Gems
Gems
Use the following tables to determine the specific types of gemstones found in a treasure. Most often, caches of gemstones contain only one or two types of gems. Large, flawless, or unusually colored gems might be worth as much as ten times the usual price for their type.
10 GOLD GEMSTONES (D6)
1 Agate. Usually translucent green, brown, and yellow (fire agate is iridescent)
2 Lapis lazuli. Deep blue, sometimes flecked with gold
3 Malachite. Opaque, mottled green, often found in copper deposits
4 Obsidian. Opaque black, produced from lava
5 Quartz. Usually clear or subtly colored and transparent (rose quartz is light pink)
6 Turquoise. Opaque, blue-green
50 GOLD GEMSTONES (D6)
1 Bloodstone. Opaque, dark green stone with blood-red spots
2 Carnelian. Opaque orange, red, or brown
3 Citrine. Transparent yellow or orange
4 Jasper. Opaque, sometimes banded, often green or brown
5 Moonstone. Translucent bluish-white
6 Onyx. Opaque black or white
100 GOLD GEMSTONES (D8)
1 Amber. Translucent yellow-orange, made of fossilized tree resin
2 Amethyst. Transparent purple
3 Coral. Opaque red, made of polished sea coral
4 Garnet. Usually transparent red, but other colors are possible
5 Jade. Translucent green
6 Jet. Opaque black, made of fossilized wood
7 Pearl. Opaque white, or very rarely black, produced by oysters and similar creatures
8 Tourmaline. Transparent, nearly any color
500 GOLD GEMSTONES (D4)
1 Aquamarine. Transparent pale blue
2 Peridot. Transparent green or olive
3 Spinel. Transparent red, blue, purple, or pink
4 Topaz. Transparent, any color but most often yellow to red
1,000 GOLD GEMSTONES (D6)
1–2 Opal. Transparent, iridescent, many colors including white, black, blue, red, and green
3–4 Sapphire. Transparent and usually blue, but can be green, pink, yellow, or purple (star sapphires have white star-shaped inclusions)
5–6 Emerald. Transparent green
5,000 GOLD GEMSTONES (D6)
1–2 Diamond. Transparent and clear (the most prized diamonds have no visible inclusions or flaws)
3–4 Jacinth. Transparent red-orange
5–6 Ruby. Transparent red (star rubies have white star-shaped inclusions)
Magic Item Tables
Magic Item Tables
When generating treasure hoards, use the following tables to randomly choose a magic item. The Narrator can customize magical treasure by choosing items instead of rolling randomly or by using items from other sources. An adventure—whether published or invented by the Narrator—may also feature unique magic items like a +1 weapon with a power related to the events of the adventure, or mysterious magical objects with which the adventurers can interact (such as a magic door that opens when a riddle is answered).
Expendable Magic Items. The first three magic item tables consist of expendable items like potions and scrolls, with Table: Magic Items #1 most suitable for beginning adventurers, Table: Magic Items #2 for mid-level parties, and Table: Magic Items #3 for high-level PCs.
Enchanted Trinkets. Table: Magic Items #4 consists of magical trinkets, which are minor items which can be given freely to characters without upsetting game balance.
Permanent Magic Items. Table: Magic Items #5–#10 are composed of successively more powerful permanent items. Items on Table: Magic Items #5 are appropriate for 1st level adventurers, while items on Table: Magic Items #10 are most often earned only with great difficulty by the highest-level characters.
When a roll on a treasure table calls for 3 or more expendable items, the items are often of the same type. For example, a result of 3 items on Table: Magic Items #1 might be 3 potions of healing or 3 spell scrolls which each contain a different spell.
Note that magic items marked with a C are cursed.
