Talk:Magic items (5E)
Halflings
- aka Hin (Luiric) or Hobbit (elvish).
Pipeweed
:aka ''halflingsweed'' (slang) and ''galenas'' ({{abbr|elvish|• 𝘨𝘢𝘭𝘦𝘯𝘢 (latin) a remedy or antidote for poison, after the Greek physician Cladius Galen of Pergamum (129–199 AD) who believed therapeutics should be in the hands of physicians rather than herbalists • 𝘨𝘢𝘭𝘦𝘯 (Tolkien elvish) green}})
Matham, Vijay Kumar (2009) ''Veterinary Toxicology'', p.14. New India Publishing Agency. ISBN 978-81-90723-74-9
''The Century Dictionary and Cyclopedia'', Volume III, p.2434 (1889–1903) William Dwight Whitney, Ph.D., LL.D. (editor) Yale University, The Century Co. New York.
Pipeweed is a dried herb,† normally consumed as smoke when burned within a pipe, rolled leaf, or censer. Hin cultivars include ''Longbottom Leaf'', ''Old Toby'', and ''Southern Star''.
†According to Tolkien (writing in the 1940s), ''pipe-weed'' is “probably a variety of ''{{wp|nicotiana}}''”. Recent interpretations (Peter Jackson, et al.) have taken “probably” to allow for ''pipe-weed'' to be a sly reference to ''{{wp|cannabis}}''.
====Pipeweed of healing====
This cultivar of pipe-weed acts as a ''cure serious wounds'' (3d8) spell when smoked as an action (it burns normally thereafter without further magical effect). A packet has five doses. It is possible to eat ''pipeweed of healing'' as an action, but doing so only acts as a ''cure light wounds'' (1d8) and requires a Constitution Save (DC 13) to avoid being nauseated for one minute.<br>Market Price: 600 gp; Weight: —.
<!-- d20 stats (www.seankreynolds.com/rpgfiles/magicitems/ZZZpipeweed.html) This dried plant is normally burned within a pipe, although it can be rolled in a tube of paper, cloth, or leaves, or even burned in a censer (although only affects the creature closest to it if burned in this manner). Smoking the pipeweed is a full-round action and acts as a ''cure serious wounds'' (3d8) spell (the pipeweed burns normally thereafter without any magical effects). A packet of pipeweed has five such uses. It is possible to eat the pipeweed as a standard action, but doing so only acts as a ''cure light wounds'' (1d8) and requires a Fortitude save (DC 13) to avoid being nauseated for one minute.<br>Caster Level: 5th; Prerequisites: Craft Wondrous Item, cure serious wounds; Market Price: 600 gp; Weight: —.<br>Cost explanation: single use, use-activated cure serious wounds= 750, cost slightly reduced for odd preparation and extended time of activation. -->
galena (gå-lé'nā), n. [< L. ''galena'', lead ore, dross of melted lead, <Gr. ) azhwm, lead ore (only as in L.), also an antidote to poison, lit. still ness (of the sea), calm, tranquillity.] 1. A remedy or antidote for poison; theriaca. See theriac.-2. Native lead sulphid. It occurs crys tallized, commonly in cubes, and also massive; most va rieties show perfect cubical cleavage. It has a brilliant metallic luster and a bluish-gray or lead-gray color. It is a very common mineral, and is valuable as an ore of iead and often still more so as an ore of silver. The va riety carrying silver is called argentiferous galena. Also called galenite.-False galena, or pseudo-galena. See blackjack, 3, and blende. Galenian (gå-lè'ni-an), a. [( Galen (see Ga lenic2) + -ian.] Same as Galenic2.–Gal , the fourth figure of syllogism, the invention of which is attributed to Galen by Averroes and by a Greek lossator. It consists of the indirect moods added to the £ figure by Theophrastus with their premises transposed – that is to say, the premise regarded by Theophrastus as the major is taken by Galen for the minor, and vice versa. galenic" (gå-len'ik), a. [(galena + -ic.] Per taining to or containing galena. Also galenical. Galenic” (gå-len'ik), a. [( Galen (L. Galenus, < Gr. Tazmác) + -ic..] Relating to Galen, a cel ebrated physician and medical writer (born at Pergamum in Mysia about A. D. 130), or to his principles and method of treating diseases. Galen was noted for his precise description of the bones, muscles, nerves, and other organs, and for his use of the methods of experiment and vivisection. The Galenic (as opposed to chemical) remedies consist of preparations of herbs and roots by infusion, decoction, etc. Also Galeni cal, Galenian. I have given some idea of the chief remedies used by some of our earlier physicians, which were both Galenic and chemical: that is, vegetable and mineral. O. W. Holmes, Med. Essays, p. 339.
