Ochre Slime

This dense goo is the remnants of a slain Ochre Jelly, collected and store in an air-tight container. It is still highly acidic, and maintains a dark yellow color, bordering on old mustard. If thrown at a target, this slime will act as a Lesser Acidbomb. It can be used for crafting. It is an Uncommon inorganic base for Alchemy, and grants the following additional benefits: Rarity: Uncommon. Required Level: 1. Weight: 0.9. Sell Price: Read more…

Skeleton Key

This small key combines both mechanical and magical techniques to make an key designed to open many locked devices. This item counts as Thieves’ Tools. As an action, you can touch this key to a locked device – such as a door, manacles, or vault – and cast the Knock spell on it. Once you have used this ability, it will not work again until after a Long Rest. Rarity: Uncommon. Required Level: 1. Weight: Read more…

Sash of Healing

Requires Attunement. This simple white sash is otherwise unremarkable to the casual onlooker, but it has the power to grant life. When you heal a target with a spell that rolls an amount of healing, you or the target may choose to expend a Hit Die and add it to the amount of healing done by the spell or effect. As an Action, the wearer also choose to maximize the amount of healing done, including Read more…

Ring of the Arcane Trickster

Requires Attunement. This silver ring is engraved with a trickster’s mask and grants the wearer the ability to cast the Mage Hand and Minor Illusion cantrips. As an action, the wearer can cast the Invisibility spell on itself, at a 2nd level casting. The wearer of the ring must maintain concentration of the spell. Once the Invisibility effect has been used, it cannot be used again until after a long rest. Rarity: Uncommon. Required Level: Read more…

Whispering Boots

Requires Attunement. These boots are made from soft leather and grant the wearer advantage on Stealth checks. Additionally, the wearer can use an action to cause the boots to create a zone of silence within a 20-foot radius of the boots, as if under the effect of a Silence spell. The wearer of the boots must maintain concentration of the spell. Once the Silence effect has been used, it cannot be used again until after Read more…

Rough Tarts

Rough Tarts are a popular snack in Arladon made from a combination of dense wheat flour and a variety of mixed berries. The tarts have a hearty texture and a slightly nutty, fruity flavor that leaves the consumer full after a single tart. The tarts are also rich in nutrients and provide a quick source of energy, making them ideal for long journeys or periods of exertion. Once per day, when you eat a Rough Read more…

Recipe: Rough Tarts

This recipe will produce Rough Tarts, a hearty snack that gives its consumer Temporary Hit Points, once per day. Recipe: Rough Tarts Required Skill: Cooking Rank 1Crafting Cost: 5 GPDowntime Required: 1 day of downtime to produce one Rough Tart at Cooking Rank 1; plus one additional tart per day per rank of Cooking (so you can make 6 Tarts per day with Rank 6 Cooking).Ingredients Required:✺ Base Ingredient: 1 Common organic base✺ Active Ingredient: 1 Unit of Forest Read more…

Recipe: Oil of Slipperiness

This recipe will produce an Oil of Slipperiness, a grease-like substance that causes all in an affected area to become difficult to stand in, or allows a single target to evade restraining effects. Recipe: Oil of Slipperiness Required Skill: Alchemy Rank 2Crafting Cost: 200 GPDowntime Required: 3 days of downtime to produce one potion at Alchemy Rank 2; reduced to 2 days at Alchemy rank 5; and 1 day at Alchemy Rank 6.Ingredients Required:✺ Base Ingredient: An Uncommon inorganic Read more…

Plains Venison

This meat can be stored for a long duration of time, but will cause a target to become Poisoned for 24 hours if eaten uncooked. It is harvested from the bodies of Virsmen, a race known to exist past the Tradeways; many consider eating this meat to be an act of cannibalism. Plains Venison is an Uncommon Protein for Cooking, which grants the following benefit: when added to a cooking recipe as its active ingredient, Read more…

Dense Wheat

Dense wheat has a striking appearance, with deep golden grains that are noticeably smaller and more compact than regular wheat. When held in the hand, dense wheat feels notably heavier and more substantial. The grains themselves are harder and more durable, with a slightly rougher texture than regular wheat. When ground into flour, dense wheat produces a denser, heartier flour with a slightly nutty flavor. Dense Wheat tends to store for longer durations. Rarity: UncommonType: Read more…

Lesser Orb of Vengeance

This dense chunk of multifaceted crystal seems to have an inner glow that reflects the anger of its owner. Once, when you take damage, you may use your reaction to declare vengeance on the attacker. Until the end of the combat, you gain a +2 bonus to damage against the target on any attack you make that does damage. This also includes any spell you cast on the target that ordinarily does damage. If your Read more…

Miner’s Vest

This intricate garment is somewhere between a robe and a vest. It is lined with intricate tubing that gives its wearer an abnormal body shape. These tubes give the wearer a +1 bonus to Escape checks, or other skill checks made when attempting to move through tight tunnels. If the target is grappled or restrained by a natural event (such as a cave-in), the wearer may use their action to remove the vest and move Read more…

Recipe: Miner’s Vest

This recipe will create a Miner’s Vest, a garment that protects its wearer from being crushed or grappled. Recipe: Miner’s Vest Required Skill: Tailoring Rank 1Crafting Cost: 100 GPDowntime Required: 10 days of downtime to produce one vest, minus one per rank in Tailoring.Ingredients Required:✺ Base Ingredient: An Uncommon organic hide✺ Active Ingredient: 1 Unit of Elemental Powder✺ Extra Ingredients: Required: 1 Common Binding. You may add 1 Optional Extra Ingredient as well.Special Requirements: NoneResult: You produce one Miner’s Vest

