
command word as a bonus action. Despite its unique appear-
ance, this coin can be spent like a normal coin. I
Fate Flip. This coin has 2 charges. You can attempt to
regain expended charges once every 24 hours by flipping
J
a coin. The coin regains all expended charges if it’s heads,
or 0 if it’s tails. When the coin is on your person and your
K
total for an attack roll, ability check, or saving throw is 10 or L
lower, you can expend 1 of the coin’s charges to channel its
magic and forge your own luck. When you do, flip a coin. If M
it’s heads, roll a d10 and add it to the total of your roll. If it’s
tails, you subtract 1d10 from the total instead. The coin loses N
this property if using it in this way reduces the total of your
roll to 0 or lower. O
Fourarm Bracers P
Wondrous item, very rare (requires attunement) Q
These bracers can summon another pair of spectral arms
below your existing ones. These arms can be summoned as R
an action and last for up to 1 minute before disappearing.
While active, you can use the arms to manipulate an object, S
open an unlocked door or container, stow or retrieve an item
from an open container, or pour the contents out of a vial.
Fragment of T
Each arm can carry up to 10 pounds. The arms stay attached Elder Starlight
to your torso at all times and cannot be moved to other parts
U
of your body, but can be turned around to face the opposite
V
direction.
In addition, the gems adorning the bracers can amplify
Fragment of Elder Starlight
Wondrous item, very rare
W
the arms’ strength for short bursts. The gems have a total of
5 charges and recharge 1d4+1 expended charges each day at This smooth, egg-shaped crystal is about 6 inches tall, X
dawn. By uttering the bracers’ command word using a bonus weighs 3 pounds, and sheds bright light out to 20 feet and
action and expending 1 charge, you can empower the arms dim light for an additional 20 feet. The light is sunlight. You Y
to immediately make two unarmed melee attacks. The arms can touch the crystal and mentally control its brightness as a
have a +3 bonus to attack and damage rolls and use your pro- bonus action to enlarge, reduce, or snuff out the light’s reach Z
ficiency bonus when making the attacks. Each strike does 1d4 up to its maximum range.
magical bludgeoning damage upon a successful hit. While holding the crystal, you can speak its command
Alternatively, you can expend 1 charge to double the word as an action to cause it to release a wave of bright light.
arms’ carrying capacity and increase their duration to 5 The wave of light washes over creatures not behind total cov-
minutes instead. er within a 60-foot radius from the crystal. Undead creatures
69
70
71
A
B
C
D
E
F
G
H Frostbitten
Buckler Galvanic Steelsnare
I
J Frost Giant Fork
K
L Frost Giant Fork Constitution saving throw or be paralyzed until the end of
its next turn, frozen in place and unable to move. If it
Weapon (trident), rare (requires attunement) succeeds, its movement speed is halved until the end of its
M
This massive utensil comes from the table of a frost giant. next turn instead.
N Latent jotun magic flows through this make-shift trident
and drives your hunger to nearly aggressive levels. You gain Funeral Marchers
O a +1 bonus to attack and damage rolls made with this magic
weapon. When you hit a creature with a melee attack using Wondrous item, uncommon
P the trident, you can immediately make a bite attack against While wearing these black leather boots, you can choose to
that same creature as a bonus action. Your jaws and teeth are not fall prone when you’re reduced to 0 hit points. While
Q fortified to have the strength of a giant, allowing this bite at- you’re unconscious and standing in this way, you can walk
tack to deal 1d6 piercing damage. You are proficient with this up to 10 feet on your turn after rolling a death saving throw.
R bite attack and use Strength as your ability modifier for it.
Curse. While you’re attuned to this weapon, your hunger
S is almost insatiable. You’re overwhelmingly compelled to eat
Galepierce Weapons
twice the amount of food you normally would, and incur 1 Weapon (any piercing weapon with the thrown property),
T level of exhaustion if you go a day without eating enough. uncommon
U These magic weapons have been tempered to glide through
Frostbitten Buckler the wind, doubling both their normal and long throwing
V Armor (shield), uncommon (requires attunement) ranges. Ranged attacks made with these weapons against
targets that are protected by fog, high winds, and other air-
This icy shield has 3 charges and regains all of them each day based hindrances are made without the normal disadvantage
W at dawn. When a creature you can see hits you with a melee that those obstructions would typically cause.
attack, you can expend 1 of the shield’s charges as a reaction
X
to deal 2d4 cold damage to the attacking creature. After the
Y attack, you gain that same amount of cold damage as tempo- Galvanic Steelsnare
rary hit points that last for up to 1 minute. Weapon (net), rare
Z This magic net is made with fine steel chains and has the
Frozen Dagger heavy property. Magic, leaden weights line the edge of the
Weapon (dagger), uncommon (requires attunement) net and send shocking pulses throughout the metal. The net
is resistant to slashing damage and has immunity to all other
Attacks made with this dagger deal cold damage instead damage types. Regardless of a creature’s abilities or magic
of piercing. If you roll a 20 on an attack roll made with items, it can’t make more than one melee or ranged attack
this magic weapon, the target must succeed on a DC 12 during its turn while it’s restrained by the net.
72
A
B
C
D
E
F
G
H
I
Galepierce
Weapons J
K
While a creature within 30 feet of you is restrained by the L
net, you can speak the net’s command word as a bonus action
to cause it to release a painful wave of electricity, dealing M
1d6 lightning damage to the restrained creature. If the net is
restraining a creature made of metal or wearing metal armor, N
it deals 2d6 lightning damage instead. Once this property of
the net has been used, it can’t be used again until the start of O
your next turn.
A creature can use its action to make a DC 15 Strength P
check, freeing itself or another creature within its reach on
a success. A Small or smaller creature has disadvantage on Q
the check. Dealing 15 slashing damage to the net (AC 12) also
frees the creature without harming it, ending the effect and R
destroying the net. Once destroyed, the net magically repairs
itself over the course of 1d6 + 1 days. S
T
Gibberbox
Wondrous item, rare U
This magic box is made of enamel and bits of bone that
V
stick together with the gummy, red remains of a gibbering
mouther. The box weighs 7 pounds and is 1 foot long and 6 W
inches wide and tall. You can open the box’s wooden lid as an
action. When you do, the red paste inside the box swirls and X
forms a toothy mouth that starts incessantly babbling non-
sense. Every creature that starts its turn within 20 feet of the Y
box that can hear it must succeed on a DC 10 Wisdom saving
throw. On a failed save, a creature can’t take reactions until Z
the start of its next turn and rolls a d8 to determine what it
does during its turn. On a 1 to 4, the creature does nothing.
On a 5 or 6, the creature takes no action or bonus action and
uses all its movement to move in a randomly determined di-
rection. On a 7 or 8, the creature makes a melee attack against
a randomly determined creature within its reach or does
73
75
H
Greaves of 16, spell attack bonus +8): blight, contagion, or vampiric touch.
I
Dendallen Casting blight in this way uses a range of touch, instead of its
J normal range. Once the gloves have been used to cast a spell,
they can’t be used to cast that spell again until the next dusk.
K Curse. When you pull these gloves over your hands for the
first time, make a DC 16 Wisdom saving throw. On a success,
L Greaves of Dendallen you are aware of the curse’s effects and can immediately
Wondrous item, rare (requires attunement) remove the gloves before they extend it to you. On a failure,
M the gloves’ bone chains pierce your skin and latch onto the
While wearing these skeletal greaves, you gain a climbing
bone in your arms. You take 4d6 piercing damage and can’t
N speed equal to your walking speed and can stand on and
remove the gloves unless you’re targeted by the remove curse
move across any liquid surface as if it were solid ground.
spell or similar magic. While you wear the gloves, the flesh
O In addition, you can jump three times the normal distance,
on your hands slowly rots. The stench can’t be contained
though you can’t jump farther than your remaining move-
or masked through magical or nonmagical means. While
P ment would allow.
your hands rot in this way, you make Charisma checks with
Curse. When you first wear the greaves of Dendallen, you
disadvantage and take 1d6 necrotic damage whenever you
Q feel your legs suddenly ache. Make a DC 20 Constitution
finish a long rest.
saving throw. On a success, you’re able to safely remove the
If you fail the saving throw when first donning the gloves
R greaves but are aware of the curse’s effects. On a failure, you
and later remove them, it takes 1d4 days for the effects of the
take 6d8 necrotic damage as your legs fracture. This damage
S rotting flesh to fade.
ignores resistance and immunity. Your legs stay broken but
don’t hinder your movement so long as you continue to wear
T the greaves. Halberd of the Peacock
You can’t remove the greaves until they’re targeted by Weapon (halberd), rare (requires attunement)
U the remove curse spell. When you remove the greaves, your
You gain a +1 bonus to attack and damage rolls made with
walking speed becomes 0. For every 24 hours that pass after
V removing the greaves, your walking speed increases by 5 feet,
this magic weapon. This halberd has been polished to a
mirror finish and is adorned with five ornate gemstones
up to your normal maximum amount.
W dangling beneath its blade that glow with arcane energy. This
weapon contains 5 charges, each stored within one of the
X Grip of Dendallen gems, and regains 1d4+1 expended charges each day at dawn.
Wondrous item, very rare (requires attunement) You can expend 1 charge to cast disguise self or 2 charges to
Y cast either alter self, mirror image, or shatter (save DC 15). The
These black leather and bone chain gloves spread sickness
hanging gems lose their glow once their charge has been
Z and decay to anything they touch. While wearing the gloves,
spent in this way.
your unarmed strikes deal necrotic damage, and you can roll
Curse. This halberd is cursed, and becoming attuned to
a d6 in place of the normal damage of your unarmed strikes.
it extends the curse to you. As long as you remain cursed,
This damage is maximized if you hit a plant or plant creature
you are unwilling to part with the halberd, keeping it within
with the attack.
reach at all times. You also have disadvantage on attack rolls
In addition, while wearing the gloves, you can use an
with weapons other than this one, unless no foe is within 60
action to cast one of the following spells from them (save DC
76
77
Hat Trck
Helm of Heroes
78
Hexaxe
79
80
81
Inferno Rope
A Ironleaf Oaken
Wondrous item, uncommon
Shield
B This 10-foot long rope smells of sulfur and crackles with
embers when moved. As an action, you can lay the rope down
C in a line next to you on solid ground and speak its command
word to magically set it ablaze. When you do, the rope
D becomes a 15-foot tall wall of fire along its length. The
flames are visible, but not opaque, and are 1 inch thick.
E Creatures within 5 feet of the flames when it’s ignited must
succeed on a DC 13 Dexterity saving throw or take 2d4 fire
F damage. A creature setting the rope ablaze automatically
succeeds on this saving throw. The flames burn for 1 minute
G and cast bright light in a 15-foot radius and dim light for
another 15 feet. A creature must make a DC 13 Dexterity
H saving throw when it crosses the line of fire for the first time
on its turn or ends its turn there. On a failure, the creature
I takes 2d4 fire damage.
The rope rematerializes at the base of the flames after 1
J minute. Once the rope has been lit, it can’t be used again
in this way until the next dawn. The rope can only be cut
K by magical means and becomes a nonmagical length of
L rope once cut.
M Ironleaf Maul of
N Entanglement
Weapon (maul), rare (requires attunement)
O Despite the head of this maul being made from vines, it
seems impossibly solid and carries with it a formidable heft.
P You gain a +1 bonus to attack and damage rolls made with
this magic weapon. The maul has 3 charges and regains 1d3
Q expended charges each day at dawn. When you hit a Medium
R or smaller target with the maul, you can expend a charge to
force it to make a Strength saving throw. On a failure, it takes
S 1d6 piercing damage and is restrained by thorny vines until
the end of its next turn. The DC for this property is equal to 8
T + your proficiency bonus + your Strength modifier.
Inferno Rope
82
84
Knocking
S
Boots T
U
V
W
X
Y
Z
Kindle Egg
Sugarbomb
85
A
Locksmith’s
B
Bane
C
D
E
F
G
H
I
Liar’s Lyre
J
K
L
Liar’s Lyre 10 feet. You can have up to 6 pylons connected in this way
at one time. Electrified pylons are magically bound to the
M Wondrous item, uncommon (requires attunement ground until they lose their charge.
by a bard) When the wall appears, each creature within its area must
N make a DC 15 Dexterity saving throw. On a failure, a creature
This magical lyre’s strings reverberate with enchantment
magic when you tell lies, allowing you to deceive other takes 5d8 lightning damage and its speed is reduced to 0
O
creatures more easily. You have advantage on Charisma (De- until the start of its next turn. On a success, a creature takes
P ception) checks you make when you spend at least 1 minute half as much lightning damage and its speed is halved in-
attempting to convince a creature of a lie. In addition, if you stead. Creatures made of metal or wearing metal armor have
Q cast the vicious mockery cantrip while holding the lyre, the disadvantage on this saving throw. A creature that enters the
spell save DC is increased by 1. You are proficient with this wall for the first time on its turn or ends its turn within 5 feet
R lyre while you’re attuned to it. of it must also make the saving throw.
Each magic pylon has AC 15 and 20 hit points. A creature
S Lightning Pylons that touches an electrified pylon or hits it with a melee metal
weapon takes 1d8 lightning damage for each pylon connect-
T Rod, rare ed to it, including itself. When a pylon is reduced to 0 hit
These 3-foot-long rods are made using a blend of magic and points, it falls over and loses its electrical charge, ending any
U science and normally come in sets of three. The pylons are connection it has to other pylons. A pylon reduced to 0 hit
tipped with a fragment of a blue dragon’s horn. A lightning points can’t be used again until 2 days have passed, at which
V pylon can extend electricity to any neighboring pylons to point it regains all its hit points.
create an electrical barrier between them. Each pylon has
W an electrical charge. Once a charge has been lost, it takes 12 Locksmith’s Bane
X hours to recharge.
Wondrous item, uncommon
You can place a pylon upright in an unoccupied space
within 5 feet of you using an action. If a pylon has an elec- This silver lockpick twists and reorients itself to more easily
Y open locks. You gain a +3 bonus on ability checks you make
trical charge, you can speak its command word as a bonus
Z action if you’re within 5 feet of it. When you do, that pylon is with this tool in order to pick open a lock. If you roll a 1 on an
electrified for 1 minute and loses its electrical charge at the ability check in this way, the pick casts the knock spell on the
end of that minute. Any other pylon with an electrical charge lock before it turns to dust and is destroyed.
placed within 20 feet of an electrified pylon also becomes If you roll a 1 in this way and use an ability to reroll the
electrified, creating a wall of lightning between them that die or otherwise change the result, the item becomes a non-
is 10 feet tall and 1 foot thick. The wall is opaque and casts magical, mundane lock pick but does not cast the spell
bright light out to 10 feet and dim light for an additional or disintegrate.
86
Mammoth Boots H
I
J
K
L
Love’s Embrace Mageplate Cap
Weapon (greatsword), legendary (requires attunement) Wondrous item, rare (requires attunement by a wizard M
You gain a +1 bonus to attack and damage rolls made with or sorcerer)
this magic weapon. This weapon can be attuned to by two
N
This pointed hat is fitted with chain and metal that have been
friendly creatures together over the course of a long rest. If enchanted with abjuration magic. The cap has 2 charges and O
the weapon is attuned to by two creatures in this way, the regains 1 expended charge daily at dawn. While wearing the
weapon’s attack and damage bonus becomes +2 instead. cap, you can use an action to expend 1 of its charges to cast P
This greatsword is made of two long scimitars that are the mage armor spell from it, targeting only yourself. When
held together by a powerful, unidentifiable magic. You can the spell is cast in this way, the arcane armor appears plate- Q
speak the weapon’s command word using a bonus action to like and changes your base AC to 15 + your Dexterity modifier
separate it into a pair of scimitars or recombine them into instead of the spell’s normal change to your AC. R
the greatsword. If you are not already holding it when you
speak the weapon’s command word and are on the same
Magma War Pick S
plane of existence as it, you can choose to summon either
one or both scimitars to your hand as individual blades or as Weapon (war pick), rare (requires attunement) T
the combined greatsword. You gain a +1 bonus to attack and damage rolls made with
The scimitars have the thrown property with a normal this magic weapon. The war pick deals an extra 1d4 fire dam- U
range of 20 feet and a long range of 60 feet when separated. age to any target it hits.
The scimitars deal piercing damage when thrown. This weapon has 3 charges and regains 1d3 expended
V
Each scimitar also has its own elemental effect — ei- charges each day at dawn. When you hit a target that is either
ther fire or cold — that inflicts an extra 1d6 fire or 1d6 cold made of metal or wearing metal armor, you can expend 1
W
damage with each strike, depending on which sword you hit charge to inflict an extra 2d8 fire damage to the target.
with. When you hit with an attack using the greatsword, the X
target takes both fire and cold bonus damage from the attack.
Each attuned creature can cast the fire shield spell once at Mammoth Boots Y
4th level without expending a spell slot. You do not need Wondrous item, uncommon
Z
material or somatic components when casting it in this way. These magical boots are as sturdy as the feet of a mammoth.
Once you cast this spell, you cannot cast it again until the Your weight increases by 50 pounds while wearing these
following dawn. boots, although you don’t feel any different, and you ignore
difficult terrain caused by snow or ice. In addition, whenever
you’re pushed against your will, the distance you would be
moved is reduced by 5 feet.
87
O
P
Mantle of the Pack Lord
Q
R
S
T
U Mask of Master Machinist’s
Dendallen Marvelous Mallet
V
W
X
Y
Z
88
89
Z Mirrorlight Piercer
Weapon (spear), very rare (requires attunement)
This crystalline spear bends the light it generates in such
a way that it becomes tangible. While you hold the spear
in one hand and have another hand free, you can speak the
90
91
G Moonswaddled Armor
H Armor (any light armor), rare
This comfortable set of armor grants additional protection Necrolace
I and respite when worn at night. You gain a +1 bonus to AC
while wearing this armor between dusk and dawn, and when
J you would normally roll 1 or more Hit Dice to restore hit
points when taking a short rest after dusk, you instead use
K the highest number possible for each Hit Die spent.
L
Necrolace
M Wondrous item, rare (requires attunement by a spellcaster)
N This necklace allows you to absorb the life energy of crea-
tures you slay. When you reduce a Small or larger creature
O who is hostile toward you to 0 hit points, the necklace emits
a faint glow and gains 1 charge. The necklace can hold up
P to 3 charges and contains 1d3 charges when found. You can
expend 1 or more charges as a bonus action to turn death into
Q life. You take 1d8 necrotic damage for each expended charge
and heal another creature you can see within 30 feet of you
R for twice the amount of necrotic damage you took. This dam-
age ignores resistance and immunity.
S If this damage reduces you to 0 hit points, you’re stable
but unconscious. When this happens, the creature is healed
T for twice the amount of hit points you had remaining before
you fell unconscious.
U
V Nightstalker’s Kanabo
Weapon (greatclub), very rare (requires attunement)
W
This studded greatclub once belonged to a hungering oni Omenbringer’s
X who excelled at subterfuge. You gain a +1 bonus to attack and Mantle
damage rolls made with this magic weapon, which has the
Y heavy property. When you hit a sleeping creature with this
weapon, that creature takes an extra 2d8 psychic damage
Z from the attack. In addition, when you roll a 20 on an attack
roll with this weapon, the target of the attack must succeed
on a DC 16 Constitution saving throw or magically fall asleep
until the end of your next turn, the sleeper takes damage, or
a creature uses an action to shake or slap the sleeper awake.
92
Null Chalk
93
94
A
B
C
D
E
F
G
H
Otyugh Ouroboros
Overshield Cloak Rapier I
J
Orator’s Quill contents out of a vial. The tendril can’t attack, activate magic K
items, or carry more than 10 pounds.
Wondrous item, common In addition, you can raise or lower the cloak’s hood using a L
This red feather quill generates its own mundane ink and acts bonus action. While the hood is lifted, you can use an action
on its own as you speak to it. While holding the quill, you to close your eyes and see through the eyes of the tendril. M
can speak its command word as a bonus action to activate it. You can control the tendril while looking through the eyes in
While activated, the quill magically floats upright and writes this way. When you do, you have darkvision out to a range of N
the words you speak to it on whatever stationary, nonliv- 60 feet. You return to your normal senses when you reopen
ing surface it’s been placed on. When it reaches the edge of your eyes or lower the hood. O
that surface, it begins a new line below before continuing.
P
If the quill reaches the end of the surface, such as a piece of Ouroboros Rapier
parchment, it taps against the surface expectantly until a
Weapon (rapier), very rare (requires attunement) Q
new one is provided. You must be within 15 feet of the quill
in order to speak to it. If the quill is behind total cover, it can- You gain a +1 bonus to attack and damage rolls you make R
not understand you. If you speak the quill’s command word with this magic weapon. Whenever you roll an 8 on the
again, even if you’re not holding it, the quill deactivates and damage die for an attack made with this weapon, the target S
falls down. If the quill doesn’t write anything for 1 minute, it of the attack takes an extra 1d8 poison damage. In addition,
deactivates on its own. when you roll a 20 on an attack roll with this weapon against T
a creature, that creature must make a DC 15 Constitution
Otyugh Cloak saving throw. On a failed save, the creature takes 3d6 poison U
damage and is poisoned for 1 minute. On a success, the poi-
Wondrous item, uncommon (requires attunement) son damage is halved and the creature is not poisoned. V
This gruesome, magical otyugh pelt still holds some of its
natural abilities. A single tendril bearing three eyes hangs Overshield W
from the back of the cloak’s hood. While wearing the cloak,
you can use an action to telepathically communicate with Armor (shield), uncommon (requires attunement) X
a creature you can see within 60 feet of you that can under- While holding this large shield, you gain a +1 bonus to your
stand a language, sending either simple messages or AC. This bonus is in addition to the shield’s normal bonus to
Y
images when you do. The receiving creature can’t respond AC. The bonus becomes +2 while you have at least 1 tem-
to these messages. porary hit point. While you have temporary hit points, the
Z
The tendril hanging from the hood is 3 feet long and offers shield emits a slight blue glow.
some limited articulation. While wearing the cloak, you In addition, you can channel the heroic resolve within the
can use an action to mentally control the tendril enough to shield as an action to gain 1d6 + 8 temporary hit points. Once
manipulate a simple object, such as open an unlocked door, this property of the shield has been used, it can’t be used
stow or retrieve an item from an open container, or pour the again until the next dawn.