Magic Items #1
1–10 +1 ammunition
11–12 Dust of disappearance
13–14 Dust of dryness
15–16 Dust of sneezing and choking
17–20 Elemental gem
21–22 Fizzy lifter
23–24 Oil of slipperiness
25–26 Philter of love
27–28 Potion of animal friendship
29–30 Potion of climbing
31–32 Potion of giant strength (hill giant)
33–34 Potion of growth
35–63 Potion of healing
64–65 Potion of poison
66–67 Potion of resistance
68–69 Potion of water breathing
70–71 Pumpkin bomb
72–75 Restorative ointment
76–77 Skull liqueur
78–82 Spell scroll (cantrip)
83–87 Spell scroll (1st-level)
88–92 Spell scroll (2nd-level)
93–97 Spell scroll (3rd-level)
98–100 Vial of beauty
Magic Items #2
1–10 +2 ammunition
11–12 Bag of beans
13–14 Chime of opening
15–24 Feather token
25–26 Necklace of fireballs
27–28 Oil of etherealness
29–30 Potion of clairvoyance
31–32 Potion of diminution
33–34 Potion of gaseous form
35–36 Potion of giant strength (frost giant)
37–38 Potion of giant strength (stone giant)
39–58 Potion of greater healing
59–60 Potion of heroism
61–70 Potion of mind reading
71–85 Potion of superior healing
86–90 Spell scroll (4th-level)
91–95 Spell scroll (5th-level)
96–100 Spell scroll (6th-level)
Magic Items #3
1–10 +3 ammunition
11–15 Arrow of slaying
16–18 Bead of force
19–22 Candle of invocation
23–25 Liquid luck
26–28 Marvelous pigments
29–32 Oil of sharpness
33–36 Potion of flying
37–40 Potion of giant strength (cloud)
41–44 Potion of giant strength (storm)
44–48 Potion of invisibility
49–52 Potion of speed
53–77 Potion of supreme healing
78–81 Sovereign glue
82–86 Spell scroll (7th-level)
87–91 Spell scroll (8th-level)
92–96 Spell scroll (9th-level)
97–100 Universal solvent
Magic Items #4
1 Aerodite the Autumn Queen’s True Name
4 Amulet of the pleasing bouquet
5 Anthology of Enhanced Radiance
6 Archaic creed C
11 Barrow bread
14 Borrower’s bookmark C
15 Box of bees
16 Bubble wand
18 Candle of the surreptitious scholar
23 Contract of indentured service
24 Culdarath the Ninth Ring’s true name
25 Draconic diorama C
28 Essay on efficient armor management
35 Fizzy rocks
37 Focusing eye
39 Gallow hand
40 Glass ring
44 Humour realignment transfiguration
46 Inkpot of the thrifty apprentice
49 Jade tiger
50 Jarred brain
63 Oil of cosmetic enhancement
67 Perdita Ravenwing’s true name
69 Perfume vile
76 Satyr boots
84 Skeleton key
86 Stick awl
88 That Which Spies From Infinity’s true name
91 Tome of Triumphant Tavern Keeping
94 Unliving rune C
97 Waystone
Magic Items #5
1 Air charm C
2–15 Bag of holding
16 Bag of tricks (blue)
17 Bag of tricks (gray)
18 Bag of tricks (green)
19 Bag of tricks (rust)
20 Bag of tricks (tan)
23–25 Boots of elvenkind
26 Boots of striding and springing
31–33 +1 breastplate
35 Cantrip wand