see theriac
Sources:
''Bacon'', To the King, Sept. 18, 1612.
''O.W. Holmes'', Med. Essays, p. 319, 339.
''Palladius'', Husbondrie (EETS), p. 100.
''Shadwell'', Epsom Wells, i.1.
''Sylvester'', tr. of Du Bartas's Weeks, ii,. The Trophies.
'''''Bacon'', Francis''' (Baron Verulam, Viscount St. Albans) (1561–1626). English statesman, philosopher, and essayist.
'''''Holmes'', Oliver Wendell''' (1809–1894). American poet, essayist, and novelist.
'''''Palladius'', Rutilius Taurus Aemilianus''' (circa 400 AD) Greco-Roman author of agricultural treatises.
Barton Lodge, Sidney J.H. Herrtage (eds.) (1873, 1879). ''Palladius on Husbondrie'': edited from the unique MS. of about 1420 AD in Colchester Castle. London: for the Early English Text Society, N. Trübner & Co.
'''''Shadwell'', Thomas''' (1640–1692). English dramatist and poet.
'''''Sylvester'', Joshua''' (1563–1618). English translator.
Want list
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Betrayal at Mystery Mansion WOC C78930000 D&D: Mythic Odysseys of Theros - Alternate Cover ZMG ZM7141 Pandemic: Hot Zone - North America WZK 73049 Blade Runner 2049: Nexus Protocol Various pre-painted minis: I know many of these came out some time ago, so if you have them (or can get them) great. If they are no longer available please let me know. WZK 97506 PfB: City of Lost Omens Thieves Guild WZK 97502 PfB: City of Lost Omens Red & Black, Adult WZK 96015 D&D: Monster Pack Cave Defenders WZK 96014 D&D: Baldur’s Gate: DiA: Arkhan the Cruel and The Dark Order WZK 96013 D&D: Spell Effects Tumultuous Templates, Halaster’s WZK 96012 D&D: Spell Effects Mighty Conjurations WZK 74204 4D Terrain Medieval Homestead WZK 74203 4D Terrain Medieval Farmer WZK 74078 D&D: Eberron: Rising from the Last War Skycoach (flying ship) WZK 73950 4D Terrain Medieval Farm WZK 73944 D&D: Volo & Mordenkainen’s Foes Elder Brain (set) WZK 73940 D&D: Descent into Avernus Infernal War Machine WZK 73735 PfB: Ruins of Lastwall Cemetery of the Fallen (set) WZK 73656 PfB: Legendary Adventures Preview Pack WZK 73651 D&D: Fantasy Miniatures Walking Statue of Waterdeep WZK 73599 D&D: Guildmasters’ Guide to Ravnica Red, Niv-Mizzet WZK 73276 PfB: Jungle of Despair Hydra (huge) WZK 73137 PfB: Kingmaker Earth (huge) WZK 73116 D&D: Guildmasters’ Guide to Ravnica Companion Starter Set Two WZK 73115 D&D: Guildmasters’ Guide to Ravnica Companion Starter Set One WZK 73112 D&D: Dragon Heist City of the Dead Statues & Monuments WZK 73050 4D Terrain Pillars & Pools WZK 73039 PfB: Maze of Death Air & Fire Lords (huge) WZK 72929 PfB: Legendary Adventures Village Raiders (set) WZK 72897 D&D: Monster Menagerie III Kraken & Rowboat (set) WZK 72873 D&D: Tomb of Annihilation Tomb and Traps Set WZK 72413 PfB: Iconic Heroes Set 8 WZK 72400 PfB: Iconic Heroes Set 7 WZK 93021 D&D: Premium Miniature Female Elf Cleric WZK 93020 D&D: Premium Miniature Female Human Barbarian WZK 93019 D&D: Premium Miniature Female Halfling Rogue WZK 93018 D&D: Premium Miniature Female Human Warlock WZK 93017 D&D: Premium Miniature Male Human Fighter WZK 93016 D&D: Premium Miniature Male Tortle Monk WZK 93015 D&D: Premium