95
W
Pair of Tiny
X Violin Rings
Y
Z
Permanent
Parchment
Pack of LeviBubble
Sugarbombs
96
ms are the
The best ite s
e equal par t
on e s t h a t a r
izarre.
useful and b
97
C Phase Axe
Weapon (battleaxe), rare (requires attunement)
D
This crystalline battleaxe seems to be almost transparent
E when looking at the bladed head from different angles. You
Phase Axe gain a +1 bonus to attack and damage rolls made with this
F magic weapon. This weapon has the thrown property with a
normal range of 20 feet and a long range of 60 feet. The first
G time on your turn when you hit a target with a ranged attack
using the axe, you can force another creature within 10 feet
H of the target to make a DC 15 Dexterity saving throw. On a
failed save, that creature takes 1d8 force damage.
I If you can see the axe and are within 60 feet of it, you can
use a bonus action to return the axe back to your out-
J stretched hand. When you do, the weapon phases through
any obstacle in its path that is no more than 5 feet thick or
K made of lead.
L
Phoenix Arrow
M Weapon (a bolt or arrow), rare
N This bolt or arrow is fletched with phoenix feathers and
is magically bound to a small quiver. You have a +1 bonus
O to attack and damage rolls made with this piece of magic
ammunition. Once fired, the ammunition bursts into flames
P upon impact and deals fire damage instead of piercing. At
the start of your next turn, the arrow leaves behind a small
Q pile of ash and reappears in its quiver.
Phoenix Arrow You can speak the ammunition’s command word as a bo-
R nus action before firing it to set it ablaze. If you fire it on that
same turn, the arrow or bolt deals an extra 1d6 fire damage to
S any target it hits, but turns to ash before reaching its target
if fired at a target more than 30 feet away. The arrow reap-
T pears in its quiver immediately after making this attack.
You can store up to 10 other arrows in the quiver but can
U only have 1 Phoenix Arrow bound to it at a time. If the arrow
is ever destroyed, it reappears in the quiver after 24 hours.
V Plaguebane Mask Firing the arrow or bolt into an antimagic field renders it
W nonmagical while within the field, allowing the ammunition
to be permanently destroyed.
X
Pike of the Forgotten Legion
Y Weapon (pike), legendary (requires attunement)
Z You gain a +2 bonus to attack and damage rolls made with
this magic weapon. This weapon has 6 charges and regains
1d4 + 2 expended charges daily at dusk. While holding this
pike, you can expend 1 or more of its charges to cast one
of the following spells from it (save DC 16): mirror image (1
charge), phantom steed (1 charge), speak with dead (1 charge), or
spirit guardians (2 charges).
98
99
S
T Pomade of Ten
Thousand Styles
U
V
W
X
Y
Z
100
101
A
B
Purse Piglet
C
Puzzle Ring of
D Vitality, Life, and Power
E
F
G
H
I
J
K
L
For the purposes of this property, a curse refers to any best it can, but vanishes into a pocket dimension if it is ever
M spell or ability that has “curse” in its name or description. more than 30 feet away from one of you. The figurine can
If you are already afflicted with a curse when you attune to be summoned to you or another allied creature’s location
N
the spear or are attuned to a cursed item, you suppress the as a bonus by saying the command phrase “Come home,
O effects of the curse for as long as you remain attuned to the little piggy”. You can tell the figurine to return to its pocket
spear. If you break your attunement with the spear, the curse dimension using another bonus action to say the command
P is no longer suppressed. phrase “Go to market, little piggy.”
When asking for 10% or more of its total stockpile, the
piglet looks disappointed before carrying out the request.
Q Purse Piglet The piglet can eject its own stopper and roll over on its back
R Wondrous item, rare to empty itself of coins when it’s asked for a large amount,
This ceramic piglet figurine is glazed with a friendly pink but will always retain at least one copper coin unless you
S coating that’s soft to the touch and has a hole in the top physically remove it. The figurine returns to its inanimate
that’s stoppered with a cork. When you drop a coin in the form when there are no more coins inside of it.
T piglet and stopper it, the figurine springs to life. When it The piglet has 5 hit points, an AC of 10, and a walking
does, it imprints on you and considers you its owner. The speed of 30 feet. It does not need air to breathe. If the piglet
U owner can hold and gently shake the piglet, causing it to is reduced to 0 hit points, it cries out and shatters into
oink happily, and magically know how much money is hundreds of ceramic pieces. While your coins are not lost, it
V inside of it. takes the piglet 1d4 days to rematerialize again before you.
Once alive, the piglet happily eats any coin handed to it: If the pig’s owner dies, the distraught pig empties itself of
W storing it inside. The piglet will spit out exact change when all its coins: returning to its inanimate ceramic form atop of
you or an ally asks for it, even converting them into larger whatever coins were inside of it.
X Placing the piglet inside an extradimensional space creat-
or smaller denominations. The figurine can only hold coins
and will spit or sneeze out anything else you place inside of ed by a bag of holding, portable hole, or similar item instantly
Y destroys both items and opens a gate to the Astral Plane.
it. The piglet squeals with glee and prances about excitedly
Z when you deposit or feed it coins. The pig can eat up to 1000 When this happens, the piglet is permanently destroyed,
coins of any denomination every hour it spends eating them. and its contents are lost. The gate originates where the one
It will eat electrum pieces with less enthusiasm. It remains item was placed inside the other. Any creature within 10 feet
the same size regardless of how many coins are inside of it. of the gate is sucked through it to a random location on the
The piglet is exceptionally loyal and will listen to com- Astral Plane. The gate then closes. The gate is one-way and
mands given by its owner and other allied creatures of the cannot be reopened again.
owner’s choosing. It walks beside you or its nearest ally as
102
The aura ends early if you take the ring off or are reduced
to 0 hit points. Once the aura fades, you can’t activate the
outer ring again until 1 day has passed for each band that
you solved. If you solve all 3 bands, the number of days is
reduced by 1d3. On a 3, the outer ring can be activated
again immediately.
Quagmire Maul
Weapon (maul), very rare (requires attunement)
This old, withered hammer seemingly belongs in a swamp.
Regardless of the conditions the hammer is kept in, it is
always damp and smells of bog water. You gain a +2 bonus to
attack and damage rolls made with this magic weapon.
This hammer has 10 charges and regains 1d6 + 4 expend-
ed charges daily at dawn. As an action, you can expend 1 or
more of the hammer’s charges to slam it into the ground
and transform the area around you into sickly, swamp-like
terrain that lasts for 1 minute. When you do, choose a space
103
F Quickdraw
G Weapon (crossbow, hand), rare
This curious contraption is in fact a small, surreptitious
H hand crossbow that can be worn on a wrist or forearm
without requiring a free hand to use it. On the first turn of
I combat, you can immediately use your reaction to fire the
weapon at a creature you can see within range. If you don’t
J fire the crossbow in this way, you can use a bonus action
on a subsequent turn to make a single ranged attack with
K it instead.
L In order to use this crossbow, you must also wear two
Radiant Defender
rings on adjacent fingers. One ring carries a thin but flexible
M string that connects to the firing mechanism of the cross-
bow. The second ring is equipped with a very small but
N functional blade that’s used to sever the first’s string. When
the string is severed, the crossbow fires. It takes 1 minute to
O reset the crossbow and rings.
P Quicksilver Clay
Q Wondrous item, common
This small orb of silver, watery liquid is strangely dry to the
R touch. While holding the 1-inch-diameter metallic sphere in
the palm of your hand, you can mentally control the form
S that it takes using an action. The form stretches and turns
into the imagined shape and remains centered in your hand.
T Regardless of the form, it can be no larger than the palm
of your hand and is always a liquid. The form returns to its
U natural orb state when you end your focus on the quicksilver
clay (no action required) or it leaves your hand.
V
Eating or drinking the liquid is harmless, but takes 1d4
W days to exit the body.
X Radiant Defender
Weapon (maul), rare (requires attunement)
Y
This maul has a narrow shield covering its handle that can be
Z rotated to protect the wielder’s grip. You gain a +1 bonus to
attack and damage rolls made with this magic weapon. While
wielding this guarded maul, taking the Dodge action also
gives you a +2 bonus to your AC until the start of your next
turn. In addition, when you take the Dodge action and a crea- Quickdraw
ture within 5 feet of you misses you with an attack, you can
104
105
106
107
108
109
Rocborne
Robe
A
B
C
D
E
F
G
H
I
of you and refolding into the robe. The wings create a line
J of wind 15 feet wide and 10 feet long in front of you, forcing
Rocborne Hand any affected Medium or smaller creature within the area to
K Ballista make a DC 13 Strength saving throw. On a failure, a creature
is pushed 10 feet away from you. At the same time, you are
L
flung away, flying 10 feet backwards without provoking
M opportunity attacks.
Rocborne Hand Ballista
N Weapon (crossbow, heavy), very rare (requires Rocborne Rod
attunement) Rod, rare (requires attunement)
O
This massive, beast-hunting crossbow is carried with its two This wooden rod is carved in the representation of five
P handles from above instead of by being held from below. You ancient rocs. Motes of their spirits flow through it and allow
gain a +1 bonus to attack and damage rolls made with this you to channel some of their lingering power.
Q magic weapon. This crossbow uses twice the normal amount This rod has 5 charges and regains 1d4 + 1 expended
of ammunition each time you fire it and deals an extra 1d10 charges daily at dawn. While holding the rod, you can use a
R piercing damage to any target it hits. The weapon emits a reaction while falling, or an action otherwise, to expend 1 of
roc-like screech that’s audible out to 100 feet each time its charge to cause two handles to extend from its top and
S it’s fired. bottom. While holding the handles, a pair of magical wings
This crossbow is blessed with the spirits of great ances- appear above the rod that reduce your falling speed to 10 feet
T tral hunters. The weapon has 5 charges and regains 1d4 + 1 per round, or 20 feet if you weigh more than 200 pounds.
expended charges daily at dawn. When you attack a Huge or While falling in this way, you gain a flying speed of 40 feet
U smaller creature with this weapon, you can expend 1 of its but cannot fly upwards without a significant updraft. If you
charges as part of the attack. If the attack hits, the creature land on the ground while falling in this way, you take no
V must make a DC 16 Constitution saving throw. On a failed damage from falling.
save, its speed is reduced to 0 and it can’t take reactions until In addition, you can use the rod to summon a buffeting
W the start of its next turn. gust of wind around you. While holding the rod aloft, you
X can use an action to expend 1 of its charges. When you do,
Rocborne Robe powerful winds whip around you and blow everything with-
Y in 20 feet of you skyward in a column of wind 60 feet high.
Wondrous item, uncommon (requires attunement) Large and smaller creatures within range must succeed on a
Z This warm canvas robe is lined with roc down. While wearing DC 15 Strength saving throw or be launched 30 feet upward
it, you can withstand temperatures up to −50 degrees before crashing back to the ground. Affected objects weigh-
Fahrenheit. In addition, the cloak has 5 charges and regains ing less than 200 pounds are also launched by the wind. You
1d4 + 1 expended charges daily at dawn. While wearing the automatically succeed on the saving throw unless you decide
cloak, you can use an action to expend 1 of its charges and to fail. If you choose to fail the saving throw and use your re-
unfurl the robe. The robe opens into two large, stylized action to summon the magical wings (if they weren’t already
wings before flapping back down, buffeting the area in front summoned), you’re carried upward 60 feet instead.
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Scorching Cleaver P
Weapon (battleaxe), very rare (requires attunement) Q
You gain a +1 bonus to attack and damage rolls made with
this magic weapon. This battleaxe has 8 charges and regains R
1d6 + 2 expended charges each day at dawn. As long as the
weapon has at least 1 charge, attacks you make with it deal S
an extra 1d6 fire damage to any target it hits. When you roll
a 20 on an attack roll made with this weapon, it regains 3
T
expended charges.
Sandstorm U
Erupting Slash. As an action, you can expend 3 or more
of the battleaxe’s charges to slash the air in front you. When Dancer
V
you do, a line of fire 30 feet long and 5 feet wide erupts
from the blade. Creatures within the line must succeed on W
a Dexterity saving throw or take 1d6 fire damage for each
expended charge. If you expend 4 or more charges in this X
way and leave the battleaxe with 0 remaining charges, the
weapon overheats. When it overheats, targets within the line Y
take an extra 3d6 fire damage, and creatures that succeed
on the Dexterity saving throw take half damage instead of Z
avoiding the effect. The DC for this property’s saving throw
is equal to 8 + your proficiency bonus + the number of
charges you expend.
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Screaming Longbow
A
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C
D
E
F
G
H
I Seat Belt
J
Seafarer’s Jacket
K
L Screaming Longbow Seat Belt
Weapon (longbow), rare (requires attunement) Wondrous item, common
M Arrows fired from this sickly longbow let out a screeching While standing on a solid surface, you can begin to sit down
howl audible up to 100 feet away as they fly by. Creatures in an open space as if there were a chair beneath you. When
N struck by these arrows take an extra 2d4 thunder damage. you would normally crouch or fall to the ground when doing
When you roll a 20 on an attack roll made with this weapon, this, you can mentally command the belt to summon an
O
all creatures within 5 feet of the target must succeed on a DC invisible, incorporeal chair as a bonus action instead. The
P 15 Constitution saving throw or be deafened for 1 minute. chair can be of any style you choose, such as a stool, recliner,
throne, or rocking chair, and can support up to 500 pounds.
Q Sea Serpent Hairpin While it is comfortable, it is nevertheless invisible, and can-
not be interacted with beyond simply sitting on. The chair
Wondrous item, uncommon disappears if it is no longer on a solid surface, you stand up,
R
This golden, twisting hair pin wraps around a tiny silver or if you’re pushed or moved while sitting on it.
S sword and gives your fingers and skin a slight grip while
underwater. While wearing this pin, you have advantage Seed of Rebirth
T on Strength (Athletics) checks you make in order to grapple
another creature while you are either submerged Wondrous item, legendary (requires attunement)
U or swimming in water. This fist-sized, magic seed can be attuned to by up to 4
creatures over the course of a long rest. Each creature attuned
V
Seafarer’s Jacket to the seed must participate in gently planting it in fertile
soil. The seed immediately begins to flourish, growing into a
W Wondrous item, uncommon (requires attunement) ma jestic, flowering tree over the course of 7 days. The tree is
This long captain’s jacket carries with it an air of authority. 60 feet tall and 5 feet in diameter at its base, and its canopy
X Water slides off of it with ease and magically enhances your extends out in a 30-foot radius from the center of the tree.
comfort in the ocean. You gain a swimming speed equal The tree has a number of large limbs equal to the number
Y of creatures attuned to the seed. Once planted in this way,
to your walking speed while wearing the jacket as well as
Z proficiency with water vehicles and navigator’s tools. If you no other creatures can attune to the seed. Your attunement
already have proficiency with water vehicles and navigator’s to the seed is broken early if you commit a malicious affront
tools, your proficiency bonus is doubled when using them. In to nature.
addition, you can use the jacket to cast the fog cloud spell at When a creature attuned to the seed dies and remains
2nd level. Once the jacket has been used to cast this spell, it dead for 1 minute, its soul returns to the tree and its body
can’t be used to cast the spell again until the following dawn. crumbles into a rich soil that recreates the plant growth spell,
centered on the body. The soul returns to the tree regardless
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Servitude Choker C
D
Seed of Rebirth
E
Serpent Dart
F
G
H
I
J
Serpent Dart
Weapon (dart), uncommon K
You can use an action to cause thick, emerald green poison
L
to coat this magic dart. The poison remains for 1 minute or
until an attack using this weapon hits a creature. That crea- M
ture must succeed on a DC 13 Constitution saving throw or
of the circumstance, distance, or plane of existence of the take an extra 2d8 poison damage from the attack and become N
creature’s death. The returned soul is stored in a shelled nut poisoned for 1 minute. Once this property has been used, it
that the tree grows at the time of the creature’s death. After can’t be used again until the next dawn. O
1d6 + 1 days, the nut falls from the tree and breaks apart,
revealing the reborn creature inside. The creature is reborn Servitude Choker P
as if by the reincarnate spell. Once a creature is reborn in this Wondrous item, uncommon (requires attunement)
way, its attunement to the seed is broken. Q
When a creature’s attunement to the seed is broken, the This necklace can animate small nonliving objects and have
branch associated with that creature withers and dies. The them fulfill simple tasks for you. As an action, you can drape R
tree is magical and can’t be destroyed by nonmagical means. or wrap the necklace around a Small or smaller nonmagical
If the tree is destroyed, all creatures attuned to the seed are object that weighs less than 50 pounds and isn’t attached to S
no longer attuned to it. Any creature attuned to the seed is or carried by anything else. The adorned object springs to
life, sprouting little arms and legs, and becomes a mindless T
magically alerted if the tree is being attacked or destroyed, or
if one of the branches begins to wither. Once all of the tree’s creature under your control until you remove the necklace or
it takes damage. The servant has an AC of 10 and a movement
U
branches wither in this way or are destroyed, the tree splits
apart and disintegrates, releasing another seed of rebirth to speed of 20 feet.
As a bonus action, you can mentally command the servant
V
the astral winds that carry it to a new location on a different
plane of existence. if it’s within 60 feet of you. The servant can perform simple W
tasks that a human servant could do, such as fetching things,
cleaning, mending, folding clothes, lighting fires, serving
Septum Ring of the Great food, and pouring wine. The servant can’t attack, activate
X
Minotaur magic items, or carry more than 10 pounds. Once you give Y
Wondrous item, very rare (requires attunement) it a command, the servant performs the task to the best of
its ability until it completes the task, then waits for your Z
This septum barbell is made from tempered gold and stud- next command. If you command the servant to perform a
ded with rubies. While wearing this ring as a nose piercing, task that would put it in danger or move it more than 60 feet
your Strength score increases by 2, to a maximum of 22, and away from you, the servant does nothing.
you have advantage on Strength checks. In addition, your The necklace can animate an object for up to 8 hours or un-
carrying capacity doubles, and you can perfectly recall any til it takes damage. When the effect ends, the necklace can’t
path you’ve traveled within the last 24 hours. be used again for another 1d8 hours.
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O
P Set of Secret
Scribe Candles
Set of Numat’s Trick Tubes
Q
R
S
Shadow Ink
T
U
V
W
X
Y
Z
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Shadow Drinker
Shadowshawl 115
P
Sharkrazor Mantle
Q Wondrous item, rare (requires attunement)
While wearing this magic shark-skinned cloak, you have
R a swimming speed of 60 feet and can breathe underwater.
S When a creature successfully grapples or restrains you by
touching you, that creature takes 1d6 piercing damage. A
T creature takes this damage again at the start of each of its
turns while it maintains this grapple or restraint.
U In addition, while wearing the cloak, you have advantage
on Wisdom (Perception) and Wisdom (Survival) checks made
V to find or track a creature that’s missing any of its hit points,
and when you attack a creature you can’t see that’s below its
W hit point maximum, you make the attack as if you can see it.
X Sheer Cold
Y Weapon (battleaxe), rare
The blade of this battleaxe is made from a shard of the
Z Everglacier and never melts. Attacks with the axe deal cold
damage instead of slashing, and you gain a +1 bonus to attack
and damage rolls made with this magic weapon.
When you roll a 20 on an attack roll with this weapon, the
ground in the direction of the target in either a 15-foot cone
or 30-foot-long, 5-foot-wide line (your choice) is covered in
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X
Y
Smash
Z Potatoes
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Singing Stein
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I
Snugglebeast
J Wondrous item, common (1d6), uncommon (2d6), rare
(3d6), very rare (4d6)
K
When a creature regains hit points at the end of a short rest
L by spending one or more of its Hit Dice, that creature can
regain extra hit points if it spends that short rest snuggling
M with one of these enchanted toys. The kind of snugglebeast
and the hit points it restores are determined by its rarity: 1d6
N hit points (common, owlbear), 2d6 (uncommon, unicorn),
3d6 (rare, dragon), or 4d6 (very rare, tarrasque). Once this
O property of the snugglebeast has been used by a creature, that
creature can’t benefit from the same snugglebeast again in this
P way until it finishes a long rest.
Q
Socks of the Well-Rested
R Wondrous item, uncommon
Wearing these comfortable enchanted socks allows you to
S recover an additional Hit Die (up to your maximum) upon
Spellwoven finishing a long rest. You must be wearing both socks on
T Robes your feet in order to gain this benefit. You can only benefit
U from wearing one pair of these socks at a time
V Spellwoven Robes
Wondrous item, uncommon
W
These robes are spun from special, magic-sensitive threads,
X causing arcane glyphs to appear on the robe while you wear
it whenever you cast a spell. While wearing these robes and
Y no other armor, your AC is equal to 10 + your spellcasting
ability modifier. In addition, whenever you cast a spell of 1st
Z level or higher, you can change the apparent style, color, and
apparent material of the robe. Regardless of its appearance,
Socks of the it is always a robe and its weight remains the same.