36–38 +1 chain shirt
50–52 Gauntlets of ogre power
56 Gloves of swimming and climbing
58 Guide to Respecting Social Mores
59–61 Hat of disguise
62 +1 hauberk
63 Helm of comprehending languages
64 +1 hide
65 Ice riders
67 Ironweed rope (50 feet)
70 Magic mirror (pocket)
76–78 Pearl of power
87–88 +1 scale mail
90 Stone of good luck (luckstone)
94–99 Wand of the war mage +1
100 Wind fan
Magic Items #6
10 Berserker axe C
12–13 +2 chain shirt
14–17 Cloak of elvenkind
18–22 Cloak of protection
26 Earth charm C
28 Figurine of shared affliction
29 Figurine of wondrous power (silver raven)
30 Fire charm C
33–34 Headband of intellect
36 +2 hide
37 Horn of valhalla (silver)
38 Instrument of irresistible symphonies
39 Ioun stone (protection)
40 Ioun stone (reserve)
41 Ioun stone (sustenance)
43–45 Javelin of lightning
47 Periapt of proof against poison
50–54 Ring of protection
55–57 Ring of resistance
62–67 +1 shield
68 Slippers of spider climbing
69 Spellcasting symphony (harp of harmony)
71–72 Staff of the python
76–78 Wand of magic missile
79 Water charm C
80–100 +1 weapon
Magic Items #7
4–5 Belt of hill giant strength
6–8 Boots of speed
9 Bowl of commanding water elementals
11 Brazier of commanding fire elementals
12–13 +2 breastplate
15–17 Cape of the mountebank
18 Censer of controlling air elementals
27–28 +1 half plate
29–38 Handy haversack
39 +2 hauberk
40 +3 hide
43 Magic mirror (handheld)
58 Robe of eyes
62–64 Schooled weapon
66 Spellcasting symphony (defending drum)
67 +1 splint
72–76 Wand of the war mage +2
77–79 Wand of web
80–98 +2 weapon
99 Winged boots
100 Wings of flying
Magic Items #8
3 Amulet of proof against detection and location
5–6 Animated shield
13 Demon armor C
14 Echo force
15–16 Elven chain
17 Figurine of wondrous power (bronze griffin)
18 Figurine of wondrous power (ebony fly)
19 Figurine of wondrous power (golden lions)
20 Figurine of wondrous power (ivory goats)
21 Figurine of wondrous power (marble elephant)
22 Figurine of wondrous power (onyx dog)
23 Figurine of wondrous power (serpentine owl)
24–26 Flame tongue
28 Folding boat
29–30 +1 full plate
32–34 Giant slayer
35 +3 hauberk
37 Horn of valhalla (brass)
46 Necklace of hunger C
47–49 Oathbow
50–61 Portable hole
64–66 Ring of spell storing
68–70 Scimitar of speed
71–76 +2 shield
77 Shield of missile attraction C
78 Spellcasting symphony (triangle of terror)
79 +2 splint
88 Stone of controlling earth elementals
89–91 Sun blade
94 Wand of fear
95–97 Wand of fireballs
98–99 Wand of lightning bolts
100 Wand of wonder
Magic Items #9
4–5 Belt of frost or stone giant strength
7 Carpet of flying (3 ft. × 5 ft.)
8 Carpet of flying (4 ft. × 6 ft.)
12–14 Dragon scale mail
15–17 Dragon slayer
22 +3 elven breastplate (mithral)