Pint of Beserker’s Blood

Drinking this potion fills you with a spirited rage, making you care more about winning and less about what it costs to win. For one minute after you drink this potion, when you make a Melee attack, a Strength Saving Throw, or a Strength Ability Check, you gain advantage on your roll, but you also gain disadvantage on attack rolls made against you. At the end of this potion’s duration, you gain one level of Read more…

Recipe: Berserker’s Blood

This recipe will produce a Pint of Beserker’s Blood, a concoction that will send its drinker into a beserker’s rage. Recipe: Berserker’s Blood Required Skill: Brewing Rank 1Crafting Cost: 30 GPDowntime Required: 3 days of downtime to produce one potion at Brewing Rank 1; reduced to 2 days at Brewing rank 3; and 1 day at Brewing Rank 5.Ingredients Required:✺ Base Ingredient: A Common organic base✺ Active Ingredient: 1 Unit of Diluted Rage Bile✺ Extra Ingredients: You may add Read more…

Rage Bile

Ragespirit creatures tend to have a demonic appearance, with a swirling, chaotic aura that seems to burn with intense passion. Their bodies are generally very muscular and sinewy, with sharp claws and teeth that seem to be constantly gnashing in anger. Its eyes are glowing orbs of orange or red, filled with a burning rage that is almost palpable. The venomous bile of most Ragespirit creatures is a strong component for crafting, as while it is Read more…

Ragespirit Scales

Ragespirit creatures tend to have a demonic appearance, with a swirling, chaotic aura that seems to burn with intense passion. Their bodies are generally very muscular and sinewy, with sharp claws and teeth that seem to be constantly gnashing in anger. Its eyes are glowing orbs of orange or red, filled with a burning rage that is almost palpable. Some Ragespirits are covered in scales. These scales seem to be made of a shimmering metal, although Read more…

Staff of Elemental Channeling

This staff can be wielded as a magic quarterstaff that grants a +1 Enhancement bonus to attack and damage rolls made with it. It requires attunement to unlock any properties besides its melee bonus. Arcane Enhancement: When attuned, this item works as an equivalent Wand of the War Mage, with a bonus equal to the Staff’s current bonus. [When recoding this item in D&D Beyond, it is best to use the Wand of the War Mage Read more…

Material: Bismuth Alloy

In addition to magic items created with spells, some substances have innate special properties. If you make a suit of armor or weapon out a special material, it will often have a minor benefit that is independent of further Item Enchantments or Item Enhancements. Bismuth Alloy is one such material. It can only be used in primarily metal armors and weapons. It requires Smithing Rank 3 to utilize as an alternate material in a crafting Read more…

Material: Moonstone

In addition to magic items created with spells, some substances have innate special properties. If you make a suit of armor or weapon out a special material, it will often have a minor benefit that is independent of further Item Enchantments or Item Enhancements. Moonstone is one such material. It can only be used in primarily metal armors, weapons, or jewelry. It requires Smithing Rank 3 to utilize as an alternate material in a crafting Read more…

Material: Steel

Steel is a Common base for skills such as Smithing. It requires Rank 1 in the appropriate skill to utilize as a base material in a crafting recipe. Steel is the standard metal for crafting weapons and armor; items made with steel have the exact statistics as listed in their source (Such as the Player’s Handbook). Per Ingot: Weight: 6 lbs. Cost: 5 GP. Rarity: Common. Sell Value: 1 GP.

Spell: Weak Flaming Weapon

Weak Flaming Weapon Fire Magic 1 (Utility) Combat Action ◆ 45 Mana Attack: Fire Magic vs Value Area: 1 Creature Range: Touch Duration: 10 Minutes Effect: When the touched weapon damages the target, it does 2 additional points of Fire damage. It also provides light for 20’ in every direction. Projectiles fired from this weapon gain the extra damage, but do not provide light. This effect lasts for the duration, but ends immediately if the weapon is Read more…

Innate Fire Magic (Major)

Fire Magic courses through your blood, as it seeks to burst out of you with every emotion. For you, learning how to cast Fire Magic spells and increase your ranks in the Fire Magic skill is as easy as learning to ride a bike. Unlike other Rare Subskills, you do not need someone to teach you Fire Magic. You do not need to study it. You can simply use it over and over until you Read more…

Spell: Weak Summon Magma

You summon a gout of magma from under the feet of your target. The target must make a Dexterity saving throw. On a failure, the target takes 1d10 plus your spellcasting modifier damage, and 1D10 gains of a fire-based Bleeding Effect. While this fire based bleeding effect is on this target, all of its movement speeds are reduced by 10 feet. This Bleeding effect can be reduced as a normal Bleeding status, but can also Read more…

Spell: Weak Tendrils of Flame

Choose a target within 10 feet of you that you can see. Ghostly orange tendrils stretch between you and the target. The target must make a successful Dexterity Saving Throw against you. On a failure, the target takes 1D10 fire damage, and has disadvantage on Fire type spells thrown against him while the tendrils are maintained. If this spell is still active when you start your turn, the target takes an additional 1D10 of fire Read more…