Well-Rested
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Spirit Pike G
Weapon (pike), rare (requires attunement by a cleric) H
If you’re not proficient with pikes, you are nevertheless
proficient with the spirit pike while you’re attuned to it. I
When you cast the spiritual weapon spell, you can dissolve
this weapon into the air and command the spell’s spectral
J
weapon to take the form of the spirit pike. Your spell attacks
with this spectral weapon deal force damage equal to 1d10 +
K
your spellcasting modifier instead of its normal damage. The L
spell’s damage still increases by 1d8 for every two slot levels
you use to cast the spell above 2nd. M
Your hands are left free while the pike is dissolved in this
way. When the spell ends, the pike reappears in your hands N
or appears on the ground at your feet if your hands are full.
In addition, the weapon has 4 charges and regains all of O
them each day at dawn. When you hit a target with a weapon Splitter
or spell attack using the pike as either a physical or spectral P
weapon, you can expend 1 charge to deal 1d8 radiant damage
to the target in addition to the attack’s damage. Q
Splintershot R
Weapon (shortbow), rare S
This shortbow can cause an arrow to shatter and unleash
a devastating spray of magical shrapnel. You can say the T
weapon’s command word as an action to destroy 1 nonmag-
ical arrow and send splintering shards of arcane energy out
U
in front of you. When you do, creatures within a 15-foot cone
V
must make a DC 15 Dexterity saving throw. On a failed save,
an affected creature takes 2d6 magical piercing damage, or W
3d6 if the creature was within 5 feet of you.
X
Splitter
Weapon (halberd), very rare (requires attunement)
Y
This halberd’s haft is made of rough, dark wood and is Z
miraculously easy to heft. The bladed end of the halberd
looks like a hatchet that’s been absorbed by the hewn wood.
While holding the halberd with two hands, you can speak
its command word as a bonus action to split the weapon
into its more basic components. When you do, the halberd
deconstructs in your hands, leaving you with a handaxe in
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N Stalaga Spear
O Weapon (spear), very rare (requires attunement)
This magic spear is made of dark, polished granite and has
P a large ruby set in its head. While made of stone, it weighs
no more than a normal spear and is enchanted to prevent it
Q from shattering. You gain a +1 bonus to attack and damage
rolls made with this magic weapon.
R The spear has 4 charges and regains 1d4 expended charges
daily at dawn. While holding this spear in a space on or next
S
to a surface made of unworked stone or earth, you can use
T an action and expend 1 of its charges to plunge the spear
into that stone or earth surface. The spear vanishes into the
U surface and emerges as a sharp stone spike that is 1 foot
wide and 10 feet long from another stone or earthen surface
V that you can see within 60 feet of you, such as the ground
or a cave wall. The spike erupts from the surface and forces
W any creature within a line that is 5 feet wide and 10 feet long
to make a DC 16 Dexterity saving throw. On a failed save, a
X creature takes 4d6 piercing damage and is pushed up to 5
feet away from the spike. On a success, a creature takes half
Y as much damage and isn’t pushed.
While you’re within 60 feet of the stone spike and in a
Z space on or next to a surface of unworked stone or earth, you
can use a bonus action to speak the spear’s command word
to recall it. The stone spike crumbles and the spear inside
vanishes back into the surface it came from before reemerg-
ing from the surface next to you into your open hand. If you
don’t have an open hand, it falls to the ground at your feet.
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F
Starmetal Shield G
H
Starbreaker Starmetal Solar Axe I
Weapon (morningstar), rare (requires attunement)
This glowing morningstar casts bright light in a 20-foot J
radius and dim light for an additional 20 feet while you hold
it. You gain a +2 bonus to attack and damage rolls made with K
this magic weapon. Targets hit by the weapon take an extra
1d4 radiant damage. In addition, you can use an action to L
cast the daylight spell using the weapon. Once the weapon
has been used to cast this spell, it can’t do so again until the M
following dawn. arm. Choose up to 3 targets or points. The first target or point
N
must be within 30 feet of you, and any additional targets or
Starmetal Ring points must be within 10 feet of the one before it. You can’t O
select the same target more than once.
Ring, rare Make a ranged attack with the shield against each target. P
This roughly crafted metal ring seems to have an otherworld- You are proficient with these attacks and add either your
ly pull on other metallic items. Dexterity or Strength modifier to its attack and damage rolls. Q
While wearing the ring, you can spend 1 hour holding onto Targets hit by the attack take 2d8 magical slashing damage.
an object weighing no more than 25 pounds that is at least Once the shield reaches a target or point, it bounces towards R
50% metal. If the ring and metallic item are in contact for the the next target or point. The shield flies back to the gauntlet
full hour, they form a powerful and magically controllable after reaching its final destination, bouncing harmlessly off S
magnetic bond. You can only have one item bound to the of anything obstructing its path.
ring in this way at a time. T
While the bound item is within 40 feet from you and Starmetal Solar Axe
unobstructed, you can use a bonus action on your turn to U
magically pull it up to 20 feet toward you. The returning Weapon (greataxe), legendary (requires attunement)
item bounces harmlessly against creatures and objects This magic weapon is forged using iron from the stars. While V
as it passes by. you’re attuned to this weapon, you can call upon its latent
stellar energy to catalyze change within the metal and create
W
Starmetal Shield endothermic and exothermic reactions. The weapon can be
X
fused into a greataxe or fissioned into two separated battle-
Armor (shield), legendary (requires attunement) axes. The weapon has the following properties based on its Y
This open metal shield and gauntlet offer a +1 bonus to your current state:
armor class instead of a shield’s normal bonus. Whenever Fused State. While wielding the fused greataxe, you gain Z
you’re the target of an attack made with a metal weapon or a +1 bonus to attack and damage rolls made with this magic
projectile, the bonus becomes +3 instead. The shield hovers weapon. While you hold this axe, flames erupt from its edges
above the gauntlet to protect you as if you were wielding it, and a small star burns in its center. These flames shed bright
leaving your hands free. light in a 20-foot radius and dim light for an additional 20
Shooting star. As an action, you can throw the shield at feet. The light is sunlight. The greataxe deals an extra 2d6 fire
up to 3 clustered targets you can see before returning to your damage to any target it hits.
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129
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F Storm Thrower Harpoon
G
H
I
J
Sundersludge Net
K
L
M Stormstruck Staff damage, or half as much on a success. Creatures have disad-
vantage on the saving throw if they’re submerged in water
N Weapon (quarterstaff), rare or wearing metal armor. You are immune to the lightning
This wooden staff has been scarred by lightning and em- damage caused by this effect. This ability fails if the creatures
O bedded with an amplifying crystal at its head. You gain a are obstructed from the sky. Once you use this ability, you
+1 bonus to attack and damage rolls made with this magic cannot do so again until the next dawn.
P weapon. Small sparks of electricity arc from the crystal, Impale. You can use your action to try to impale and pull
dealing an extra 1 lightning damage to any target hit by the a creature toward you. If your target is a creature that is no
Q weapon. The gem glows brilliantly and pulses with electrical more than one size larger than you, you can make a ranged
energy for 1 minute after either the quarterstaff takes light- weapon attack against it using the trident. If you hit, you can
R attempt to pull the impaled creature toward you by making a
ning damage or you take lightning damage while holding
S it from any source (other than itself ), or while the weapon Strength (Athletics) check contested by the target’s Strength
is under the effects of the shillelagh spell. While the gem is (Athletics) check. If you succeed, you can pull the creature up
T glowing in this way, the extra lightning damage increases to 20 feet toward you.
to 1d6, and the gem emits bright light out to 10 feet and dim
U light for an additional 10 feet. Sundersludge Net
Weapon (net), uncommon (requires attunement)
V Storm Thrower Harpoon
This gelatinous net is made with the enchanted remains
W Weapon (trident), legendary (requires attunement) of a gray ooze. A creature takes 1d6 acid damage when it’s
This weapon has a +3 bonus to attack and damage rolls made restrained by the net and again at the end of each of its turns
X with this magical weapon. while it remains restrained by it. If the creature is wearing
The trident has a chain attached to its handle that can be nonmagical metal armor, its armor is partly corroded and
Y used to retrieve the weapon once it’s been thrown using a takes a permanent and cumulative −1 penalty to the AC it
bonus action. When you hit with a ranged attack using this offers whenever it takes acid damage at the end of one of its
Z weapon, it deals an additional 1d8 lightning damage. turns. The armor is destroyed if the penalty reduces its AC to
In addition, this trident acts as a conduit for the sky’s fe- 10. A creature other than you who touches the net takes 1d6
rocious power. Immediately after hitting a creature with the acid damage.
trident, you can call down a bolt of lightning upon it, forcing The net’s sticky composition makes it more difficult to
it and all creatures within 5 feet to make a DC16 Dexterity escape than a mundane one. A creature can use its action
saving throw. On a failed save, creatures take 6d10 lightning to make a DC 13 Strength check, freeing itself or another
130
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Switch
I
J
K
L
creature within its reach on a success. The net has resistance make, targets hit by it take an extra 1d8 damage of the weap- M
to all damage types. Dealing 10 slashing damage to the net on’s type. If the weapon you create has the light property,
(AC 12) also frees the creature without harming it, ending the you can make a weapon attack with it using a bonus action. N
effect and tearing the net apart. While the rod is activated, you can use an action to expend
The torn net is harmless. If more than half of the net can be a second use of your wild shape feature and extend the rod’s O
salvaged and stored within a container large enough to hold barked exterior to your body. This tree-like armor can take
1 gallon of liquid for 12 hours, the net is repaired and can be on any form that you choose. You gain temporary hit points P
used once more. Your attunement to the net ends if the net equal to 4 times your Druid level, and your armor class can’t
remains destroyed for longer than 2 days. be lower than 16 while the rod is active. Using this property
Q
You’re immune to damage from the net while you’re of the activated rod does not extend its remaining duration.
attuned to it. Picking up the net after throwing it renders it Switch becomes inactive at the end of its duration, you fall
R
harmless until the next time you throw it. The net deals no to 0 hit points, or end it early as a bonus action. When it’s S
acid damage if no creature is attuned to it. inactive, it reverts to its normal rod form.
T
Switch Sword of Resonance
Rod, very rare (requires attunement by a druid) Weapon (longsword), rare (requires attunement by a bard)
U
This simple, springy rod is made of twisting vines and twigs. This peculiar brass longsword is hollow and has lute V
While attuned to the rod, you can expend 1 use of your wild strings that run along its blade, allowing you to use this
shape feature as a bonus action to activate it. The rod stays sword as both a lute and spellcasting focus. You’re profi- W
active for a number of hours equal to half your druid level cient with this lute while you’re attuned to the sword. This
(rounded down). sword also has the finesse property due to the hollow blade’s X
When you activate the rod and again on subsequent turns reduced weight.
as a bonus action while the rod is active, you can transform You gain a +2 bonus to attack and damage rolls made with Y
the rod into a bludgeoning or piercing weapon of your choice this magic weapon. In addition, the sword’s hollow metal
that has neither the loading nor reach property. You’re profi- blade magically amplifies the music made when using it to Z
cient with this weapon and can use Wisdom as your mod- inspire allies. Whenever you expend a use of your Bardic
ifier for its attack and damage rolls instead of Dexterity or Inspiration, the sword begins to reverberate with thunderous
Strength. A weapon that uses ammunition magically creates energy. The next time you hit a target before the end of your
its own. Alternatively, you can transform switch back into next turn with an attack using the sword, that target takes an
its rod form if you so choose. Regardless of the weapon you extra 1d6 thunder damage from the attack.
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132
K
L
M Tethervine Quiver to attack and damage rolls made with this magic weapon. In
addition, the weapon deals an extra 1d8 radiant damage to
Wondrous item, uncommon any shapechanger or fey creature it hits.
N This seemingly overgrown quiver keeps a large plant magi- Field of Roses. As an action, you can speak the rapier’s
cally concealed inside it. The quiver can store up to 20 arrows command word and touch its point to the ground at your
O or bolts. When you draw a piece of ammunition from the feet. When you do, silver rosebushes sprout from the ground
quiver, you can speak the quiver’s command word as a bonus in a 25-foot square, centered on your location. The area
P action to magically connect the end of the ammunition to becomes difficult terrain, and when a creature moves into
the plant inside the quiver. The plant is a rope-like vine that or within the area, it takes 2d4 piercing damage for every
Q 5 feet it travels. While holding this rapier, you can pass
flies effortlessly behind a fired piece of ammunition. While
R wearing the quiver, you can use a bonus action to magically through this area as if it were normal terrain, and you don’t
retract the vine up to 60 feet back into the quiver. Any object take damage from moving within it. The rosebushes remain
S weighing less than 25 pounds hit by a connected piece of am- for 1 minute or until you dismiss them as a bonus action.
munition is pulled back toward the quiver when its retracted Once this property has been used, it can’t be used again until
T in this way. Despite the quiver’s limitations, the rope-like the next dawn.
vine can hold up to 250 pounds on its own.
U If you hit a creature with an arrow or bolt that was Thornpiercer
connected to the vine, the vine magically disconnects itself
V and falls from the ammunition. You can disconnect the vine Weapon (dagger, shortsword, rapier, or whip), Legendary
from the ammunition by speaking its command word again (requires attunement)
W or by severing the vine from the quiver as a bonus action. This rose has a stem large enough to hold like the hilt of a
Once severed, the vine is considered to be a mundane length weapon. You can focus on the rose as a bonus action to cause
X of hemp rope. it to grow one of the following weapons from its center: a
You can only fire a connected piece of ammunition as far dagger, shortsword, rapier, or whip. If the hilt already has
Y as you have the vine to. The plant grows up to 120 feet long a weapon growing from its center, the existing weapon
and regrows up to 30 feet of vine daily at dawn. withers away and disintegrates, allowing the new one to
Z
take its place.
The Rose Basket You gain a +2 bonus to attack and damage rolls made with
this magic weapon. In addition, targets hit by the weapon
Weapon (rapier), very rare (requires attunement)
take an extra 1d4 piercing damage. If you are a druid or are
This silver rapier has a rose adorning its crossguard and proficient with either simple or martial weapons, you are
pommel and has thorns lining its hilt. You gain a +2 bonus proficient with the weapons that thornpiercer grows.
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Thwackstaff
G
H
Thunderous Flail I
J
K
L
Each weapon option has a unique property: Thunderous Flail M
Dagger. When you throw this weapon, only the blade
is thrown from the rose hilt. Hit or miss, when the blade Weapon (flail), rare (requires attunement)
reaches its target, it erupts into a burst of thorns. The target This flail has 3 charges and regains 1d3 expended charges N
and up to 3 other creatures of your choice within 10 feet of it each day at dawn. You can expend 1 charge to cast the thun-
must succeed on a DC 17 Dexterity saving throw or take 1d4 + derwave spell (save DC 15). The ball of the flail is the origin of O
2 piercing damage. the spell. As long as the flail has at least 1 charge, you deal an
Rapier. When you roll a 20 on an attack roll with this extra 1d6 lightning damage to the first target you hit with it
P
weapon, the blade’s thorns eviscerate the inside of the on each of your turns.
Q
target and deal an extra 3d4 piercing damage. If the target If you make a melee attack using the flail, you can immedi-
was a Large or smaller creature, it must also make a DC ately expend 1 charge to cast thunderwave as a bonus action in R
17 Constitution saving throw. On a failure, its hit point the direction of your last attacked target.
maximum is reduced by the amount of damage dealt by the The ball of the flail is attached to the chain with a powerful S
attack. On a success, it’s reduced by half the amount instead. magnetic connection that can be released at will. You can
Once the creature completes a short or long rest, its hit point make a ranged attack using the flail by releasing the ball T
maximum is restored. mid-swing. This attack has a normal range of 20 feet and long
Shortsword. The first creature hit by this weapon on each range of 60. Strength is your ability modifier for this attack. U
of your turns must make a DC 17 Constitution saving throw. While the ball is within 60 feet of you, you can magnetically
On a failed save, a creature takes an extra 1d6 poison damage pull it back up to 20 feet towards you as a bonus action. It V
and is poisoned until the end of its next turn. magically reattaches itself to the chain when it enters the
Whip. When you hit a Medium or smaller target with this same space as you. W
weapon, you can attempt to grapple it with the whip. When While the ball is detached, you can still use the flail to cast
you do, the target must succeed on a DC 17 Strength saving thunderwave. When you do, the spell’s area of effect becomes X
throw or be grappled by viny whip. A grappled target takes a 10-foot radius sphere centered on the ball.
1d4 piercing damage from the whip’s thorns at the start of Y
each of its turns until it’s freed. A creature can use its Thwackstaff Z
action to make a DC 17 Strength check, freeing itself or
another creature within its reach on a success. The whip Weapon (quarterstaff), uncommon (requires attunement)
breaks off from the hilt when you successfully grapple a This festive quarterstaff is decorated with ribbons and other
target in this way, allowing you to move freely while the glittering elements. It is perfectly balanced and seems to be
target remains grappled. made to perform with. This magic quarterstaff has the finesse
property and grants you a +1 bonus to Charisma (Perfor-
135
Q
R
S Timeshifter’s
Mantle
T
U Timber
V
W
X
Y Timepiercer
136
Torpedo Arrow
137
H
Tote of Tricky Treat Sugarbombs
I Wondrous item, common
This canvas bag holds 5d8 + 10 clove and pumpkin candies in-
J side. A small illusory face appears over the sewn-on pumpkin
at night. Each candy has a minor magical effect that lasts for
K 1 minute unless otherwise specified. Some effects are pleas-
L ant, whereas some are mischievous. You can eat a piece of Tote of Tricky Treat
candy using an action. When you do, roll on the table below
Sugarbombs
M to determine the candy’s effect:
138
Trident of
the Hydra
139
A
B
C
D
E
F
G
Vancian Helm Visage of Delight
H and Disaster
I
J Uorik the Conqueror’s Juice Cup Venombane Armor
Wondrous item, common Armor (any light armor), uncommon (requires
K
This brass cup changes the flavor of any water it’s holding. attunement)
L As a bonus action, you can whisper the name of a fruit into This leather armor absorbs poison and allows you to tra-
the cup. If the cup is filled with water, the water’s color and verse webbed areas more easily. While you’re wearing this
M flavors change to resemble that kind of fruit juice. Saying the armor, you can’t be caught in webs of any sort and can move
name of another fruit changes the water’s color and flavors through webs as if they were difficult terrain. In addition,
N again. Regardless of its color and flavors, the water is still when you take poison damage while wearing this armor, you
only water. Shouting into the cup causes the juice to effer- can use your reaction to reduce the damage by 1d8 + your
O vesce and bubble. If the water is poisoned, the drink tastes Constitution modifier.
foul and badly fermented.
P
Vigilus
Q Vancian Helm Weapon (crossbow, hand), rare (requires attunement)
Wondrous item, rare (requires attunement)
R This hand crossbow has a small spring-loaded case of 6 bolts
This helmet is made from the reclaimed and partially disen- attached to its side that automatically reload the crossbow
S chanted remains of a shield guardian. The helm is no longer whenever it’s fired. While the case has bolts in it, the cross-
bound to an amulet. You gain a +1 bonus to AC while you bow ignores its loading property. Once the case is empty, a
T wear this helmet. creature can use an action to reload it with another 6 bolts.
Spell Storing. Any creature can cast a spell of 1st through As an action, you can unfurl the crossbow’s three collaps-
U 4th level into it by touching the helm as the spell is cast. The ible legs and plant it firmly on the ground to become a Small
spell has no effect, other than to be stored in the helm. The defensive construct. Once deployed, the crossbow magically
V helm can only hold one spell at a time. draws itself and loads the next bolt in its case, if any. While
While wearing this helmet, you can cast any spell stored you’re within 30 feet of the crossbow, you can use a bonus
W in it. The spell uses the slot level, spell save DC, spell attack action on each of your turns to command it to attack a target
bonus, and spellcasting ability of the original caster, but you can see within 30 feet of it. The crossbow uses your
X is otherwise treated as if you cast the spell. When the spell attack roll and ability score modifier for its damage rolls.
is cast or a new spell is stored, any previously stored The first time an invisible creature enters a space within 30
Y spell is lost. feet of the crossbow on its turn, the crossbow emits a small
If you are wearing the helmet when a spell of 5th level or chirping sound audible out to 100 feet.
Z higher is cast into the helm, the spell is expended without ef- The deployed crossbow has 30 hit points, AC 12, and
fect and you take 2d6 psychic damage. While a spell is stored automatically fails Dexterity and Strength saving throws but
within the helmet, your eyes glow with a brilliant color of passes all others. If it’s reduced to 0 hit points, it falls over
your choice while you wear it. and can’t be deployed again in this way for 1 minute. You can
quickly retrieve the deployed crossbow using a bonus action
when you enter the same space as it.
140
141
A
Volt Gauntlets
B Wondrous item, rare
These metallic gauntlets have several sharp points extending
C from its knuckles and are lined with an insulating material. Volt Gauntlets
D Unarmed strikes made with your fists while wearing these
gauntlets deal piercing damage instead of bludgeoning.
E In addition, the gauntlets have 6 charges and regain 1d6
expended charges each day at dawn. When you hit a creature
F with an unarmed strike with the gauntlets, you can expend 1
of their charges to deal an extra 1d8 lightning damage. When
G you do, the target must succeed on a DC 15 Constitution
saving throw or be unable to take reactions until the start of
H its next turn. While the gauntlets hold at least 1 charge, they
give off occasional snaps and sparks of electricity.