Miniature Male Dragonborn Fighter WZK 93014 D&D: Premium Miniature Male Goliath Fighter WZK 93013 D&D: Premium Miniature Male Firbolg Druid WZK 93012 D&D: Premium Miniature Female Tabaxi Rogue WZK 93011 D&D: Premium Miniature Female Elf Ranger WZK 93010 D&D: Premium Miniature Male Dwarf Fighter WZK 93009 D&D: Premium Miniature Female Human Druid WZK 93008 D&D: Premium Miniature Male Elf Cleric WZK 93007 D&D: Premium Miniature Male Aasimar Paladin WZK 93006 D&D: Premium Miniature Female Dragonborn Paladin WZK 73823 D&D: Premium Miniature Female Aasimar Wizard WZK 73822 D&D: Premium Miniature Male Dragonborn Fighter WZK 73821 D&D: Premium Miniature Female Elf Druid WZK 73819 D&D: Premium Miniature Male Tiefling Sorcerer WZK 73818 D&D: Premium Miniature Female Tiefling Sorcerer WZK 73319 Wardlings 1 Boy Druid with Tree Companion WZK 73320 Wardlings 1 Boy Fighter with Battle Dog WZK 73321 Wardlings 1 Boy Cleric with Winged Snake WZK 73322 Wardlings 1 Girl Ranger with Lynx WZK 73323 Wardlings 1 Girl Wizard with Genie WZK 73324 Wardlings 1 Girl Rogue with Badger WZK 73313 Wardlings 2 Girl Cleric & Winged Cat WZK 73314 Wardlings 2 Girl Druid & Stone Creature WZK 73315 Wardlings 2 Girl Fighter & Hunting Falcon WZK 73316 Wardlings 2 Boy Ranger & Wolf WZK 73317 Wardlings 2 Boy Rogue & Monkey WZK 73318 Wardlings 2 Boy Wizard & Imp WZK 73787 Wardlings 3 Warlock & Lizard WZK 73788 Wardlings 3 Witch & Cat WZK 73789 Wardlings 3 Ghosts WZK 73790 Wardlings 3 Goblins WZK 73791 Wardlings 3 Zombies WZK 73792 Wardlings 3 Troll WZK 73793 Wardlings 3 Treefolk WZK 74068 Wardlings 4 Orc WZK 74069 Wardlings 4 Devil WZK 74070 Wardlings 4 Dragon (purple) WZK 74071 Wardlings 4 Fire Orc & Fire Centipede WZK 74072 Wardlings 4 Ice Orc & Ice Worm WZK 74073 Wardlings 4 Mud Orc & Mud Puppy WZK 74074 Wardlings 4 Wind Orc & Vulture WZK 74075 Wardlings 4 Gryphon
Films
KEYS (deviating.net) FEO-K1 Lift C415A File CH751 File 1284X Ford 16120 DoorKing 222343 Lenier (A126) FILMS 3some A Little Rain Must Fall * Adjo solidaritet Alive and Kicking Antichrist Blood Camp Thatcher (aka Turkey Shoot) Cops & Robbertsons Cruel Intentions 2 Das Flüstern des Mondes Dominion * Empana de pino Femmes Fatales The Hunger (1983) Idiots Italian Stallion Kentucky Fried Movie La fidélité La vie à trois, anatomie d'un échec Le père Noël est une ordure (1982) Life as a House Luthor the Geek Mansion of Blood Private Revenge of the Cheerleaders Sorority Boys The Specialist Stardust Memories Starship Troopers The System Within Takin' It All Off Ultimate Force * Xyz
Feats etc.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hp, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
𝑰𝙣𝙨𝙞𝙜𝙝𝙩 (𝘝𝘦𝘳𝘺 𝘙𝘢𝘳𝘦). My Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
3292 pp
6 gp
6 sp
6 cp
Mithral Weapons (and Armor)
https://www.reddit.com/r/dndnext/comments/7f9dqx/thoughts_on_mithril_weapons/
https://rpg.stackexchange.com/questions/92657/are-weapons-and-armor-made-of-mithral-or-adamantine-considered-magical
https://olddungeonmaster.com/2016/12/02/dd-5e-metals/
• Lighter: 2/3 weight
• But NOT: Heavy -> Normal -> Light
• Counts as silver for resistances.