26 Figurine of wondrous power (obsidian steed)
27–29 Frost brand
33 Goblin mask
37 Horn of valhalla (bronze)
41 Ioun stone (absorption)
42 Ioun stone (agility)
43 Ioun stone (awareness)
44 Ioun stone (greater absorption)
45 Ioun stone (insight)
46 Ioun stone (intellect)
47 Ioun stone (leadership)
48 Ioun stone (strength)
50 Magic mirror (wall)
54 Manual of Quickness of Action
60–63 Ring of telekinesis
65 Robe of scintillating colors
68 Sonic staff
69 Spellcasting symphony (flute of the wind)
71 +3 splint
75 Staff of thunder and lightning
76–77 Sword of sharpness
81–84 Wand of the war mage +3
85–100 +3 weapon
Magic Items #10
4 Belt of cloud giant strength
5 Belt of storm giant strength
6 Carpet of flying (5 ft. × 7 ft.)
7 Carpet of flying (6 ft. × 9 ft.)
8–12 Crystal ball
13 Cubic gate
15–16 Defender
18–19 +2 dwarven plate (stone)
22 Excalibur
26–27 +3 full plate
28–29 Hammer of thunderbolts
30 Harvest
31 Helm of brilliance (half charged)
32 Helm of brilliance (fully charged)
34–36 Holy avenger
37 Horn of valhalla (iron)
38 How to Make Fiends and Influence People
39 Ioun stone (fortitude)
40 Ioun stone (mastery)
41 Ioun stone (regeneration)
42 Iron flask
44–45 Luck blade
46 Mindrazor
49 Plate armor of etherealness
51 Ring of elemental command (air)
52 Ring of elemental command (earth)
53 Ring of elemental command (fire)
54 Ring of elemental command (water)
55–57 Ring of invisibility
58–59 Ring of regeneration
61–62 Ring of three wishes
64–65 Robe of the archmagi
66–67 Rod of absorption
71–75 +3 shield
76 Skrivena MocC
77–78 Spellcasting symphony (lute of legends)
80–82 Staff of power
83–85 Staff of the magi
86 Star heart C
92 Tome of Leadership and Influence
94 Transforming cloak (gnome)
95 Transforming cloak (salamander)
96 Transforming cloak (sylph)
97 Transforming cloak (undine)
98 Vorpal sword
99 Warpblade
Solar Counselor
Solar Counselor
Goblin Specialist
Goblin Specialist
The following are Goblin Specialists:
Goblin Alchemist
Goblin Dreadnought
Goblin Musketeer
Goblin Shieldbearer
Goblin Skulker
Zombie Template
Zombie Template
Any beast, dragon, giant, humanoid, or monstrosity can be raised as a zombie . A zombified creature retains all its stats except as noted below.
Type. The zombie’s type is undead. It does not require air, sustenance, or sleep.
Ability Scores. The zombie’s ability scores are reduced to the following, unless they’re already lower: Dex 6 (–2), Int 3 (–4), Wis 8 (–1), Cha 4 (–3).
Saving Throws. The zombie loses all saving throw proficiencies.
Speed. Any speed the creature has is reduced by 10, or to 30, whichever is lower.
Skills. The zombie loses all skill proficiencies.
Immunities. The zombie gains immunity to poison damage, fatigue, and the poisoned condition.
Senses. The zombie gains darkvision out to a distance of 60 feet.
Languages. The zombie understands the languages it knew in life but can’t speak or take any action requiring vocalization.
Traits. The zombie loses all traits, but gains Undead Fortitude.
Actions and Abilities. The zombie loses all spellcasting abilities and any actions that create magical effects.
Actions. The zombie can gain the grab and bite attacks of the zombie if the base creature has the capability to grab and bite. If the creature has Multiattack, it can replace weapon attacks in its multiattack with a grab or bite. Both attacks use Strength for attack and damage rolls. The grab deals 1d6 bludgeoning damage plus 1d6 for each size category above Medium. The bite deals 1d10 piercing damage plus 1d10 for each size category above Medium. The escape DC for the zombie’s grab is equal to its maneuver DC. It loses any ranged attacks that require the use of a weapon more complex than a rock. It also loses any legendary actions and bonus actions.
Squad Template
Squad Template
You can treat a group of 5 to 10 identical NPCs or other monsters as a single creature by applying the Squad template to the base creature’s stat block. This allows high-level characters to battle large numbers of enemies without bogging down the game in dozens of die rolls each turn.
The squad template is best used on intelligent, organized creatures with a Challenge Rating 3 or lower that are size Small or larger. Creatures with short, simple stat blocks make the best squads. Depending on the nature and organization of the creatures, the squad may be called a unit, squad, or horde of creatures.
A squad retains all the statistics of one of its members except as noted below.
Size. The squad’s Size increases by two categories. If the base creature is Small, the squad’s Size instead increases to Large.
Type. The squad’s new type is “group of [the original creature’s size and type].”
Challenge Rating. You can recalculate the squad’s CR using the information in Appendix C: Designing Monsters, or you can use the following shortcut: new CR = (old CR x 4) + 2, rounded up. An altered Challenge Rating may cause the squad’s Proficiency Bonus to change as well.
HP. The squad’s hit points, bloodied hit points, and number of hit dice are multiplied by 5.
The squad gains the following traits:
Area Vulnerability. The squad takes double damage from any effect that targets an area.
Squad Dispersal. When the squad is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied .
Squad. The squad is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The squad can move through any opening large enough for one base creature without squeezing.
Damage and Healing. Any action or trait that deals damage deals five times the usual damage, or half that if the squad is bloodied . Any action or trait that restores hit points restores five times the usual hit points, or half that if the squad is bloodied.