I
J Voltedge
Weapon (any sword), rare (requires attunement)
K This split metal sword arcs with electricity between its two
halves. When you hit with an attack using this magic sword,
L the target takes an extra 1d6 lightning damage. While hold-
ing this sword, you can use an action to unleash a concen-
M trated beam of lightning from the blade in a line that is 60
feet long and 5 feet wide. Each creature within that line must
N
make a DC 15 Dexterity saving throw. A creature takes 4d6
Voltedge
O lightning damage on a failed save, or half as much damage
on a success. Once this property of the sword has been used,
P it can’t be used again until the next dawn.
Q Vox Helm
R Wondrous item, common
This metal helm has a second guard that rests in front of your
S mouth and alters your voice. You can raise and lower this
Vox Helm
guard using an action. While wearing the helmet with the
T guard lowered, your voice sounds obviously enchanted and
can be adjusted to modify its pitch, masculinity or feminini-
U ty, and reverberation at will (no action required).
V
Wand of Whispers
W Wand, rare (requires attunement by a spellcaster)
X These wands are sometimes found in the hands of clandes-
tine mages posing as simple townsfolk. Its magic wax and
Y iron design resembles a candle and candlestick. The wand
produces a harmless, magical flame that is indistinguishable
Z from normal candlelight, although the wax never melts or
changes shape. The flame is harmless and casts bright light
in a 5-foot radius and dim light for another 5 feet. While
holding the wand, you can extinguish or relight the flame as
a bonus action.
This wand has 7 charges. While holding the wand, you can
use an action to expend some of its charges to cast either the
142
143
T
U Webgrip
Rucksack Warmind Wand
V
W
X
Y
Z
Weapon of
Showmanship
144
Weapon of Mooring
Z
145
146
A
B
Wyvernwing
C
D
E
Wildman’s F
Spinning Cleaver
G
Zafu of the Wandering Mind H
I
for an additional 20 feet. You can use an action to reduce the The sword has 4 charges and regains 1d4 expended charges J
light’s reach or cover it completely. each day at dawn. As an action, you can expend 1 charge to
The lantern has 4 charges and regains 1d3 + 1 expended flick open the sword like a fan and swing it down to create a K
charges each day at dusk. As an action while holding the lan- buffeting wind. When you do, you can choose for the wind to
tern, you can expend 1 of its charges and touch it to a Large affect creatures in either a 15-foot cone in front of you or all L
or smaller corpse. When you do, a ghostly blue illusion of the creatures within 5 feet of you. Creatures affected by this wind
fallen creature appears above its corpse and silently reen- in the area you designate are forced to make a DC 15 Dexterity M
acts the last 6 seconds of its conscious life. The illusion only saving throw. On a failure, a creature takes 2d6 bludgeoning
shows the creature’s actions, such as reacting to an unseen damage and is pushed up to 10 feet away from you. On a N
monster or trying to extinguish the flames of a fiery trap, but success, the creature takes half damage and isn’t pushed. The
does not show the responsible monster or effect. This ability weapon magically collapses again as the wind settles. O
has no effect on undead creatures. Once a corpse’s death has
P
been shown, it cannot be shown again. Zafu of the Wandering Mind
Alternatively, while holding the lantern, you can use an
Wondrous item, rare (requires attunement by a monk) Q
action to expend 1 of its charges to speak its command word.
If there are any undead creatures within 60 feet of you that This soft, elaborately stitched pillow set focuses the inten- R
aren’t behind total cover, the lantern’s light flashes red be- sity of your meditation. It takes 1 minute to settle into a
fore returning to its normal blue glow. meditation while sitting on the pillows. You can hold a light S
conversation when meditating, but are otherwise unable to
Wooden Chain of the move or take actions while you do. While meditating in this T
way, you can levitate yourself, including the pillows, up to 5
Unbroken Circle feet in the air (no action required). You meditate in this way U
Armor (chain shirt), rare (requires attunement by a druid until you decide to end it (no action required), or until you
or ranger) take damage or are no longer on the pillows. While you’re V
within 100 feet of at least one of the pillows, you can speak
This magic chain shirt is crafted using strange wooden links W
their command word as a bonus action to cause them to be
enchanted by a militant circle of druids. The wooden chain is
shunted into a special pocket dimension. Speaking their
reinforced with old, natural magic that responds to the wear- X
command word again as a bonus action returns them softly
er’s reverent connection to nature. While wearing this armor,
to an empty space within 5 feet of you.
you gain a bonus to your AC equal to your Wisdom modifier Y
In addition, this pillow has 3 charges and regains 1d3
(max 2) in addition to the armor’s normal AC.
expended charges daily at dawn. While meditating on
the pillows, you can expend 1 of their charges to cast the
Z
Wyvernwing arcane eye spell, without breaking your meditation. You lose
Weapon (greatsword), rare (requires attunement) concentration on this spell when cast in this way if you end
your meditation.
This enchanted greatsword contains a wyvern’s wing
that’s stretched between three thin, collapsed blades. You
gain a +1 bonus to attack and damage rolls made with this
magic weapon.
147
150
y You have resistance to bludgeoning and piercing damage. Precipit, the Formless
y Your movement speed is increased by 10 feet. (Gas State)
y You gain a flying speed equal to your walking speed.
y You can move through the space of any hostile creature,
without reducing your movement speed.
y Opportunity attacks against you are made
with disadvantage.
Gas Spells. While holding the staff in its gas state, you
can expend 1 or more of its charges on your turn to cast the
following spells (save DC 18) from it: cloudkill (5 charges),
fog cloud (1 charge), gaseous form (3 charges), misty step (2
charges), or wind walk (6 charges).
Tailwind. While holding the staff in its gas state, you can
expend 2 of its charges and speak the staff ’s command word
as an action to grant additional powers to you and nearby
allies. Until the end of your next turn, you and friendly crea-
tures of your choice that you can see within 30 feet of you
can take the Dash action as a bonus action and don’t provoke
opportunity attacks by moving. Precipit, the
Liquid. When the staff enters its liquid state, the Formless
water surrounding the staff becomes a swirling torrent.
(Liquid State)
While holding the staff in this state, you gain the
following properties:
151
152
153
154
Part 3 covers three settings to include in your campaign as Summon storms and sheets
either fun side stories or expansive story arcs. It also includes Sorcerer Frost Magic of slick ice to control the
details on Dendallen, a powerful cult leader and necromancer battlefield and movement
hellbent on self-improvement and life-extension, as seen in The Astral Control your own
Warlock
the six items that bear his name throughout this book. Griffon extradimensional space
Easily create and destroy
Wizard Material Magic matter as a master artisan
and arcanist
Part 3 Settings
Location Name Description
An ever-growing expanse of icy
canyons and frozen wastelands that
The Everglacier
are home to hardy creatures and
powerful natural forces
An underground forest of resilient
trees whose entire ecosystem revolves
The Festerwood around both the fungi that grow there
and the undead creatures that their
toxic spores create
A long-forgotten city of ancient import
Hearth whose secrets and potential are ready
for the taking
155
VARIED HERITAGE
Feathren unite remarkable aspects of two otherwise dispa-
rate species. Their strong legs are feline, while their chest,
arms, and head are avian. Despite their distant relation to
griffons, feathren stand upright as and can use their sharp
talons to manipulate objects as deftly as any other human-
oid. Their voices often bear some bird-like resemblance to
their ancestry and contain the occasional trill, coo, or caw.
Few feathren look the same. Their fur, plumage, and build
can vary widely, forming unique combinations of origin and
aptitude. While some feathren are born with the body of an
eagle and lion, others combine the likes of owls and crows
with tigers and leopards. Feathren find particular pleasure in
FEATHREN jewelry and decoration: an inescapable personality trait from
their heritage. Without wings to embellish, most turn to
Reil’s talons moved quickly across the surface, adorning themselves with baubles and rings on their talons,
tearing through concepts with her charcoal on the paper as easily feathered ears, and tail. Others enjoy body art, such as tat-
as flesh. Her piercing eyes darted about the page in search of ideas toos, paints, and other unique means of self expression. Most
to explore. Finding none, she moved to a new sheet and put the old feathren struggle to resist the urge to preen or adjust their
worn finery whenever they catch a glimpse of their reflection.
one atop the stack to the side.
She stared at the now empty parchment in front of her and
twirled the stick of charcoal in her hand. Her feathers were ruffled CONFIDENT AND CURIOUS
and the rings on her swinging tail clinked softly as they moved back
Born with the innate gifts of two naturally skilled creatures,
and forth in concentration. feathren have a shared sense of confidence in their abilities.
The sound of hammers against metal could be heard from Feathren spend their lives learning and mastering new trades
workshop below, resonating with a familiar rhythm and ring to sate their curiosity, preferring to answer a puzzle or ques-
that matched the pace of her thought, charcoal, and tail. She was tion on their own rather than ask for help. Many feathren
find camaraderie among those that share a common passion,
a pendulum in motion: a clock that counted down to the stroke of
and while they’re remiss to turn to peers for help, they enjoy
brilliance, and when it rang out, the satisfied trills of victory would the sharing of stories and conversation about their interests.
echo throughout the chamber.
Vyrre Olmeck, The Face of Creation
FEATHREN NAMES
Feathren are the representation of something new from
As is their nature, feathren enjoy experimenting with names
something old. A step beyond their ancestral griffon heri-
and playing with the combinations they can make with
tage, these bipedal creatures celebrate their individuality
them. Feathren are given a name at birth that’s used as a first
amidst the cries and jeers from common folk. Originally born
name, but give themselves new surnames as they grow.
156
157
Frostbite
Also at 3rd level, you can unleash the unforgiving cold inside
of you with your attacks. Once on each of your turns while
you’re raging, you can release a burst of sheer cold when you
hit a target with a melee weapon attack. When you do, that
target takes an extra 1d6 cold damage from the attack. This
damage increases when you reach certain levels in this
class, increasing to 2d6 cold damage at 10th level and 3d6 at
14th level.
When a creature takes cold damage in this way, its speed is
reduced by 10 feet until the start of your next turn.
Cold Fortress
By 6th level, you learn to further channel the icy resilience
within you. When you enter a rage and are not wearing any
armor, your skin becomes shielded by a protective layer of
frost. This frost grants you a number of temporary hit points
equal to 1d12 + your Constitution modifier that last for 1 hour.
Path of the Glacier Barbarian You can use a bonus action on your following turns while
you’re raging to expend a Hit Die to gain these temporary
hit points again. When you do, the number of temporary hit
BARBARIAN points you gain is equal to the maximum roll of the expend-
ed Hit Die + your Constitution modifier.
No matter where you’re from, there are always reasons to
be angry. Whether you hail from unforgiving wilderness or Deep Sleep
serene splendor, there is always the emotional well of power
At 10th level, you can choose to enter a deep state of hiber-
within us all.
nation when you take a long rest. While resting in this way,
As varied as the people of the multiverse are, anger and
you’re cold to the touch and appear dead to all outward
rage are unifying factors. How a person chooses to harness
inspection and to spells used to determine your status. Noise
that anger is up to them, but no matter the path they choose,
and other distractions fail to wake you.
it is always a remarkable and terrifying thing to witness.
You awake from this rest after 6 hours, when you take
damage, or when a creature uses its action to slap you awake.
PATH OF THE GL ACIER If you finish a continuous 6 hours of sleep in this way, you
gain the benefits of finishing a long rest, and you regain all
Born from the frigid and daunting Everglacier, barbarians expended Hit Dice.
who follow Path of the Glacier have learned to harbor the
resolute stillness, patience, and unwavering determination
Avalanche Stomp
and destruction of the icy landscape. These warriors trans-
form their bodies into powerful moving bunkers that are as At 14th level, you become as mighty as an unstoppable
difficult to take down as they are to escape from. glacier. As an action, you can stomp the ground to send out
Barbarians that follow this path are often trained hunters a magical tremor. All creatures of your choice within 15 feet
who enjoy the patient stalking of prey. They thrive on the of you must make a Dexterity saving throw (DC 8 + your
peril they impose on their fleeing targets, and take special proficiency bonus + your Strength modifier). On a failed
pride in their slow-and-steady approach. save, a creature takes bludgeoning damage equal to 3d6 +
your Strength modifier and is knocked prone. If you use this
feature while you’re raging, you maintain your rage until the
end of your next turn.
158
Inspirational Dance
Also at 3rd level, you learn how to use the universal language
of dance. As a bonus action, you can expend one of your uses
of Bardic Inspiration to dance and reinvigorate a creature
other than you who can see you. When you do, roll a Bardic
Inspiration die. That creature gains temporary hit points
equal to the number rolled plus your Charisma modifier
(minimum of 1). When a creature gains temporary hit points
in this way, it can immediately use its reaction to move up to
Bard of the College of Dance its speed without provoking opportunity attacks or take the
Dodge action.
159
Bonus cantrip
When you choose this domain at 1st level, you gain the guid-
ance cantrip if you don’t already know it.
Planar Reach
At 1st level, you can create and reach through brief holes in
the fabric of reality. When you cast a spell that has a range
of touch, you can target a creature within 30 feet of you that
you can see instead. You can use this feature a number of
times equal to your Wisdom modifier (minimum of once).
You regain all expended uses when you finish a long rest.
160
Wild Recovery
At 2nd level, you gain the ability to recover using the wild,
bestial magic that courses through you. As a bonus action,
you can expend a use of your Wild Shape to regain a number
of hit points equal to 1d10 + your Wisdom modifier (mini-
mum of 1). When you reach 10th level in this class, you regain
2d10 + your Wisdom modifier instead.
161
162
163
164
Burning Spirit
At 20th level, as an action, you can magically ignite yourself
to embody your fiery soul for 1 minute. These flames are
harmless to you and cast bright light in a 40-foot radius and
dim light for an additional 40 feet. The flames invigorate
you, giving you 10 temporary hit points at the start of each
of your turns. While in this form, you become more lithe
and fluid in your movements, increasing your speed by 10
feet and allowing you to move through and enter a hostile
creature’s space and stop there.
Hostile creatures are hurt by these flames as punishment
for their transgressions. A hostile creature takes fire damage
equal to twice your Charisma modifier (minimum of 1) when-
ever it touches you, hits you with a melee attack, or whenever
you enter its space for the first time on your turn.
Once you use this feature, you can’t use it again until you
finish a long rest.
y
o t e c t or s . T h e
l w e r e o u r d i v in e p r
The C o u a t Wha can t
d s t t h e d in o f o u r k in d .
i
were calm am rvice and
e m in r e t u r n f or t h e i r s e
we offer th st ?
r than our be
sacrifice othe g h t b r a v e l y. T h
ey gave
u g h t, f o u
T h os e w h o f o in t h e e n d , t
heir broken
e y h a d , b u t
e v e r y t h in g t h c i t y’ s w a l l s .
t e n o u g h to defend the
bodies wer e n’ e they
in g t h os e t h e y l o v e d , t h os
otec t
They died pr h a t needed defen
d in g .
an d t h os e t
barely knew, the journal o
f Brother
x c e r p t f r o m t
— F in a l e f r o m t h e L os
s t o f t h e C o uatl Heralds
Riane, la
th.
Cit y of Hear
165
Winter Trapper
Ranger Tripped Defenses
At 15th level, you have learned to use a creature’s mistakes
against them. When a Large or smaller creature within 5 feet
of you that you can see misses you with an attack, you can
use your reaction to knock that creature prone. When you do,
you can make either one weapon attack against that creature
or move up to half your speed immediately after its attack.
166
Runes
Runetagger Rogue
When you choose this archetype at 3rd level, you gain four
rune points to fuel various magical effects. When you hit a
ROGUE
creature with a melee weapon attack, you can spend 1 rune
point to mark that target with a magical rune in a flourish of
paint and weaponry. These runes remain on a marked target
Dexterous fighters and brigands are full of surprises. Trained for 1 minute, even if its magic has faded, or until a creature
assassins, spies, and cutpurses are classic rogues, but where uses its action to wipe it off. You regain all spent rune points
there are new dangers and rewards to be gained, so too when you finish a short or long rest.
are the kinds of people seeking to subvert and claim them. When you mark a creature with a rune, you can choose to
Whether they slink through shadows to avoid detection or leave one of the following runes:
walk harmlessly through danger, every rogue has trained to Cryos. The creature can’t take reactions until the start of
develop their own methods of handling life’s threats. your next turn. The rune’s magic fades at the start of your
next turn.
RUNETAGGER Hexxus. The creature is cursed with an enervating rune.
While a creature is marked with this rune, you can use your
You concentrate your efforts on perfecting your art, devel- reaction to activate it when the marked creature makes an
oping special marks to claim and cripple your targets. Rebel attack roll or ability check, reducing the total of the attack
leaders, artists, spies, and other members of the political roll or ability check by 1d6. You must be within 60 feet and
underworld might belong to this archetype. Originally a be able to see the creature in order to activate the rune. You
tactic for subterfuge and assassination for denizens of the can choose to activate the rune after the creature makes its
Festerwood, those who employ these powerful works of art roll, but before the GM determines whether the attack roll
are famously difficult to pin down. The magical marks left or ability check succeeds or fails. Once the rune has been
behind become a calling card for any runetagger, and as their activated, its magic fades.
strength and notoriety grow from the deeds that they com- Locus. The next attack against the marked creature is made
mit (both good and evil), so too does the renown for their art. with advantage, and if that attack hits, it deals an extra 1d6
acid damage. Hit or miss, the rune’s magic fades after the
next attack is made against the marked creature.
167
Escape Artist
At 9th level you become slippery and evasive, capable of
worming out of even the tightest holds. You have advantage
on ability checks and saving throws made to escape from
and resist being grappled or restrained, and when you are
grappled or restrained, you can attempt to escape as a
bonus action.
In addition, you gain a new way to use your rune points.
When you’re next to a wall or similar surface, you can use a
bonus action to spend 1 rune point to place a rune on it using
ink or paint. When you do, you become invisible until you
move or take an action or a reaction.
Resourceful
When you reach 13th level, your mastery over the arts is
lauded by friends and feared by foes. When you have no rune
points remaining, you gain 1 rune point when you score a
critical hit against a creature and when you roll initiative.
Lead Paint
By 17th level, you’re able to apply more ink or paint whenever
you leave a rune and use it to expose weak points in a target’s
defense and guide your strikes. You can use your Sneak
Attack against any creature that has a rune on it. When you
do, that creature takes an extra 2d6 damage from the attack.
168
FROST MAGIC
Your magic is created by pieces of the Everheart, the center
and driving force behind the expanding Everglacier waste-
lands. This power within you might be passed down through
ancestors who protected the glacier’s magical core, or it
might have been forced upon you through a chance encoun-
ter with the enchanted ice itself. Regardless of the source of
your power, you are a creature of cold incarnate.
169
170
171
You have 2 uses of this feature, and you expend 1 of its uses
for each benefit you give an object. You regain all expended
uses of this feature when you finish a short or long rest.
Dematerialize
Starting at 10th level, your spells deal double damage to
objects and structures, and when you deal damage to a
construct with an attack or a spell, it takes an extra 1d8
force damage.
Rematerialize
At 14th level, when you destroy a Large or smaller nonmag-
ical object or structure with a spell, you can recreate it as an
action once within the next 8 hours. When you do, the object
or structure reappears intact in an unoccupied space you
choose within 60 feet of you. If the object or structure is rec-
reated in the air, it immediately falls. Any creature below the
item must make a Dexterity saving throw against your wiz-
ard spell save DC. If the object is Small or smaller, a creature
that fails the saving throw takes 1d8 bludgeoning damage
from the impact for every 10 feet that it fell. If the object is
Medium or Large, the bludgeoning damage increases to 1d10
or 1d12 for every 10 feet it fell, respectively. On a successful
save, a creature takes half as much bludgeoning damage. If
an object is the same size or larger than a creature it falls on,
that creature is pushed to the nearest unoccupied space.
Once you use this feature, you can’t use it again until you
finish a long rest.
172
173
174
175
176
177
ACTIONS
178
Blizzard Stalker. The wraith’s vision and hearing are unim- EX AMPLE DUNGEONS
peded by inclement weather such as wind, snow, and fog, If you need help generating ideas for dungeons and
and it has advantage on all Dexterity (Stealth) checks it points-of-interest on the Everglacier, roll on the Everglacier
makes in such conditions. Dungeon table below.
Ambusher. The wraith has advantage on attack rolls
against any creature it has surprised. d6 Example Dungeon
Incorporeal Movement. The wraith can move through 1 A frost giant vampire has built a palace of ice into
other creatures and objects as if they were difficult the cliffs of an ice mountain. In addition to the
terrain. It takes 5 (1d10) force damage if it ends its turn typical creatures one expects to find within a frost
inside an object. giant’s keep, there are undead horrors that wait in
the cold, dark depths.
179
Everice Box
Sheer Cold
181
182
183
F e s t e r w o o d N a v i g a t i o n DC s
Transformative Spores DC Location
None The Lightspore
At the end of every 24 hours that a creature spends above
ground in the Festerwood, that creature is forced to make a None Any unhidden location beneath the Lightspore
DC 5 Constitution saving throw. On a failure, that creature 15 A location nearby the Lightspore or among the
gains one Spore Counter. Rolling a 1 on this saving throw is sparse edges of the forest
always considered a failure, regardless of the roll’s total. If a
20 A location one or more miles into the forest
creature reaches 3 Spore Counters, that creature becomes a
sporehusk using the template at the end of this section. 25 A location hidden deep within the thickest and
most feral part of the Festerwood
If a creature dies and has at least one Spore Counter, Becoming Lost
the corpse rises after 24 hours as a Risen Sporehusk. If a
d6 Result
hungering creature eats a husk, it automatically gains two
Spore Counters. 1–4 After countless wrong turns and bug bites, the
A creature is immune to these spores if it’s immune to party ends the day up to 2d6 miles in a random
disease. One Spore Counter can be removed when a crea- direction away from their destination.
ture becomes the target of a lesser restoration spell or similar 5–6 Using the Lightspore as a guide despite being lost,
magic. If a creature does not gain any Spore Counters over a the party ends the day up to 1d6 miles away from
period of 5 days, any remaining Counters are removed. their destination.
184
EXAMPLE ENCOUNTERS
burial site of a legendary hero on behalf of the
deity they championed.
19 1d4 small orange magical mushrooms can be
The forest is filled with potential, both good and bad. Use
seen at the bottom of a recently opened sink-
this table for to fill out your party’s time in the Festerwood
hole. A creature that eats a mushroom gains
with exciting and flavorful encounters and events:
the benefits of the detect poison and disease
spell for 8 hours. Once picked, a mushroom
d12 + d10 Result loses its magic after 24 hours. Mushrooms re-
2 1 purple worm grow after 4 days, but if all visible mushrooms
are picked, no more will grow in this area.
3 An odd twisting of the large festerwood tree
branches seems to align and spell the word 20 2d8 black puddings
‘resistance’ in celestial. Saying the word aloud 21 1 stone giant. A craftsman on a journey to
causes the speaker and up to 4 allies of their master carving festerwood, he trades informa-
choice within 60 feet to become the target of tion about the area for any amber pustule-free
a lesser restoration spell. If a character loses festerwood that the party have with them.
a Spore Counter in this way, the next time
22 4d4 goblins riding worgs. They roam the wood
that they are forced to roll to see if they gain
searching for food and supplies for their tribe.
a spore counter, they must roll a 1 to gain one
Spore Counter.
4 1d2 behir
5 1 werebear in personal exile who is fighting RUINS AND DUNGEONS
their curse. Their alignment is neutral evil.
Because of the soft ground, most stony caves within the
6 1d2 festerwood treants. They offer amber
Festerwood are pathways to and from it instead of con-
pustules in exchange for the eradication of
tained caverns. However, because of the dense root systems
a nearby hive of 3d6 + 3 festerwood beetles
and strength of Festerwood lumber, dungeons and hidden
(use statistics of giant wasps), one fist-sized
passageways can potentially be found underneath any tree in
chunk for every 6 beetles slain.
the woods. Some entrances become exposed when a sinkhole
7 1d3 shambling mounds. Altered by the suddenly appears underfoot, or when a stream eventually
Festerwood, they have poison immunity and erodes enough of the surrounding soil to uncover it. Other
absorption instead of lightning. entrances can be found in the tangles of exposed roots
8 1 spirit naga beneath the great trees. In very rare cases, they can be found
carved into the trees themselves.
9 2d4 will-o’-wisps. If the party decides to When making a dungeon in the Festerwood, remember the
follow them, roll again on the encounter table, moist nature of the surrounding earth and the eerie creaking
ignoring results that are multiples of three. of the trees. Ambient light within the dungeon can be found
10 4d8 swarm of insects(beetles) as amber pustules exposed on roots or as small glowing fun-
11 1d12 twig blights gus along the floors. Regardless of the purpose of the area’s
existence, be sure to play up the fetid, earthy smells, the
soggy atmosphere and creaking noises, and powerful sense
of unease that exudes from the Festerwood.
185
SETTLEMENTS
Festerwood’s Light
Most settlements within the Festerwood are likely to be
found beneath the Lightspore or among the branches of
the forest canopy. Staying within one of these towns for a
prolonged period of time may improve your defenses against
the perpetual toxic spores from the Lightspore if you spend
sufficient time indoors.
The materials used in building Festerwood settlements
can vary based on the culture that founded it. Stone masonry
brought in from the underground forest’s cavernous walls
may be used, as well as natural fibers from the sundry plants
186
BECOMING A SPOREHUSK
Any creature made from living tissue can become a spore-
Risen Sporehusk husk, including undead risen from such creatures. When
a creature becomes a sporehusk, it retains all its statistics
Medium undead, neutral evil except as noted below.
Armor Class 9
Hit Points 37 (5d8 + 15) Alignment. The sporehusk’s alignment becomes neutral
Speed 20 ft. evil. The sporehusk loses all motivations, bonds, and loyal-
ties it had in its previous life.
Natural Armor The sporehusk’s armor class can’t be less
STR DEX CON INT WIS CHA than 12 + its Dexterity modifier.
13 (+1) 6 (–2) 16 (+3) 1 (–5) 5 (–3) 3 (–4) Hit Points. The sporehusk gains 2 hit dice, increasing its
hit point maximum accordingly.
Damage Vulnerabilities fire, radiant Ability Scores. The sporehusk’s Strength and Constitution
Damage Resistances bludgeoning, piercing, poison scores increase by 2, and its Dexterity, Wisdom, and Cha-
Condition Immunities charmed, exhaustion, frightened, risma are reduced by 2 (minimum 1). Its Intelligence score
poisoned, unconscious becomes 6, unless it is already lower.
Senses blindsight 30 ft. (blind beyond this radius), pas- Senses. The sporehusk has blindsight with a radius of 15
sive Perception 10 feet and darkvision with a radius of 60 feet, unless it has a
Languages — superior darkvision range.
Challenge 1 (200 XP) Damage Vulnerabilities. The sporehusk has vulnerability
to fire and radiant damage.
Damage Resistances. The sporehusk has resistance to
poison damage.
Radiance Susceptibility. If the sporehusk takes radiant Condition Immunities. The sporehusk has immunity to
damage, it loses its damage resistances and gains vulnera- the charmed and poisoned conditions.
bility to bludgeoning, piercing, and slashing damage until Languages. The sporehusk understands any languages it
the start of its next turn. If the sporehusk is ever within an knew previously, but can’t speak.
area of sunlight, it has disadvantage on attack rolls, abili- Regeneration. The sporehusk regains 5 hit points at the
ty checks, and saving throws until the end of its next turn. start of its turn. If it takes fire or radiant damage, this trait
doesn’t function at the start of the sporehusk’s next turn. The
Regeneration. The sporehusk regains 5 hit points at the
sporehusk dies only if it starts its turn with 0 hit points and
start of its turn. If it takes fire or radiant damage, this
doesn’t regenerate.
trait doesn’t function at the start of the sporehusk’s next
Sunlight Weakness. While in sunlight, the sporehusk
turn. The sporehusk dies only if it starts its turn with 0 hit
has disadvantage on attack rolls, ability checks, and
points and doesn’t regenerate.
saving throws.
Multiattack. The sporehusk makes one grab attack. If
ACTIONS that attack hits, the sporehusk can make one bite attack
against the same target. If the creature already has a
multiattack, the GM can decide to either replace it, or
Multiattack. The sporehusk makes one grab attack. If add this as an alternative.
that attack hits, the sporehusk can make one bite attack New Action: Grab. Melee weapon attack using Strength.
against the same target. On a hit, the attack deals 1d6 + Strength modifier bludgeon-
ing damage and if the target is a creature, it is grappled.
Grab. Melee Weapon Attack: +3 to hit, reach 5 ft., one
The escape DC of the grapple is equal to 10 + the creature’s
target. Hit: 4 (1d6 + 1) bludgeoning damage and if the
Strength modifier.
target is a creature, it is grappled (escape DC 11).
New Action: Bite. Melee weapon attack using Strength,
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one targeting a creature grappled by the sporehusk. On a hit, the
target grappled by the sporehusk. Hit: 5 (1d8 + 1) attack deals 1d8 + Strength modifier piercing damage.
piercing damage.
188
Festerwood Masher
189
190
4. Huitzilli Plaza
HOW TO USE THIS CONTENT
Teocalli isn’t just for temples and government buildings.
The content provided here describes Hearth as “setting-ag- Huitzilli Plaza stands at the southeastern end of the ward.
nostic” meaning that you can add Hearth to any fifth edition There, Hearthans gather for celebrations and other recre-
campaign setting of your choice, especially one that incorpo- ational activities. It’s also where one can find The Jolly Toad,
rates a jungle or “Lost World” theme. Hearth can be used as the city’s largest tavern. The Toad is owned by Chikkoka, a
a jumping-off point for your fifth edition campaign, a major lizardfolk bartender who lived in Hearth before its libera-
city that the characters visit, or even the setting for an adven- tion. The Toad offers a comfortable inn stay and meals.
ture within the confines of the city itself.
5. Hall of Heralds
LOCATIONS IN HEARTH The Hall of Heralds is the faction stronghold for Hearth’s
best known faction, the Couatl Heralds. Acalan Goldfeather,
Once a bustling metropolis of close to 100,000 people, the Heralds’ elected leader, lives on site.
Hearth’s streets are mostly empty. Since its liberation, only
3,200 have returned to Hearth, the majority of which are
Rushers staking their claim on the city’s revived properties. MARKET WARD
The map of Hearth on page 191 shows many of the import- The Market Ward is the busiest section of Hearth. Not only
ant locations in Hearth where the characters can interact do the residents of New Hearth gather in its cobblestone
with important NPCs and find adventure. These locations are plazas to peruse the endless selection of offerings from local
detailed below. and foreign merchants, but it is also a point of interest for
many of Hearth’s visitors. Market Ward is presided over by
TEOCALLI WARD the powerful merchant house Santin.
191
192
1 2
10 10
4 3
10
5
9 8
10
6
10
10
193
194
195
Skills Perception +3
Charge. If the invisiboar moves at least 20 feet straight
Senses passive Perception 13
toward a target and then hits it with a tusk attack on the
Languages —
same turn, the target takes an extra 7 (2d6) slashing dam-
Challenge 5 (1,800 XP)
age. If the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Death Flash. When the invisiboar dies, its invisibility ends
and it emits a bright flash of light. Each creature within Dive Attack. If the swordbeak is flying and dives at least
10 feet of it must make a DC 13 Constitution saving throw 30 feet straight toward a target and then hits it with a
or become blinded for 1 minute. A creature can repeat its beak attack on the same turn, the attack deals an extra 7
saving throw at the end of each of its turns, ending the (2d6) damage to the target.
effect on itself on a success.
Keen Sight. The swordbeak has advantage on Wisdom (Per-
Invisibility. The invisiboar is invisible. ception) checks that rely on sight.
ACTIONS ACTIONS
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar- Beak. Melee Weapon Attack: +8 to hit, reach 15 ft., one
get. Hit: 10 (2d6 + 3) slashing damage. target. Hit: 21 (3d10 + 5) slashing damage.
196
Senses blindsight 60 ft., passive Perception 11 Keen Hearing. The greater winged wretch has advantage
Languages Undercommon on Wisdom (Perception) checks that rely on hearing.
Challenge 1/2 (100 XP)
ACTIONS
Echolocation. The winged wretch can’t use its blindsight Multiattack. The greater winged wretch makes three at-
while deafened. tacks: one with its bite and two with its claws.
Keen Hearing. The winged wretch has advantage on Wis- Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
dom (Perception) checks that rely on hearing. get. Hit: 10 (1d12 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
ACTIONS target. Hit: 11 (2d6 + 4) slashing damage.
Thunderous Shriek (Recharge 5–6). The greater winged
Multiattack. The winged wretch makes two attacks: one wretch shrieks, emitting a wave of thunderous force in
with its bite and one with its claws. a 30-foot cone that originates from the wretch. Each
creature in the area must make a DC 12 Constitution
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one tar- saving throw. On a failed save, a creature takes 17 (5d6)
get. Hit: 3 (1d4 + 1) piercing damage. thunder damage and is deafened for 1 minute. On a
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one successful save, a creature takes half as much damage and
target. Hit: 4 (1d6 + 1) slashing damage. isn’t deafened.
197
198
ACTIONS
SL AYING NICRONE DENDALLEN
Killing Nicrone allows for his spirit to return at a later time
(see “Attuning to the Remnants” and “Dendallen’s Return” Staff of Withering. Melee Weapon Attack: +4 to hit, reach 5
later in this document). His final mortal words should cap- ft., one target. Hit: 5 (1d8) bludgeoning damage.
ture his beliefs and foreshadow his return, such as “Giving
up your weaknesses grants power beyond compare!”
199
200
Huge undead, neutral evil Create Tendril. If the spirit doesn’t have any tendrils conjured,
it can use a bonus action to conjure 1 Tendril of Dendallen at
Armor Class 18 (natural armor) any point on a surface within 120 feet.
Hit Points 237 (19d12 + 114) Spellcasting. The spirit is a 19th-level spellcaster. Its spell-
Speed 0 ft. (see the Attuned Thrall ability) casting ability is Intelligence (spell save DC 21, +13 to hit with
spell attacks). It has the following wizard spells prepared:
STR DEX CON INT WIS CHA Cantrips (at will): chill touch, dancing lights, mage hand, poison
19 (+4) 17 (+3) 23 (+6) 22 (+6) 19 (+4) 17 (+3) spray, ray of frost
1st level (4 slots): false life, inflict wounds, magic missile, shield
Saving Throws Dex +10, Int +13, Cha +10 2nd level (3 slots): blindness/deafness, darkness, hold person,
Skills Arcana +13, Deception +10, Insight +9 ray of enfeeblement
Damage Resistances acid, cold, fire, lightning, thunder; 3rd level (3 slots): bestow curse, counterspell, dispel magic,
bludgeoning, piercing, and slashing from magic weapons haste, slow
Damage Immunities necrotic, poison; bludgeoning, piercing, 4th level (3 slots): blight, confusion, phantasmal killer
and slashing from nonmagical weapons 5th level (3 slots): cloudkill, telekinesis, wall of force
Condition Immunities charmed, exhaustion, frightened, 6th level (2 slots): circle of death, disintegrate
grappled, paralyzed, petrified, poisoned, prone, restrained, 7th level (1 slot): finger of death, prismatic spray
stunned, unconscious 8th level (1 slot): feeblemind
Senses truesight 15 ft., darkvision 120 ft., passive 9th level (1 slot): weird
Perception 14
Languages Common, telepathy 120 ft. ACTIONS
Challenge 21 (33,000 XP)
Tendril of Dendallen Planted. The tendril isn’t affected by forced movement, and
it doesn’t need to make a check to cling to difficult surfaces
Large undead, chaotic evil like walls or ceilings.
Armor Class 15 (natural armor) Will of Dendallen. The tendril shares a psychic link with the
Hit Points 22 (3d10 + 6) spirit as well as the hosted while it’s controlled by the spirit.
Speed 0 ft. The tendril doesn’t provide cover to hostile creatures against
attacks made through the tendril’s space by the Spirit of
Dendallen or its enthralled host.
STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 15 (+2) 2 (–4) 6 (–2) 3 (–4)
ACTIONS
Skills Athletics +8
Grasp. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Damage Resistances acid, cold, fire, lightning, psychic,
target. Hit: 17 (2d10 + 6) force damage plus 9 (2d8) acid
thunder; bludgeoning, piercing, and slashing from
damage, and if the target is a creature, it is grappled (escape
nonmagical attacks
DC 16) and must succeed on a DC 16 Strength saving throw
Damage Immunities necrotic, poison
or be pulled up to 5 feet toward the tendril. Until this grap-
Condition Immunities blinded, charmed, deafened, exhaus-
ple ends, the tendril can’t grasp another target.
tion, frightened, grappled, paralyzed, petrified, poisoned,
prone, restrained, stunned, unconscious Fling. One Medium or smaller object or creature grappled by
Senses blindsight 120 ft. (blind beyond this radius), passive the tendril is thrown up to 20 feet in a direction of the ten-
Perception 8 dril’s choice and knocked prone. If a thrown target strikes a
Languages — solid surface, the target takes 3 (1d6) bludgeoning damage for
Challenge 3 (700 XP) every 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 16 Dexterity
saving throw or take the same damage and be knocked prone.
Necromantic Form. The tendril can occupy another creature’s
Teleport. The tendril withdraws into the surface from which
space and vice versa. The tendril is immune to any spell or
it appeared and emerges elsewhere, teleporting to an unoc-
effect that would alter its form.
cupied space of its choice within 120 feet of Dendallen.
203
204
205
206
4. Grant and Consideration: In consideration for agreeing to use this 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
License, the Contributors grant You a perpetual, worldwide, royal- 2000, Wizards of the Coast, LLC. System Reference Document 5.1
ty-free, nonexclusive License with the exact terms of this License to Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls,
Use, the Open Game Content. Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
5.Representation of Authority to Contribute: If You are contributing Steve Townshend, based on original material by E. Gary Gygax and
original material as Open Game Content, You represent that Your Dave Arneson. The Griffon’s Saddlebag: Book One Copyright 2020, The
Contributions are Your original Creation and/or You have sufficient Griffon’s Saddlebag, LLC.; Creator, Designer, Author, and the Griffon
rights to grant the rights conveyed by this License. himself: Griffin Macaulay.
207
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Antonio Bazzone Ashran Firebrand Bach Dinh Ben Netherton Beren Olean
Antonio Esteban Ashton Gray Bailey Kite Ben Norfield Beren Seregon
Antonio Madrigal Askorn Bailey Martin Ben Norman Bergen Fanklin
Ribes Astor Sigma Bailey Rolfes Ben O’Brien Bernard Reichertz
Antonio Tihomirov Ataberk Ayata Baka Demon King Ben Purgason Berrymaq
Angelov Athair the Searcher Balancewarrior Ben Pysher Bert Wierenga
Anya and Nathan AtomicAtlas Balázs Pataki Ben Richardson BERTHEAS Frédéric
Doyle Atticus Heneger Balder Viëtor Ben Ryans Betan
Apiuba Atticus McCole Moss Baldur Ingimar G. Ben Sackville Beth Raetz
Appayipyip Audrey DiFelice Balizar Ben ‘SacredHawx’ Bethany Sipe
Applecakezombie Augusto Hoppe Barbara Lundquist Robinson Betty’s Banoodles
April Weyland Aura BardlyWritten Ben Shepherd Betwixt
ApTo Aurelia & Laz Barfu Ben Squibb Bev Nelson
Aradae AureliusVer Barnaby Chadwick Ben Stambaugh BewaretheBogle
Aragodo Auru Shad Barry ‘Blackmanefury’ Ben Townsend Bewby
Aralu AussieMeerkat Mullen Ben Turner Bex Hart
Arcane Tabletop Aust Evenwood Barry Yuen Ben V Bhas Chiriki
Arch DeLux Austen schenk Bart Boeckhout Ben Wagner Big Glee
Archer1453 Austin “Mad Mage“ Bartholomewl The Ben Wyatt Bigbubbaphat
Archit Singh Phillips Silent One Benjamin Bigfoot Bigjohn
Archop Austin “Wiivren“ Bartimaeus Benjamin “Sarge“ Biggggg5
Arcima Watts Basil Shepherd Gilyot Bill Bowden
ArdanBlade Austin B Campbell Bastion, the Dwarf Benjamin A Brinkley Bill Ellis
Ari “Ebrithil” Di- Austin D. Caracciolo King Benjamin Betz Bill Fox
mond-Putnam Austin DCG Baxter Benjamin Cope Bill Golden
Ariana Deuso Austin DM Baykov Veniamin Benjamin Deckert Bill Pearce
Aric “Expersprobi“ Austin Hamcrusher Baylor Edwards Benjamin Dumont Bill Reed
Horst Soto Be Inspired with Benjamin E. Corser Bill Teeple
Aric Palmer Austin Heber Kunz Dominic Benjamin Fonner Bill wallrich
Aridius Montbaron Austin Judes beannloaf Benjamin Gausz Billy Blackerby
Arielessar Austin K. Merritt Bear Stoves Benjamin Harich Billy Bogotá
Arielle C. Austin Lee Bearded Beast Benjamin Hudy-Ve- Billy Dick
Arilin Nydelahar Austin Lovold Bearden lasco Billy Dixon
Aritz Amillategi Austin Miller Beau Marouk Benjamin Illes Mesza- Billy Gilmore
Arkiula Austin Nielsen Beau Matthew ros aka Talål Billy Holland
Arlen Williams-Jensen Austin Proctor Becky J. Scott Benjamin J Monard Billy Ingram
Arne Petter Øyen Austin Protiva Belar of Silvermoon Benjamin Jensen Billy Jones
Aron Kearney Austin S. Bellamin Benjamin Jeppesen Bing
Aron Z. M. Austin Sadler Bellot Tristan Benjamin John- Bio
Arpigah Austin Schrougham Ben ston-Leamon BioCryo
Arran M Whitt Austin Sergent Ben “Zaion Solaris“ Benjamin Lang Biotechnofrag
Arren Latham Austin Shappy Luber Benjamin Miller BJ Eckard
Arrow Hound Austin Sheffer Ben Armitage Benjamin Mollet BJ Hypes
Arsal Kamran Austin Silva Ben Arsenault Benjamin Oberlies Bjorn V
Artalis Austin Smith Ben B Benjamin Petitt Bjorn Van Dam
Artee DeRocchis Austin Thomas Ben Barker Benjamin Prochnow Black Cat Alchemy
Artem Artemov Austin Watley Ben Bradley Benjamin Rose BladeBriar
Arthur Macgregor Austin Wofford Ben Clarke Benjamin Salerno Blaine Bigler
Arthur SAUCEDE Austin Wright Ben Danforth Benjamin Schneider Blake “Fr33man“
Arttu Rosqvist Avalon Divine Ben DeVries Benjamin Snyder Williams
Arvin Chlochaisri Avery Williams Ben Eeckman Benjamin Standing Blake Dahle
Ary Williams Awk Ben Enyeart Benjamin Tabuteau Blake Edwards
Asen Lekov AwkwardFaceHugger Ben Freeland Benjamin Thorup Blake Filbin
Asfend Axel Gee Ben Fritz Benjamin Tutko Blake Johnson
Asger Kolling Axel M. Ben Greene Benjamin Vuli Blake Taylor
Ash Mehra Axeman Ben Hardman Benjamin Whitt Blake William Herbert
Ash Monogue Ayden Exell Ben Heitner Benjamin Ziegler Blake Wright
Ash Oathmore Ayden Orion Ben Howard Benji Oakwood Blaze Utz
Asher Grey Ayun Evenwood Ben Jamin Bennett Ahearn Blazebeard
Ashlee Brown Azrayl Ben Jessen Benno Lee Blitz Krueger
Ashleigh G B. Hrdy Ben Johnson Benny BOI Blokcube
Ashley Bye B. Kenerson Ben Knight Benny Franks Bloodlake
Ashley Greene B. Parran Ben L Benny McLennan Bloodradre
Ashley Kinard B. Sheff Ben Latham Benoit Leclerc Blue!
Ashley L. BaaDaXx Ben Le Benoît Pisani BlueBadger
Ashley O Babakinush Ben Lubitz Bentley Usher Bluoenix
Ashley Prester Babasola Popoola Ben Moeller Benvilhaven Blyde K.
Ashley Swanson Babi Ben Mur Beorn Baladin
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Campaign&Craft Cat Ward Charles Mayes Chris Hasson Christian Kwon
Cantine & Lucertole Catt Walker Charles Nadeau Chris Hebda Christian Leimbach
Capicola Caylin Thurston Charles Pierce Jr Chris Hewett Christian McBride
Capitan Machismo CC Snyder Charles R. Nelson Jr. Chris ‘Hexen’ Ellison Christian O’Neal
Cap’n Waylark Cecil Mastenbrook Charles-H. Connor Chris Higgins Christian Opperman
CaptainClover Cecilie Lagerquist Charley Jenkins Chris Hinojosa Christian Palmer
CaptiveBow Cedrick Estabillo Charley Sharp Chris Hoiberg Christian Retherford
Cara ‘Aracnel’ Mar- Cédrick Gagné Charlie Bain Chris Hrkal Christian S. Mortensen
shall Cee Sturdy Charlie Frost Chris Ingersoll Christian Smith
Cara Ssenyl Celia Holzsweig Charlie Hansen Chris Jenkins Christian Trumbach
Carine Morel Celine Smith Charlie Heidemann Chris Jingles Roberts Christian Villner
Carl B Jalm Ceolobo Charlie Miksch Chris Johnson Anderberg
Carl deSoto and his Cera Mersereau Charlie Ulloa Chris Johnson Christie Cameron
amazing players Cera Smith Charmaine “Charzey“ Chris Jones Christie Jennings-Wy-
Carl Durcholz Cesar Daniel Kwong Chris Kane ckoff
Carl Hansel Ceylan McGinty Chase “The Odd Ro- Chris Litwiniuk Christina & Caleb
Carl Kelleher Chace Shiplry nin“ Tabor Chris Lonigro Christina Fearrington
Carl Scott Chache Chase G. Minghini Chris Lowe Christina Foster
Carl Torvik Chad “DMerald“ Chase Kopczyk Chris M Christina Hanks
Carl Vose Ingram Chase LeBlanc Chris Madsen Christina Huntwork
Carl Wiseman Chad “TheGamefreek“ Chase Leone Chris Mangum Christina Scharrer
Carlile, M Sumner Chase Moore Chris McAllister Christine Balne
Carload Chad Breeden Chasie Swick Williams Christine Campbell
Carlos and Molly Chad Challman Chelsea “Meija“ Trice Chris McCoy Christine Jorgensen
Peredo Chad Cooper Chelsea Carreer Chris Mizanin Christine Miller
Carlos Cisneros Chad D “Chelsey L. Chris Mouchel Christine Perkins
Carlos Llorens Chad ‘Doomedpaladin’ Brandon P.” Chris N. Christine R
Carlos Montenegro Middleton Cherie Gettel Chris Parker Christine R. Hall
Carly Othling Chad Goldman Cheyne Chris Patrick Christoffer Solgevik
Carly Rutherford Chad Holmes Chief Montiezuma Chris Patterson Christoffer Voll
Carol Smith Chad J Yager Chief Zeqe, Top $helf Chris Perry Christoph “Erman”
Caroline Harris Chad Riley Money, The Ass Chris Piazzo Fusch
Carolyn Noe Chad Schulz Eater with a Cowboy Chris Portilla Christoph Kirchmair
Carrie “Myst“ Azurite Chad Thompson Repeater Chris R.C. Stewart Christopher “Black-
Carrie Fowler! Chad Thornton ChinoHon Chris Sada staff“ Spake
Carrie Hardman Chad Tullock Chip Poole Chris searson Christopher “Minval“
Carson S. Chadowfax Chippy Cruickshank Chris Seieroe Schurman
Carson Schwaller Chadrick Hess Chloe Grainger Chris Sells Christopher “WB“
Carter Hewitt Chance Clement Chloe P. Chris Silfies Miller
Carter Schu Chance Needham Chloe Perelgut Chris Southorn Christopher B. Barney
Carter Slater Chance Schoenst Chloe Root Chris Striker Christopher Bower
Casey “BEP“ Cordray Chancey Scott Chocoltelove Chris Stroud Christopher Cox
Casey B. Chandler Chompesh Chris Switzer Christopher D. Loental
Casey Blamires Chaotic Charley Chris & Lauren Chris Tabasco Christopher D. Neal
Casey Caudill ChaoticNexus Gagnon Chris Thian Christopher Dixon
Casey Geyer CHAPLET Antoine Chris “Cryo“ Adams Chris ‘Tun’ Ack- Christopher Elizondo
Casey J Bing Charles Baker Chris “tschalli“ royd-Parr Christopher Fales
Casey Jacobsen Charles Baker Dzialek Chris W. Christopher Garling
Casey Moore Charles Ball Chris AA Chris Waldrip Christopher Graham
Casey Novak Charles Breton Chris Banzai Chris Wheeler Christopher H Ross
Casey Radalia Charles Broom Chris Bennett Chris Williams Christopher Healy
Casey Scandlyn Charles Cantellay Chris Brotherton ChrisE Christopher Johnston
Casiah Lewis Charles Caraway Chris Brown Christa Sparks Christopher Keith
Casmo Charles Chapman Chris Burns Christi Mallasch Christopher Kennedy
Casper Charles Custer Chris Capo Christian & Yuu Diaz Christopher L Small-
Casper Adriaensen Charles Dodd Chris Cavallo Christian “Blacky“ wood
Langouche Charles Elliott Chris Cleveland Schwarz Christopher Marshall
Casper Grandt Charles England Chris Curb Christian “Vazir“ Dahl Christopher McKenrick
Casper Henrisken Charles Folk Chris Devers Christian B P Christopher Menking
Casper Nielsen Charles H Murphy IV Chris Dobber Dobson Christian Bedard Christopher Merrick
Cass Brown Charles Ison Chris Edwards Christian Bennett Christopher Moore
Cassandra Drucken- Charles Jacob Chris Faehl Christian Bitz Christopher Morey
miller Charles Johnson Chris Farina Christian Cooper Christopher P. Rob-
Cassandra M Dowe Charles King Chris Gladis Christian Günther bins
Cassandra Stevenson Charles L White Jr. Chris Greenwood Christian Haupt Christopher Payne
Castreek Charles L. Prause III Chris Grijalva Christian Innes Castro Christopher Racine
Cat Connell Charles Long Chris Harris Christian Klein Christopher Rosinski
Cat Rollem Charles Mathis Chris Hartmann Christian Kuhn Christopher Roxas
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Dani Larranaga Daniel S. Wolff Jr. Dave Hubbard David Leung Dennis Renneberg
Danial D. Daniel Saenz Jr Dave Leek David Lewis Andersen
Daniel “Forest Man“ Daniel Salcido Dave Lindsay David Lucas Derek Barsness
Chesick Daniel Shellard Dave Mathews David M. + Kerry D. Derek Boudreaux
Daniel “Rocket“ Daniel Sherier Dave McCarrick David M. Rusk Derek Bryant
Ranger Daniel ‘Sr. Tank’ Dave Pevsner David M. Schut Derek Carpenter
Daniel “Virtopian“ Fernandez Dave Pullen David Marion Derek Donald
Glick Daniel Steylemans Dave Staggs David Maskell Derek Dunfield
Daniel Allen Jobes Daniel Sutyak David David Matthews Derek Hunter
Daniel Beamish Daniel Tandoc David David May Derek Imlah
Daniel Bell Daniel the Grey David & Rachel Hobbs David McKeever Derek J Bush
Daniel Buchanan Daniel Towers David (Dice) Kerr David Montier Derek Long
Daniel Buhrman Daniel Turner David “Daddie“ Petri David Montminy Derek Mortimer
Daniel C Daniel Vasquez David “Ramthundar“ David Nguyen Derek Paige
Daniel C Knapp Daniel W. Ritter David “TheHig“ David Nguyen Derek Potter
Daniel Cheney Daniel Wedincamp Higgins David Nguyen Ton Derek Raymond
Daniel Clarke Daniel Yant David A. Lightfoot David Nocivelli Derek Robertson
Daniel Clode Daniel Zimpfer David A. Nolan David Page Derek Wagner
Daniel Cust Daniel Zolotarev David A. Zelenak David Paul Guzmán Derick Spiekerman
Daniel D Danielle Baker David Alexander Leslie David Polinski Deron Chu
Daniel Daggett Danielle Cusick & David Alexander David R LaFollette Derran Warden
Daniel Davis Thomas Ficken Person David Rorick Desirae Mitchell
Daniel E. Fernandez Danielle Hinton David André Flikkeid David Ross Detlef Hallermann
Daniel Ehrli Danielle Laman David Auvenshine David Ruchalski Dev
Daniel Ellebracht Danielle Martin David Baraz David Schoenheit Dev Alva
Daniel Filardi Danielle S. David Barkfors David Shaw Devin & Emily
Daniel Francis Danielle Tremblay David Barringer David She Devin Brown
Daniel Friedman Daniels Dekters David Bell David Slaney Devin Lockwood
Daniel Fröjd-Wasberg Danielsonrr David Bonney David Spice Devin Luensman
Daniel G. Reese Danijel “Akazor“ David Bradford Olney David Stanley Devin Mathenia
Daniel Garcia Gavrilovic David Brunner Hal- David Stephenson Devin Peckham
Daniel Goldberg Danil Bulatov liday David Valdivia Devin Strom
Daniel Gonzales Dank Will David Carpenter David Walz Devin Sutherland
Daniel Goucher Dannel Jurado David Carter “Carter“ David White Devin Waguespack
Daniel Griffith Danny Awalt Jr. David Charles H David Wild Devin White
Daniel Guido Danny Harper Jackson Davis Walker Devlin ‘Viltor’
Daniel Hammerschlag Danny Harrill David Clark Davrial Schwartz
Dániel Hantos Danny Luca David Colmenares Dawn G. Devon “Niko“
Daniel Hardin Danny Mills David Craig Dawniel Belnap Devon Belgard
Daniël Harmsen Danny Novo David Cullimore Dawson Dabreau Devon Bettencourt
Daniel Harris Danny Oz David D Greenhorn Dawson Moon Devon Brinks
Daniel Helber Danny Santiago David Druse Dawson Vander Devon Burton
Daniel Hodge Danny Wilkins David Dusing Dboy114 Devon R. Troeger
Daniel Hung dannyflock David E Deadly Encounters Devon Turi
Daniel J Hrovat Dante Sclafani David E. Dalton Deaglan Conlon Devon Vega
Daniel J White DanteOfAstora David Elaine Westhoff Dean E Dudzik Dewayne Farmer
Daniel Johnson DaOneAndOnly David F. Siegel Dean Kay Dexter Chu
Daniel Joseph Darien Marshall David Ferguson Dean M. Bazzani Dexter Walkley
Daniel Kennedy Darigaaz, the Igniter David Fox Dean Moore DG Wiggins
Daniel Kinghorn Darius “Dare“ Hick- David Futterrer Dean Piechalski Diana L. Thomas
Daniel Kirkegaard man David G Lewis Dean Pritchett Diana Lindenau
Daniel Kirschner Darius Elliott David G. Morris Dean Rockwell Diarmuid Doran
Daniel lewis Dark Lord Taros David Gerber Dean Vereker Diego Drumond
Daniel MacVeigh-Fi- Dark Zero David Guckian II Deanna Diede Diego Rubertelli
erro DarkStart David Hayward Deaxen DigitalVoid
Daniel Malone Darren Brum David Hepfinger Debora Gervink Dillan Archer
Daniel Marjoram Darren Shilhan David Hoeppner Deborah Collington Dillon Campeau
Daniel McVeigh Darren Stevens David Hudak (Kelek) Deborah Felice Dillon Davis
Daniel Mendez Darryl Johnson David Hughes Deckard Ven Deckard Dillon Simonson
Daniel Meservy Daryl Kohlerschmidt David J Dedalgo X. Montalban Dillon VanBuskirk
Daniel Percy Daryl Weir David J Morand Deen Naji Dimitri Lotti, Carolina
Daniel Persing Daryn David J Vincent Deion L. Jones Santilli e Iacopo
Daniel Platau Dave “Robofixer“ David J. Evans Del Bonner Menegatti
Daniel R Behrns Watts David Jones Delton Engle-Sorrell Dimitri White
Daniel Ravenel Dave East David King Delvers Conclave Dino & Squid
Daniel Ricker Dave H David Knapp Dennis Eastwood Diomedes Poletes
Daniel Rothermich Dave Hamrick David L. Marino Dennis McCarson DiPetroVP
Daniel Russell Dave Hone David Lamberson Director Bechter
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Erika Pentaque Evisicrator Foo Farice Gabriel Miller Geordan Henderson
Erin Korenko Evschong Forest Sanborn Gabriel Miller George acree “Hein-
Erin Ratelle Ewan Magee Nolte Forrest Gabriel Morgan rick“
Erinn Lani Ewan Young Forrest C. Gabriel Sanna George Berry
Ernest Williams Exiting Forrest Fisher Gabriel Welty George Castaldo
Ernesto dos Santos EyalRR Forum Ghost Gabriella Rose Cave George Gates
Soares Eyvind Frydenlund Foster Leathercraft Gadzooks Bonanza George Herde
Ernesto Guzman Ezekiel Komaeda Fourth Gael Almind George Leonida
Ernesto Munguia Ezekiel ZH Azib Fox puzzlewood Gage Andreoli George Morgan
Esben Skov Jensen Ezequiel Fiumara Foxy Nate Gage Madden George Morris
Espen Borgen Ezra Lock Foxy of Many Lives Gage Patterson George Murray
Esper of the Darklands F. Oswald Francesco M. Iena Galasso George Sprague
Esteban Backes F. Scott Payne Francis Leadbeater Galaxy Monichon George Swaddle
Estée F.R. McNeil Francisco Coda Galiphile George Todd Hansen
Eterelu Fabioso the Fabulous Francisco J. Game Elemental George Tsourounis
Ethan “AgentHonkyy“ Fabrizio Sala Francisco Javier Gar’rok da Orc Georgia Miles
Nestel Faethe Gonzalez Gareth Lloyd Gerald J Smith
Ethan and Alexander Fahad Francisco Santos Garett Sohl Gerald Reid
Cheney Faifur Frank Adams Garnie Bolling III Gerald Vanlandingham
Ethan Anderson Falindrith Lanthaloran Frank Bagley Garrek Gerard Cruice
Ethan Bitzis FallSlinky Frank D. Scalise IV Garret Chmielewski Gerardo R Medina
Ethan Burke Far’ael Frank Emanuel Garret Dodds Gergus Grimguard
Ethan D. Atwood Farbror Lennart Frank Kergil Garret Johnson GeriGrumm
Ethan Ellis Farhad B. Frank Krumtum Garrett & Colleen Gerry Gaffney
Ethan Glover Farli Frank McGough Bruce Gerry Villanueva
Ethan Hale Fateshaper Frank Wiseler Garrett “Wrexxal“ Gevin Dunning-Noone
Ethan Hitz Fatone Frankie Biancuzzo Meyers GGP
Ethan Hurd Fearchar Battlechaser Frankie Tapia Garrett Bailey Ghostwood Hotel
Ethan Jarvis Federico Neroni Frank-Joseph Frelier Garrett Book Gianluca Lo Dico
Ethan Klaffer Felipe Teixeira Moraes Frankly Lost Garrett Gfeller Gideon te Velde
Ethan Lowe Felix A. Cervantes FranzDrKranz Garrett Israel Gilbert Garcia
Ethan Mercer Felix Dritz Fraser Stott Garrett J Mezzenga Gilbert Leon
Ethan P Felix Hofmann Fraser Thurston Garrett Keith Gilberto Garcia
Ethan P. Uhlig Fendar Frazer Gault Garrett Lust Gilles Bourgeois
Ethan Parrott Fernando A. Dolande Fred, Francisco, and Garrett Pettit Gina Quinsen
Ethan Reid Ferret_Lottery Barb Garrett Prather Gina Ullmann
Ethan Rinaldo (Frost- Ferry Nice Games Freddie Bjerre Garrett Taylor Gina Zimbardi
FireDragon) Fex V Freddy Lause Garrett the Slimy Giovanni Howard
Ethan Uebel Fgwehrmann Frédéric Leclair Garrett Waterrbury Giovanni Pozzo
Ethan Underwood Fia Rivers Frederick Hurley Garth Rice Giuseppe Gugliotta
Ethan W Figg Newton Frédérik Rating Garvin W Anders GKLucky
Ethan Wager Filip Barszcz Fredrik Brandberg Gary “GoodOldDuke“ Gleb Rozin
Ethaniel_Domvois Filip Bojanowski Fredrik Bredberg Mitchell Glen Buchanan
Etienne De Montigny Fimbulwolf FreedomXIII Gary Flowers Glen LeSiege
Étienne Ménard Findlay Estrada Freya Alexandria Gary McBride Glenn Jones
Eugene Doherty Finn Lankester Greyfall Gary O’Neilin Glenndale Fourmile
Eugene Hyun Finnian Fridge Comics Gary Purchase Gloria “Silo’s pleb“
Eugene L. Hoitt Fiona Docherty Fritz Wewers Gathmogg Rodriguez
Evamarie AKA Fumble Fiona Kat Payne Frixon Gatlin Lewis Glorieni “Glori“
Evan Ackley Fippy Darkpaw Frong Gauthier Eliott Duvie- Azeredo
Evan Boone Fire Chicken Frosted Paws usart Glux
Evan Lucas Firefish Frozenknight18 Gavin Glynn Steckler
Evan M de Armond FireManedViking FullmetalZomB (Jamin) Gavin F Portman Glyst diBold
Evan Martin-DM for FireTheStars Fungi Rugimuffin Gavin Farrell GMTron
Amateur’s Class Fitz G Not From Peets Gavin McMordie Gnom3
Evan Miller Fleischi G. M. Taylor Gavin Quinlan Gnome Archiv
Evan Mulconry Fleo G.E.S. Geek Tank Games GoatmanGrover
Evan Nelson Fletcher Rainwood G.I. Joe Geert Spileers God
Evan Oates “Florence Blea An- Gabe Sturgill Genadi Krigan Godu
Evan Overton drews & Gabel Gamers General Darbear Goku Uses Spoons
Evan Riley Anthony Micheal Gábor Szabó General Failure Gonçalo Nascimento
Evan S. Andrews” Gabriel “PermaDM“ Podcast Gonzo Montes
Evan Shelton Florent Sampoux Casibang Generikson Goodbyebird
Evan the chad Frazier Florian Georgi Gabriel Bélanger Geno Correli Goomji Scribblescript
Evan West Florian Lugert Gabriel Collins Genuine Fantasy Press Gord Cranford
Everett Tang Flynn John Alfred Gabriel Dansdill Geoff Upton-Rowley Gordie Matheson
evilidin Speakman Gabriel Davis Geoff Willis Gordon
Evinath & Cerridwen Foggyland1 Gabriel Lefebvre Geoffrey S. Ruby
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J. Kulas Jacob Melcer James Amundsen JamesJ. Jonas III Jason K.
J. Logan Gage Jacob Moore James and Christopher Jameson Jason King
J. Naylor Jacob Parkulo Matcott Jameson Carbary Jason Landis
J. Patrick Jacob Plicque III James and Katie JAMESON powell Jason Lombardi
J. Reznak Jacob R. Mattinson Richmond Jamey Combs Jason Lopez
J. Spivey Jacob Relue James Arnett Jamey Lamb Jason M
J. Travis Williamson Jacob Riddle James Bays Jamie Corfield Jason Megatron
J.Hadley Jacob Satterwhite James Burchill Jamie Garcia Burrows
J.T.Bruce Jacob Schultz James Caleb Dean Jamie King Jason Merrifield
J.W. Walker Jacob Seaburg James Chandler Jamie Langer Jason Neal
J0_s3f Jacob Simpson James Collin Blanken- Jamie Smith Jason Oveson
J0hnn3yV Jacob Smits ship Jamie Walter Jason P.
J2Phoenix Jacob Stout James Corlett Jamie. H Jason Payne
Jaaziah “Jazz” Stone Jacob T. Montana James Covington Jan McGregor Jason Prybylski
Jace Lutenbacher Jacob T. Ross James D. White Jan Ole Peek Jason Reynolds
Jacinthe Barrister Jacob The Blue Knight James Dawber Jan Trommelen Jason Rider
Jack Crouch Jacob Waterman James Elbert Jane Cassell Jason Rivkowich
Jack Doherty Jacob Weinrich James Farrell Jane Dillon Sisley Jason Rouatt
Jack Howe Jacob White James Fitch Janet H Stewart Jason S.
Jack Kravetz Jacqueline Stevens James Flora Janina Hambley Jason Schindler
Jack Middleton Jade James G. Webb Jannik “Jainay“ Johan- Jason Shinn
Jack Moore Jaden Triggs James Garlick sen Larsen Jason Shuey
Jack Norgren Jaden Wagener James Garrett Jan-Ole Zürcher Jason Staples
Jack O’Hara Jaime “GBlin“ James Gill Jared “Peregrine Jason Templeton
Jack Pritz Martínez James H. Caged“ DeZarn Jason Toering
Jack R Jaime M. Chalissery James Hengster- Jared Bent Jason Tolley
Jack Shandley Jaimie McCrackin man-Cash Jared Bufkin Jason Torrey McClain
Jack Sharpe Jake & Rebecka NG James Hicks Jared Bundock Jason Villwock
Jack Smith Jake “JBGenius34“ James Hunter Jared Collier Jasper Belle Will
Jack Stone Boyce James J Jared DiMascio Jasper Patch
Jack Thielman Jake A. Barnett James J. E. Aguirre Jared Junod Jasper van Nieuwen-
Jack Vicari Jake and Natalie James K Geary Jared Kirk huijzen
Jack Wehman Ynzunza James Kirkwood Jared Mason Jatavius D. Harris
Jacki Miller Hathaway Jake Barton James Knickerbocker Jared McDougall Javier Aroca
Jackie Allebach Jake Byrne James L Jared Rodgers Javier Quiñones
Jackie Zeng Jake Filbin James Lee Jared Rushin Jaxson Johnston
JackOLantern Reindeer Jake Grant James Lewis Jared S Jay Carter
Jackson Dunn Jake Jernigan James Lohr Jared Van V Jay Forkal
Jackson Jelenic Jake King James McAloon Jared Vollstedt Jay G.
Jackson Jones Jake Liesch James McKenzie Jared Walker Jay Ingram
Jackson Means Jake Lowe James Mitchell Jarkko S. Eskola Jay P. Sumpter
Jackson S. Jake Maier James Murray V Jarod Taft Jay Palencia
Jacob (jWolfman) Jake Morrison James Neilson Jarret Warren Jay Scott
Jacob A. Jenner Jake Nolan James Nelson II Jarrett Butler Jay Simmons
Jacob and Hannah Jake Samuels James Ojaste Jasmine Kalle Jay Some
Jacob Andrews Jake Sheehan James Oswalt Jasmine McMillen Jayden Hamersley
Jacob B Jake Smith James Parry- Jasmine Weeks JayDoubleYou
Jacob B. Johnson Jake Sni more-Peers Jason “Werelock“ Jaye De Sousa
Jacob Baran Jake Windish James Pearson Duvel JayInk
Jacob Barlow Jake Woita James Quick & Liz Jason Anna Jaymie
Jacob Beard Jake.R.Harrison Reilly Jason Bauer Jazzton “Tech Priest“
Jacob Bech Olsen Jakob Broberg Jo- James R Lynch Jason Bostwick JB
Jacob Beyer hannsen James R. Glaspy Jason Brooks Nyquist JD Bergesen
Jacob Bush Jakob Gjerding James Rogers Jason C Anderson JD Cornelius
Jacob Calixto Sabala Jakob Kræfting James Ronhaar Jason Conlon JD Poole
Jacob Cassens Jakob Sherman James Scott Jason Crook Jean K.
Jacob Cleveringa Jamal Davis James Sherwood Jason Cropper Jean Luc Lariviere-La-
Jacob Coleman JambiOnDatAss James Skeens Jason D. combe
Jacob Cornelius James James Stanfield Jason David Jean Sébastien Tur-
Jacob Delcore James & Jamie Ruks James Strutt jason e. bean geon
Jacob Forsman James (Drew) Ham- James T. King Jason Gifford Jean-Baptiste Henry
Jacob Forster ilton James Taubman Jason Groce Jean-Luc Chartier
Jacob Goodey James “Dragon“ James Turner Jason Hammond Jean-Luc Gilbert
Jacob Gordon Morton James Vermilyea Jason Hawkins Jeanne Frenken
Jacob Gristwood James A Russell James Ward Jason Heredia Jean-Paul Reinhardt
Jacob Hansson James A Walsh III James Whitelaw-Fidler Jason Hobson Jean-Pierre Joubert
Jacob Huttenga James Adam Caloudes James Wierenga Jason Hodgkinson Jeantastic
Jacob Karas james aka uber James Young Jason Isbell Jeb Cook
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Jonathan A. West Jordan”pupperduck” Josh Carden Joshua Robertson Justin L Pope
Jonathan B Schwager Josh D. Joshua Schwartz Justin Lopez
Jonathan Beam Jorden Hiscock Josh Frankovich Joshua Simpson Justin Merrick
Jonathan Bercu Jorden Parsons Josh Friesen Joshua Slotnick Justin Miller
Jonathan Bidgood Jordi M.G. Josh Gill Joshua Thrasher Justin Milly
Jonathan Bisila Jordon Clark Josh Hare Joshua Westover Justin Moss
Jonathan Brown Joren Peeters Josh Helmuth Joshua Wright Justin Pomraning
Jonathan Carameros Jorge Barrios Josh K Josiah Brown Justin Quitoriano
Jonathan Carter Jorge Espinosa Josh kazmierski Josiah F. Justin Reed
Jonathan Crompton Jorge J.B. Vazquez Josh Korneta Josu Recio Justin Rubo
Jonathan Crouse Jorick Hiemstra Josh Ladd Jovan Williams Justin Schm
Jonathan D. Burnett Jorrit Aron Josh Ling Joykiller Justin T. Peckham
Jonathan D. Villarreal Jose “Saneron“ Rangel Josh Luce JP Perron Justin Villont
Jonathan Daugherty Jose A. Dimas Jr. Josh Mace jS Justin Wayne
Jonathan East Jose Burgos Jr. Josh Masuoka JT Gryder Justin Woolums
Jonathan Eller Jose Leon III Josh McCormack Ju Man Jack Justin Yates
Jonathan Ennis Jose Luis Almanza Josh McLeod Juan Diego Hidalgo D. JustWonder3d
Jonathan Feeney Rubio Josh Miller Juan EL Pandito Garcia Juuso Piipponen
Jonathan Hamm José Luis Rey Méndez Josh Moeller Juan Francisco “Ze- JW Moeller
Jonathan Heiden Josef Boon Josh Murphy romegas“ Gonzalez K McDonnell
Jonathan Horn Josef Dabrowski Josh Murray Garza K. A. Post
Jonathan Jaymz Rist Joseph Josh N. Juan Ignacio Sanchez K. Dudzinski
Jonathan Krell Joseph “Doc-Time“ Josh Neva Juan Pablo Gonzalez K. J. Roberts
Jonathan Kwok Arroyo Josh Neveu Jude Cooper K. Prince
Jonathan Lai Joseph “Joeface“ Josh Pilachowski Juergen Barters K.L. van Dam
Jonathan Lauridsen Letavis Josh R Jugo de Vaca Kacy Howe
Jonathan McCulley Joseph “JoetheGeek” Josh Rychlik Jules Toralde KACZMARCZYK
Jonathan Milberg Powell Josh Thompson Julia Middleton Kai Andersen
Jonathan Q. Rogers Joseph A Rosario Josh Williams Julian Behrens Kaiser Arndt
Jonathan Relvas Joseph Balderson Josh902 Julian Horne KaiTheCat
Jonathan Rixen Joseph Beaman Joshua Julian Immonen Kaitlyn Paine
Jonathan Smith Joseph Bird Joshua A. Birks Julian T. Kaitlyn Phares
Jonathan Stenger Joseph Blackmon-Dis- Joshua Acosta, MD Julie A. Youngren Kaiyo
Jonathan Taylor haw Joshua Ballard Julie Blake Kakturne
Jonathan V. Alvear Joseph Borrero Joshua Belcher Julie Brunelle Kal Adams
Jonathan Vann Joseph C. Pelletier Joshua Brunsgaard Julie Goodrich Kaldraco
Jonathan W Bain Joseph C. Rodriguez Joshua Bryant Julie Herman kaldrenon
Jonathan Ware Joseph Christopher Joshua C. Starkey Juliet Vallejo Kale Devitt
Jonathon Dennis Joshua Case Julio Luna Kale The Cleric
Jonathon Philpott Joseph Clark Joshua Casiano Julius Quiogue KaliberTotal
Jonathon S Bradley Joseph Cook-Williams Joshua Chaput June Page Kalin G.
Jondan Rothfus Joseph Crase Joshua Clark Jurnis Kalon Ohmstede
JonezyJams Joseph Dietrich Joshua D’Acquisto Justin A. McBride Kalvin
Jonii Joseph Ercanbrack Joshua Daugette Justin and Faith Kalynn Erickson
Jonny Hooks Joseph Evenson Joshua Dippie Justin and The Murder- Kameron A Gale
Jono Wurst Joseph Everett Joshua Fleming hobos Kamish Bhai
Jon-Yin Mills Chong Joseph Herrold Joshua Frady Justin Bizet Kane Ward-Brennan
Jordan “Sendo“ Hardy Joseph Higgins Joshua Galvin Justin Bouck Kanelikolibri
Jordan Berlyn Joseph Howard Jr Joshua Gembicki & Justin Bowling Kara Blackmon
Jordan Brennan Joseph Kolesnick Chris Hillman Justin C Kara Manning
Jordan Constantine Joseph L. Hackney Joshua Gopal-Boyd Justin Catt Kara Taylor
Jordan Elliott Joseph McCormick Joshua Grossberg Justin Coleman Kåre Jørgensen
Jordan Furman Joseph Mistretta Joshua Hicks Justin Collins Kareena Parks
Jordan Gatewood Joseph O’Keefe Joshua Hislop Justin Cuellar Karen Bourne
Jordan Gillman Joseph Petitt Joshua Johns Justin Dado Karen Degi
Jordan Gray Joseph R Heyl Joshua Keenihan Justin Daley Karen Momorella
Jordan Humphrey Joseph Sammons Joshua Kerns Justin Davey Karen Petrasko
Jordan Hush Joseph Simmons Joshua Kreitman Justin DenHartog Karilyn Turner
Jordan Jessee Joseph Towe Joshua Manor Justin Ennen Karl Brooks
Jordan Maywood Joseph Turner Joshua Matthew Justin Ferrell Karl Hardy
Jordan Rodrigues Joseph V Zehnacker Bryant Justin Goodhue Karl Martin
Jordan Rowbottom Josh (@aneki) Boys Joshua McKee Justin Heinrich Karl Peterson
Jordan Scott Josh “Jolly“ Sorey Joshua McLeod Justin Hinton Karl Rasmussen
Jordan Springer Josh and Kelly Ann Joshua Miller Justin Hoss Karl Schmidt
Jordan Thorn Stanbro Joshua Moreland Justin Joyce Karl Skötte
Jordan Walsh Josh B Joshua Muscat Justin K Karlotter
Jordan Wik Josh Brenner Joshua Palmer Justin Kroeker Karsadon
Jordan Wilson Josh Bunce Joshua Pittman Justin Kuykendall Kasha-Faye Pascoe
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Lauren Webb Liam Markham LostPaladin31 Luke Starbrook Marc A. Thompson
Laurence B. Liam McElroy Loswaith Lulu and Sol’luna Marc Cavigli
Laurence Jamil Liam O’Sullivan Lothar Lulu the Hollyphant Marc Gallardo
Laurent DURIEU Liam Shadrick Lothsun Lumimyrsky Mat- Marc Hagen Lindstrøm
Laurent Sorber Lidia Allen Louis Cann kustaja Marc M
Lavawine Liisa Julin Louis Ibrahim Luuk van Bogaert Marc M.
Lawrence Regan Lil d’Ghallanda Louis Villafana Lv99Pangolin Marc Mackie
Lawrence West III Lili Fishman Louisa Claire Lyal C Edghill Marc Rauer
Layton Allen Funk Lily Walker Louise Victoria Moltke Lycos Hayes & Moltae- Marc Ryan
Lazarus_18 Lima. TheClashAt- Hoff gus Tephra Marc Zyche
Lazy Matty Demonhead Lowell Siver Lydia and August Marc-André Laurence
Leah M Nugent Lime Berry Loyssis Lykaios Marcel Parra
Lealand Loucks Linc Glasby Loz Lyman T. Gilbert III Marcin “Maniek“
Leander Hofman Linda Poppe LRJ Cook LZS Andrzejczak
Leandro Ruiz Lindsay McClure LTC Robert C. Par- M Marco Antonio Ven-
Lee & Vee Lindsey “Dungeon- menter, Belton TX, M Kim cato
Lee Davis Momster” Reed USA M. & R. Ratliff Marco Girondi aka
Lee Kamberos Linnea Nilsson LTM Gaming M. A. McElaney Ginomeister
Lee Langston Linsey Loader Luc Brassé M. Domino Marco Minichiello
Lee Murphy Linus “Blue Eladrin“ Luc Taggart M. Herrera Marco Vaz
Lee Palfreyman Furtenbach Luca Hutter M. Jaimeson Le Marc-Olivier Fontaine
Lee Rossi Lionel Hawthorne Luca Malato M. Rose Marcus b Puller
Lee Stahl Lisa Hawkridge Luca Tronconi M. S. Quilici Marcus Cain
Lee Whi Literally__Zoe Lucas “FloristFriar“ M. Worboys Marcus Call
Leighla Henderson Little Saltrition Ceisel M.R. Gorgone Marcus Gert
Leighland Okey Liz Levner Lucas Darnell Maarten Mestdagh Marcus Hughes
Leila Malone Liz Siewerth Lucas Fernandez Mac Marcus Jahn
Leland Salazar Lizzi Ortmeier Lucas Graham Mac Jardine Marcus Ward
Lennon “KP“ Krmpo- LO Garchomp Lucas Gundersen Mac Shihab Mared Jroch
tich Lobo Bearhide Lucas J Cifranic Machaeus Margaret Edison
Lennon B Lochlann Ramsay-Ed- Lucas Keeley MachMochi “Glint“ Marhnix
Leokii wards Lucas Pickett Mackenzie Corcoran Mari Toshimitsu
Leon Blankinship Logan & Jerusha Lucas Rouer Mackenzie Hess Maria Rowena Jose-
Leon Sindelar & Jonas Hamson Lucas Schuneman MacKenzie Ramsden phine Auxillos
Betzendahl Logan “Loggamon” Lucas Sherman Maddie Winograd Maria Scozzari
Leon Smith Monson Lucas Wiman Madeline Allred Maria Storm Smith
Leon Vello Logan A. Lucia Maldonado Madeline Hill Mariah Jewell
Leonar Salathiel Ris- Logan Angel Lugi Regier Madison Eaton Marie Buhtz
lenne V Greyfuss III Logan Cornwell Lui Ladwig Madison Guidry Marika Beckman
Leonard Bleasdale Logan Dalke Luigi Giugni Maestro Marilyn Trudell
Leonard Lee Logan E. Luigi Mastrangelo Maestro Q Marina Maranto
Leonard Maden Logan Holt Luis Fernández MaestroMurdock Marinius Augheim
Leonel Campos Logan Oge’ González Magda Żmijan Mario Capizzo
Leonidas Schultz Logan Van Stell Luis Fernandez Poza Magdus Helmüt Mario Gauthier
Lepinkäinen Logan Wassenaar Luis Gustavo Lopes Maggie Z Mario Sponga
Leslie Faison Loghain mac Man- Volpe Magnus Maskin Mario Tafolla
Levi Bos nanan Luis Luna Magnus Rock Marion Anème
Lewis Dawley-Hill Lois Craswell Luis Salgado Maia Godfrey Marion Frayna
Lewis Mclay Loman Fisher IV Luis Santiago Maikel v.d. Ven Marion Watkins
Lewis Melton Jr Lonnie Coker Lukas “Toasti“ MainCtrl Mark “Grebog“
Lexandre vidal Lord Charles Blackrose Scheerer M’aiq is M’aiq Garman
Lexantine Lord Gaius Lukas Baumgartner Majed Alkhathami Mark Bennett
Lexia Velez Lord Silver Lukas D Neumann Mak Mark Blanton
Lexington AL “Loremaster and Lukas Klapatch Makayla Combs Mark C Graniero
Liam “coin“ Green Wordsmith, Lukas P. Malachi Cambre Mark Cefaloni
Liam “The Worm“ Dugar” Luke A Barnett Malachi Yeh Mark Cunningham
Butler Loren Luke Bamford Malak Mark Czuy
Liam Ackels Lorenzo A. Bonilla Luke Bowers Malcolm Bates Mark Darrah
Liam Blow Lorenzo Suiker Luke Comstock Malcolm Mackenzie Mark Dobrjakov
Liam Comstock Lorenzo Verduzco Luke Degiorgio Maldubious Mark Gabriel
Liam Crosby The Loresmyth Luke Fabis Mallory Dief Mark Hencoski
BongoBoy Lori Gildersleeve Luke Galea, Priest of Malrokain Mark Hopman
Liam D. Cole Lori Krell Egg. Mana TheUnknown Mark Krause
Liam Guilfoyle Loris Pereno Luke Goodjohn Máney H. S. Mark Lindner
Liam Hay Lorne Miske Luke Hendriks Manteca Mark Logan Maynard
Liam Jones Lorrae Alexandra Luke Pallas MantiMonster Mark Macauley
Liam Kelly Lory Cozens Luke Pepple Maranothar Mark Miriello
Liam Knisley Lorylie Fry Luke Pickles Marc Mark Moneypenny
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Michael Ir Miguel Baluyot Millie Mr Beautypants Nathan Goodson
Michael J Morris Miguel F Miriam Smit Mr Charlie Dave Nathan Gross
Michael Jacobson Miguel F. Santiago, AE Miriam Stilwell Mr. Jackford R.M.B. Nathan Grubbs
Michael Joosten Miguel Pol Mischa Riley the DM Kolk, O.P. Nathan Hemelgarn
Michael K Webster Miguelangel Rosa Miss Nys and Mama Mr. McMonky Nathan Howie
Michael Kael Mika Bridges & Peter MISSOFFE Florian Mr5ever0 Nathan J Matz
Michael Keiser Kamenkovich Mister Christer MrFryGuy Nathan Jennings
Michael Kimble Mika Charlebois Mister Jokestar Mrmileslego Nathan Jenson
Michael Kinzly Mika K. Mistermark MrPadRPG Nathan Kalsch
Michael Kohl Mikaela S Misty D. Berry Mrs. J Nathan King
Michael L. Mikaela Traub Mitaven Mrs. Leanna Brisky Nathan Leaf
Michael L. Stoyer Mikayla Reynolds Mitch MrZeebub Nathan Leiker
Michael Lampert Mike & Dollie Mitch Boyd MsMoon Nathan Mccasland
Michael Lanter Mike “Ryvuk“ Ander- Mitch Probert Mumblingsages Nathan McNair
Michael Leavitt son Mitch Richardson Murgweed Nathan Mitchell
Michael Letterle Mike Carey Mitch the Litch Murray H Smith Nathan Noga
Michael Lewis Mike Carola Mitchell B. Downs Musawwar Alvi Nathan Padgett
Michael Litten Mike Compton Mitchell Bush MusingMystic Nathan Pierce
Michael Loney Mike Cripps Mitchell Espinosa MuttonTheChop Nathan Plank
Michael Marinelli Mike Delaney Mitchell Finn Mychal Deeb Nathan R
Michael Mateer Mike Foye Mitchell Goepel Mylon Pruett Nathan Smith
Michael Merchant Mike H. Mitchell Harper Myrganlona Nathan Stemmler
Michael Micco Mike Henderson Lehnert Myron Cossitt Nathan Subyak
Michael Murphy Mike Hirst Mitchell Haugen MysticSybil Nathan Torres
Michael P. Sermania Mike Hite Mitchell Houston Mystril Nathan Turner
Jr. Mike Hoffmann Mitchell Howell N. Guenther Nathan willi
Michael pefebvre Mike Hulett Mitchell MacLean Nacho Criado Nathanael Eddy
Michael Pence Mike Lamberti Mitchell Scott Nacro2005 Nathanael Hunt
Michael Phyillaier Jr Mike Leung Mitchell Slater Nacryn Nathaniel Chan
Michael R. Smith Mike Liberto Mitchell Ullrich Nadine Brandt Nathaniel Chapman
Michael Randall Mike Mears Mitchell Wortham Nameless Wanderer Nathaniel Curi
Michael Rehm Mike Merchant jr Mitchell. R Naomi Coombes Nathaniel Hill
Michael Romano Mike Mink Mo McGrath Nara Nathaniel Lee
Michael Rowland Mike Morine Mofar Minotaur Nara Navarr S. Coleman
Michael Saboy Mike Mroczek Mog the “Cleric“ Nästy Navarre Mendez
Michael Schatz Mike N. Moiz Malik Nat Rennalls Naveen Moore
Michael Sholl Mike Pace Molepig Nat3xp Nawrden Ingle
Michael Shrapnel Mike Parker Mollie Baldus Natalie Abinante Neal Bruder
Michael Simmons Mike Paton Molly Blair Natalie Briese Neal Terpstra
Michael Smith Mike Pelock Molly Mauk Natalie Davies Ned “Scarecrows” Ball
Michael Snee Mike Perttula Mondasin Natalie Renee Jordan Ned Wilcock
Michael Springer Mike Piazza Monika Himmelsbach Natasha and Jeffrey negativenull
Michael Stubblefield, Mike Rapin Monster Mash Vanarsdall Neil “Captain Squir-
Jr. Mike S Moon Natasha Lester rel“ Thorne
Michael T. Moon Mike Schanck Moose Nate “UnfortunatPan- Neil Audette
Michael Turbé Mike Solis Mootman da“ Johnson Neil Crampin
Michael Vecchione Mike Tucker Moradin’s Forge Nate Aton Neil Petrosino
Michael W Mike Vanchieri Mordenkainen Nate Blankenship Neil S. Meyer
Michael Walters Mike Wardlow Morgan Brown, the Nate Bynum Neil Shepherd
Michael Wheeler Mike Welham beast-man Nate Greene Nekomata M. Ellylldan
Michael Wood Mike Young Morgan Joeck Nate West Nels Setterlund
Michael Wood Mikel Uskola Cobos Morgan Mofle Nate Whelan Neophoia
Michael Zaret Mikey Ward Morgan O’Connell Nate Wilhelm NEP
Michael Ziegler Mikey Watson Morgan Overmiller Nathan & Evan d. NeProsper
Michaela Parker Mikkel Johansen Morgan perry Nathan (Tomiboju) Nerd Squad
Michał ‘.Xaos’ Lewand- Mikkel Kusk Jørgensen Morgan Raether McDonald Nerfmanic
owski Miklas Nielsen Morgan Wesley Nathan “NerdyNED” Nergalad
Michele Sangalli Miko Morgan West Doering Nespar
Michelle Grenz Milan Hatch Moritz Mating Nathan Amor Nestori Heikkilä
Michelle Johnson Miles Curtis Watson Morrigan McIrvin Nathan and Amanda NeverEnding, Inc.
Michelle P Miles J. Main Morten Kjellerup Hill Nevlin Antrobus
Michelle Parton Miles Jaqua Morten Vesterager Nathan Best Nevrodin
Mick Probalicous Miles Kruchen Morton Tooley Nathan Bisping Newton Mutchler
Mickenzie Hanson Miles Martin Moses Gurman Nathan Byers Niall Jennings
Midnight Ninja Miles S. MossyOak Nathan C Smith Niall Sheehan
Miguel Miles Wakeman Moxole/Avery Nathan Crookston :) Nic Briseño
Miguel Angel Gomez Milk n Cookies mozartdminor Nathan Enniss Nic Frame
Gonzalez Milko Milovancevic MoZZman Nathan Evans Nic Gibson
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Paul Zachary Wheeler Photokrow Qwillet Raymond Dwigans Richard Dufault
Paula Gaetos Physalis R Candi Raymond Harrig Richard Gricius
Pauline E. Nijander Pia Pedersen R D K Cogman Raymond Pratt Richard Han
Payton Murphy Piaculus RN Rayne Kisaragi Richard Henning
Payton Stone Pierce Longbons R P Steeves Razmooten Richard Irons
Payton, god of DM’s Piercen Borchardt R. Ann Davis Rea Smith Richard JP Le Guen
Pe Metawe Game Pierre Brownlee R. Scott Farnsworth III Reaper Richard Keimig
Pedro Rocha Pierre Gufler R.C. Spencer Reaver the turtle Richard Knudson
Pedro Thiesen Schio- Pierre To R.J. Virkler Rebecca Brown Richard Legg
chet Pierre-Luc Noël R4vgt45 Rebecca H Richard Li
Pella Wisefall PiisamiSiili Rabbit Rebecca Hall Richard M. Skrobis
Penelope O’Rance Pim Willem Daniël van Rabocse Samoht Rebecca T Richard ‘ohaz’
Penn T. Gurp Rachael Edmonson Rebecca Weston Richard Partington
Pepijn Pine Bestul Rachel Buckley Rebekah McElhinney Richard Ramos
Pepijn Bodegom Pixel (They/DM) Rachel Conatser Red Richard Simunac
Pepin Mittelhauser PixelatedGlory Rachel Fizeseri redfeatherraven Richard Stacey
PeregrineWolf PJ “Mercutiorty“ Rachel Garrity Reed Austin Richard T Bailey
Perry Fowkes-Smith Williams Rachel Lauve RegalRegex Richard The Lichard
perryJAM Pledge Question: Last Rachel Manyletters Reiben Orohen Greiff Richard Tiberius Low
Pete Clements thing! Please write Rachel Renee Paeonia Reid Bathgate Richard W. Markert, II
Pete Fry your name below Rachel Stanley Reid Ortiz-Shepherd Richard W. Sorden
Peter & Ted Fitzgerald exactly how you Rachel W Reidyfella Richard Ward
Lindsay want it to appear in Rachel Ward Reiko Spirit Richmond Abbott
Peter (Azoth) the backer credits in Rachelle Louise Rellim Sirhc Rick Armstrong
Peter “Syzygy“ Pollak the PDF version of Radu Asan Remixer - D.W. Rick Mathes
Peter Burns the book. If you do Rae and Jay Remwolff Rick Mogstad
Peter C Voigt not want your name Rae Giddings Remy Sanchez Ricky Greene
Peter Cronan listed, please write Raechel Schink Ren Balcombe Ricky L. Hudkins
Peter G. de Armas “N/A”, without the Rafael Blanco Ren Stole Ricky Spinach
Peter Haroldson quotation marks. Ragnakon Renaud Leclerc RicoStupid
Peter Hillier Poisdon Ragnar Helghow Rend Dragonsblood Ridgely McCleary
Peter Hood Pokedy :) Raiden Drake Rene Rift_Mage
Peter Juul Jensen Poor Seal (๑•́ ₃ •̀๑) Raihan Khandker René Dall Riju Kattady
Peter Krysinski PoptorDoctart Rainar Manteuffel Renee Carignan Rik Cameron
Peter M. C. Porter K Ludwig Raistas&Rhaelyn Renee Steeves RikeRandom
Peter Maidens Poul & Oskar Kistrup Raja A. Renigard Riki Robinson
Peter N. Trinh Preston Knudsen Ralph Dsouza Renzo Gambone Riley A Zierman
Peter Queen Preston Polizzi Ralph Evotac Reqex Riley Bushma
Peter Roy Humphreys Preston Rowley Ralph K. Revion Kethel Riley Goddard
Peter Salzman Proverbial Jedi Ralph Lee Rex “Quicksilver“ Riley Morrell
Peter Steil PuglyGamer Rand al’Thorres Faith Riley Paustian
Peter Taylor Puntastic Pun-Man & Randal Tucker and Rez Delnava Riley Schoonover
Petwag Christoefur Claire Zeurn Rhea Shelley Riley Stolk
Pharaoh Everett Pwnedapanda Randall and Sierra Rheal Doyle Riley W. May
Phenomen Pyrrha, daughter of Randall Case Rhel ná DecVandé Rimth
Phil “Bladegarden“ Izzom Randall Joly Rhogar Ghaalixirn Rimuldar the wise
Dressel Pyxie Randall Quiggle Rhona Blackwood Rin
Phil Edwards Qkvllzx Randall Ronsberg Rhoss Bueno Rin Shepherd
Phil Shinnie Quadrabyte Randall S. Frederick Rhydion Rhylight Ripper Parks
Philip Boyle-Zultahn Quentin Hautenberger Randall Weaver Rhys Miller Rita Flaherty
Philip Dahmen Quentin Lewis-McK- Randusnuder Rhys Nelson River Tepeni Ross
Philip Graff inzie Randy Fisher Rhys Panting River Woeller
Philip Hindley Quentin N Randy Smith Rhys Thompson RJ Roderiques
Philip Olsson Quereno Sevilla Randy Warner Rhys Warmaul, Herald RJ Suehle
Philip Stinger Quin Ranes of the Deep Lord RMWestcott
Philip treier Quincy Dunker Raphael Ashe Cthulhu RoadDietsRule
Philip W Rogers Jr Quincy Hartnell Raphael Campos Ricard Boronat Rosello Rob DelFranco
Philip.G Quinn A. Raphin the Bestower Ricardo Fuente Rob Hambright
Philipp Eberle Quinn Baker Rara Hope Rice_Powered Paladin Rob Heide
Philipp Hering Quinn Freer Rasmus Bækgaard Rich Allison Rob Hunter
Philipp Jung Quinn Holliger Rasmus T. Køllund Richard “Shadumura“ Rob Joslin
Phillip Acton Quinten Muszar Raul MIller Johnson Rob Lameyer
Phillip Beattie Quinton Meisner Ray Blankenship Richard “Vidiian“ Rob Lebowsky
Phillip Dabros Quintthekid Ray MacDonald Greene Rob Medley
Phillip Jeon Quintus Crendraven Ray Sharma Richard Bylsma Rob Paine
Phillip Steder Quishfishkin Ray Tre Richard Christian Rob Roberts
Phillip Wayman Qujo the DM Ray Winarski Richard Colebrook Rob ‘rsmit212’ Smith
Phillyfishsticks Quoc Huynh Raymond Dempe Richard Dill Rob S. t. H.
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Samuel Worley Scott Reiners Seb “Sealkhayl“ Shane Malone Sid
Samuli Similä Scott Serro Bensaid Shane nowak Sid Williamson
Sander Bogaards Scott Shafer Sebastian Allen Shane Stone Siddhartha George
Sander Tack Scott Shewmaker Sebastian Coulter Shannon Bockstahler Siegfried (Siliarba)
Sandro Gerber Scott Simmons Sebastian Doiber Shannon Carl Siegfried Bosshart
Sandy Dunlay Scott staples Sebastian Hovseth Shannon Kane Sight
Sangeeta Chetty Scott Wieborg Sebastian Johansson Shannon Kelly Sigurd Gravning
Santiago Morales-Diaz Scotto Sebastian Kleebinder Shannon L Williams Sihrer Family
Santino “Sofa“ Frasca Scotty Weddle Sebastian Larsen Shannon Rain Silas Hutch
Santos De La Cruz Scowny Sebastian Mueller Shaquille T. Alexis Silian Ravenaux
Saqib “Skarred“ Scried Raven Sebastian Rauscher Sharanjit Paddam Siliconsaint
Ahmad SeaLandRay Sebastian Van Den Shaun Carter Silke K
Sara Alice Reynolds Seamus McNiff Dungen Shaun Gannaway Silver Dragons
Sara Gavillucci Sean & Molly Sebastian von Conrad Shaun M Silverberg Omer
Sarah “Alaynisha“ Sean “Loki“ Reilly Sébastien Haman Shaun Mayne Silverstaff
Browning Sean A. Marchi Sébastien Meilleur Shaun McMillan Silverstain
Sarah and Sam Sean A. Veira Sebastien Rioux Shaun Moloney Simon & Kait Wolfe
Sarah Baker Sean and Jay Ah- Sebby Shaun Pilbrow Simon Fisher
Sarah Beal mon-Fox Seffi Adams Shaun W. Simon Munnery
Sarah Burton Sean Baker Selox Shauna Hadinger Simon Olivier
Sarah Cameron Sean Batter Sentor Shaunna Y. Simon ‘Psymonkee’
Sarah Dillon Sean C Sullivan Septemberox Shawn Batsel Paulton
Sarah Ewing Sean C. Sexton Seraph1337 Shawn Burnette Simon Raab
Sarah Hall Sean Callahan Sergey Yulin Shawn E. Batten Simon Reiländer
Sarah Meyers Sean Connell “Sama- Sergio O. Ortiz Shawn Ellsworth Sinantrarion
Sarah Prosser el76“ Sergio Ramírez Shawn Ferguson Sinisa Micic
Sarah Schiller Sean Daugherty Olloqui Shawn Fortier Sir Andrew Millett
Sarah Teugels Sean Foley Sergio Rossi Shawn Gradwell Sir Bouchier
Sarah Troeh Sean Gilley Seth Beard Shawn Havranek Sir Intellegence
Sarah V. Sean Gilmore Seth Belli “Shawn Hennessy Sir Joseph “Shuffler”
Sarah Varmalis Sean Greenlaw Seth Day 3021 Sandra PL. Adams
Sarah Wiener Sean Halihan Seth Fields Cincinnati Ohio Sir Kaelan Schmidt
Sardrel Sean Harrison Seth Klein 45238” SirApetus
Sarryn Shadowcloak Sean Harrison Seth Lang Shawn Kennedy SirEarlGrey
Sashi Settarra Sean Harvey Seth Largent Shawn Kimble Sitho
Savannah Leamon Sean Keckler Seth McCracken Shawn Lee Dehart SixfingerDM
Savannah Mitchell Sean Kent Seth Stevens Shawn M. Smith skip
Savannah Woods Sean Keoghan Sevegon Shawn Malloy skip
Sax Sean Leslie SFX0078 Shawn Miller Skoll’s Venom
Sayakiko Sean M. Cooper SH Tan Shawn Morel-Smith Skoomaholic
Schinhofen Books Sean M. White Shadow, teacher of Shawn R Vachet Sky
Schro Holmes Sean Maguire heroes Shawn S Skydev
Scolerin Sean McDonough Shadow4wolf Shawn stephens Skye Gaddis
Scott “Operator“ Sean McFarland ShadowMoon Shawn Thomas Skye McLaren Walton
Berger Sean McNeilly Shaedn Shawna Spain Skyealloway
Scott atwood Sean Michael Jarnagin Shaelynn Bingham Shayette Kroas Skylar Briggs
Scott Avick II Shaggy Shayla Farr Skylar L
Scott Barrie Sean Millar shahar osher Shayne G. Rodrigues Skylar Simmons
Scott Campbell Sean Miller Shalidar13 Shazhou Bruce Feng Skyler Elser
Scott Cullenane Sean Miller Shamsia Ahmed - Stott Shea Chiang Skyler Gaillard
Scott Dornian Sean Mitra Shan Zhang Shea Williams Skyler R. Hill
Scott Ellison Sean Oldenburg Shane Sheepy Skyler Snare
Scott Ferris Sean Owens Shane & Lauren Sheesh SleepyV
Scott Fowler Sean Pelkey Shane “Asharon“ Shefali Singh Slizor Telarel
Scott Gerrell Sean Pilutti Sylvia Shelby Bushell Slygirl
Scott Gibbs Sean Purcella Shane “Chekov“ Shelby Horn - Gladius Smalltom
Scott J. Dahlgren Sean ‘Rex Reich’ Graham Shelby Rosedale SME
Scott James Remnant Dickinson Shane “Th’ebin” Shelby T Johnson SnarkyTiger
Scott Kemper Sean Schmitt Fannan Shelton “Shelly“ SneakThGobln
Scott Kiehl Sean Tadsen Shane Austin Press Wallingford Soepsas
Scott Knuchel Sean Taylor Shane Celis Sherif Mehdi Sofia Bjaaland
Scott M. Armstrong Sean Timm Shane Dunn Shiex Sofia Guerreiro
Scott Markwell Sean White Shane Dupre Shirley Taylor SoftBear [MOTTI]
Scott Nendick Sean Winser Shane F. Beddingfield shiverelectric Sohym
Scott Nicholson Seanan McGuire Shane Green Shona Enders Solracseptim
Scott Paine Seanchai2025 Shane Huston Shorchit SomemuttupNorth
Scott R. Wolf Seb & Julie Shane Lynch Short Fuse Sondre Øverås
Scott Reilly Shane MacMillan Shuku sonnyJ
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Thomas Kronreif Tim Middleton Tom Sinclair Trevor D. Garner Tyler Jenkins
Thomas Kuehn Tim OBrien Tom Wharton Trevor Hyde Tyler Jensen
Thomas Lambert Tim Pen Tom Wysotzki Trevor Knoebel Tyler Keith
Thomas ‘LORD’ LaDue Tim Peterson Tomas Wynne Trevor Larcheveque Tyler Lee
Thomas Mandracchia Tim Recker Tomer Livni Trevor Martin Tyler M Thompson
Thomas Manley Tim Sams Tommy Biggs Trevor Mayes Tyler Marlow
Thomas McKenzie-Bri- Tim Smith Tommy H. Frost Trevor Raine Tyler Martinez
dle Tim Turner Toni Erkinharju Trevor Slate Tyler Matth
Thomas Midlo Tim Wickman Toni Hoffman Trey Anthony Tyler McFarland
Thomas Milazzo Tim Winton Tony `Nein` Frazier Trey Just Tyler Miller
Thomas Napieralski Timber Tony “ttiger077“ Trey Lofton Tyler Neice
Thomas Nowak Timjana Koster Trey Reis Tyler Nenow
Thomas Parham Timmothy Smith Tony C. Trey Z Tyler Nikolich
Thomas Payer Timothy Baker Tony Camarena TrickBrain Tyler Nychka
Thomas Pontette Timothy Burston Tony Casper Trikki Nikki Tyler O’Connor
Thomas Roberts Timothy Fourneaux Tony DiCrecchio Tristan Tyler Penton
Thomas Saboy Timothy Hyde Tony Hotchner Tristan Callaway Tyler R. Byers
Thomas Saddington Timothy J McDevitt Tony Interdonato Tristan Louet Tyler Rhea
Thomas Schick Timothy Kugler Tony Stuckert Tristan Medendorp Tyler Russell
Thomas Scholz Timothy Martin Top Lad Lane Tristan W. Caster Tyler Ryan Barron
Thomas Soto Timothy Ratti Toph the Hermit Tristen Knox Tyler Shackleford
Thomas Taylor Timothy Roberts Topher Carver Tristen Peterson Tyler Tawatchi Cruey
Thomas und Dea Tineke80 Topher Hache Trolley Goblin Tyler Thompson
Thomas V. TiredIsopods Topher Oriel Troy Tyler Wiedmeyer
Thomas van Eijl titan219 Tor Andre Grefsrud Troy Giel Tyler Young
Thomas Walter TJ Adyson Scott Bell Tori Danger Troy Robinson Tylr D
Thor131 TJ Cole Tori Scott Troy Sandlin Tyson Christiansen
Thorn Atropa TJ Ferrell Tori Snyder Troy Scherzinger Tzah druker
Thræknïr Helson TJ McKay Torsten Sadleir Troy Shenton Ugabug
Thraust TJ Prescott TortillaFrisb3e Troy von Beck Uhlex Londerd
Thud TKitsu Toxicmute Trulhammaren Úlfgrimm
Thuldan Ironwood Toa Lewa Trahern Curkendall Trustin Keller Ulrike “HeavensRe-
ThunderGod-3 Toad in various lan- Trahey Trystan MadWolf venge“ Georgi
Tia Zell guages Traiss Tsus Cooper Ulzana Aldrich
Tiana and Joshua Tobias “Lok1e“ Lange Trathien Arvedui T-Train #77 Ungstrup
Tibbs The Kobold Tobias Blichfeldt Travels the Lost Tucker Fontanella Uriah H. Brown
Alchemist Tobias Kapitany Travis & Crystal Mac- Tucker leighton Urlich W. Ward
Tibor Stricker Tobias Taastrøm Donald Tucker Morehouse Uzair Quraishi
Tido Tobias Wood Travis “Droth“ Spencer Tucker Trenchard Vaan Tortuga
Tif Kieft Tobin F. Stryder Travis Bonnstetter TundraColt Vaden James
“Tiffany Faulkner Tod Miller Travis Clark TutelarSword Vadim Šved
5345 Frank Ave TODD Travis F Twila Cotter Vaexar
North Canton, Ohio Todd A Travis Fought TwistedTechMike Valdemar Cavazos
44720” Todd Cavanaugh Travis Fresquez Ty Christensen (Logic- Valdemar Tomlinson
Tiffany ODonald Todd Kuhn Travis Goldsberry spren) Valerie Dee
Tiger D. Swan Todd Robinson Travis Howe Ty Davis Valerie Yu
TigerKirby215 Todd Scharba Travis King Ty Presto Valkyrie Kvalheim
Tim Togie1 Travis Lovellette Ty Storie Vampeloth
Tim Tom Buckley Travis Martin Tyfield Vandimir
Tim Tom Cargill Travis Ringo Tyler “Czar“ Czarnecki Vanilor
Tim “Thoth“ Cooke Tom Carter Travis sand Tyler A. Hinrichs Vann Daugherty
Tim Annan Tom Coughlin - Jaroug Travis Shorter Tyler Becker Varda Claudio
Tim Ashley Tom Dowler Travis Suzuki Tyler Brownell Vascalunav
Tim Buckingham Tom Erik Bergseng Travis Williams Tyler Chilton Vash the Lizard King
Tim Bucknell Tom Folsom Tré Hubbard Tyler Clement Vasken Sarkahian
Tim Cornish Tom Gianinio Trent Laidlaw-Hall Tyler Colbeth Vasylnor
Tim D. Tom Grießbach Trent McSweeney Tyler Costley Vaughan Henning
Tim Dietrich Tom Jones Trent Schultz Tyler Craff vaughn hill
Tim Duncan Tom Lum Trenton Passey Tyler Crook Vaughn McDonald
Tim Erickson Tom Lund Trev Blackmore Tyler Culver Vaughn Wassmer
Tim Inman Tom Marshall Treven Cuellar Tyler Danh Vedosis
Tim Jones Tom Mathews Trever Appelman 🍎 Tyler Davis Veronica Kleinschmidt
Tim Jordan Tom McDonald Trever Hill Tyler Donnelly and Savvy Stevens
Tim L Tom McMahon Trevor “L33tg33k“ Tyler Fulbright Veronica N.
Tim Maaske-Howe Tom Murtagh Bennett Tyler Gerdes Vic Harris
Tim McDuff Tom N. Trevor A. Brown Tyler Gibson Viciril Vorn
Tim McKeever Tom Pickard Trevor A. Ramirez Tyler Greenfield Vicky “Mitsu“
Tim McKenzie Tom Ross Trevor C Hughes Tyler Harris Vicky Hall
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K e e p on a d v e n t u r in g .
The Griffon’s Saddlebag is a growing collection of hundreds of
illustrated, game-ready magic items for any fifth edition setting.
Each item is balanced and peer reviewed by thousands of active
followers, commenters, and community members, so you can
rest easy knowing that these items won’t upset the delicate
balance of your campaigns.
TM