• Is not damaged by rust or acid (like a black pudding or rust monster)
############################## 1 General feats
1.01 Alert
1.02 Athlete
1.03 Actor
1.05 Dungeon delver
1.06 Durable
1.09 Healer
1.10 Inspiring leader
1.11 Keen mind
1.12 Linguist
1.13 Lucky
1.14 Mage slayer
1.16 Martial adept
1.17 Mobile
1.18 Mounted combatant
1.19 Observant
1.20 Quicksmithing
1.21 Resilient
1.23 Savage attacker
1.24 Sentinel
1.25 Servo crafting
1.26 Spell sniper
1.27 Tavern brawler
1.28 Tough
1.29 War caster
############################## 1A Magic feats
====Artificer Initiate====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
You’ve learned some of an artificer’s inventiveness, granting you the following benefits:
* You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the artificer spell list.
* You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
* You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
====Eldritch Adept====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
''Prerequisite: Spellcasting or Pact Magic feature''
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
1.07 Elemental adept
1.15 Magic initiate
====Metamagic Adept====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
''Prerequisite: Spellcasting or Pact Magic feature''
You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits:
* You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.
* You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
1.22 Ritual caster
############################## 2 Armor mastery feats
====Shield Training====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
You’ve trained in the effective use of shields. You gain the following benefits:
* Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
* You gain proficiency with shields.
* In combat, you can don or doff a shield as the free object interaction on your turn.
* If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.
############################## 3 Combat mastery feats
3.01 Weapon master
3.02 Blade mastery
1.04 Charger
3.03 Crossbow expert
3.04 Defensive duelist
3.05 Dual wielder
3.06 Fell handed
3.07 Flail mastery
3.08 Great weapon master
3.09 Polearm master
3.10 Sharpshooter
3.11 Spear mastery
====Crusher====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
You are practiced in the art of crushing your enemies, granting you the following benefits:
* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
* When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn.
====Fighting Initiate====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
''Prerequisite: Proficiency with a martial weapon''
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you gain a level, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.
1.08 Grappler
====Gunner====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency with firearms (see “Firearms” in the ''DMG'').
* You ignore the loading property of firearms.
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
====Piercer====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
You have achieved a penetrating precision in combat, granting you the following benefits:
* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
* When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
====Slasher====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
You’ve learned where to cut to have the greatest results, granting you the following benefits:
* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
* When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
====Tandem Tactician====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
Your presence in a scrap tends to elevate your comrades. You gain the following benefits:
* You can use the Help action as a bonus action.
* When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.
############################## 4 Proficiency feats
====Chef====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
* Increase your Constitution or Wisdom score by 1, to a maximum of 20.
* You gain proficiency with cook’s utensils if you don’t already have it.
* As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
* With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
====Poisoner====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
You can prepare and deliver deadly poisons, gaining the following benefits:
* When you make a damage roll, you ignore resistance to poison damage.
* You can coat a weapon in poison as a bonus action, instead of an action.
* You gain proficiency with the poisoner’s kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
====Practiced Expert====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
You have honed your proficiency with particular skills or tools, gaining the following benefits:
* Increase one ability score of your choice by 1, to a maximum of 20.
* You gain proficiency with one skill or tool of your choice.
* Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
====Tracker====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
You have spent time hunting creatures and honed your skills, gaining the following benefits:
* Increase your Wisdom score by 1, to a maximum of 20.
* You learn the {{d5e|spell|hunter’s mark}} spell. You can cast it once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell.
* You have advantage on Wisdom (Survival) checks to track creatures.
############################## 5 Racial feats
====Fey Touched====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits:
* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the {{d5e|spell|misty step}} spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
====Shadow Touched====
{{hatnote|''Unearthed Arcana 2020: Feats''}}
You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits:
* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the {{d5e|spell|darkness}} spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Tower & swords
''the Legend of Drizzt: Exile'' (~130/218) …a fair-sized cavern littered with rubble from a recent collapse of the ceiling. …The chamber’s ceiling, which had been about fifteen feet up, was gouged and blasted, and in its center loomed a massive hole that extended up to twice the ceiling’s former height. … “The wizard did this?” Belwar echoed. … “His t-t-tower,” Clacker replied… …“The w-wizard has a ttower,” the excited hook horror tried to explain. “A g-great iron t-tower that he takes with him, setting it up wherever it is c-c-convenient.” … “Even if it does not always fit.” …The three of them passed another blasted chamber, and another chamber that showed clear signs of the tower’s presence, though its ceiling was high enough to accommodate the structure. …the tower stood fully thirty feet high and twenty across, its smooth metallic walls mocking their plans. …the tower’s walls were pure adamantite, the hardest metal in all the world. They found only a single door, small and barely showing its outline in the perfection of the tower’s craftsmanship. They didn’t have to test it to know that it was secure against unwelcome visitors. Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light Rapier 25 gp 1d8 piercing 2 lb. Finesse Broadsword 30 gp 1d8 slash/p. 3 lb. Finesse, buckler (+1AC) Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10) Katana 15 gp 1d8 slashing 3 lb. Finesse, Versatile (1d10) Sun blade Rare 1d8 radiant 3 lb. Finesse, Versatile (1d10) Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Elvish
Akh’Faer = "Army of Art" (47)
akh’faern = member of the Army of Art (48)
akh’faerna = members of the Army of Art (58)
Wizard-Major (48)
arfaern = Spell-Major (58)
faernae = Spell-Captain (58)
Akh’Velahr = "Army of Might" (48)
akh’velahrn = member of the Army of Might
Arms-Major
Arms-Captain
Coronal = King (45)
kerym = a rank (58)
Ar’Cor’Kerym = "Great King’s Sword" (155)
Ary’Faern’Kerym = "Noble Sorcerer’s Sword" (156)
Ary’Velahr’Kerym = "Noble Warrior’s Sword" (156)
Akh’Aegis = shield-shaped tattoo given to those seriously wounded in the defense of Cormanthyr (58)
Akh’Faen’Tel’Quess = "Life of Duty, Form of the People’s Need"
Arselu’Tel’Quess = "Great Art of the People"
Selu’Tel’Quess =
Fhaor’Akh’Tel’Quess = "Tribute of One’s Duty to the People"
N’Tel’Quess = "not people"
Quess’Ar’Teranthvar = "Golden Grove of Hidden Knowledge"
Cor’Selu’taar = (Grand Mage of the High Mages of Cormanthyr)
Cor’Selu’taar’Cormanthyr =
Uaul’Selu’Keryth = The Sundering, At War with the Weave"
Tel’Kiira = Lore Gems
Selu’Kiira = the High Lore Gems
Selu’taar = Art’s Disciples
Ar’Selu’Taar
Sha’Quessir = elf-friend
Tel’Quessir = "the people"
Alu’Tel’Quessir = aquatic elves, sea elves, water elves
Ar’Tel’Quessir = gold elves, sunrise elves, high elves
Iquar’Tel’Quessir = Creator Races that established the races of Toril
Sy’Tel’Quessir = green elves, sylvan elves, wood elves, forest elves, wild elves
Teu’Tel’Quessir = moon elves, silver elves, gray elves
Elven items
Ironwood Longbow +3
Elven Longsword "Orn Vara" Forest Defender (1) [chaotic good]
All Elves are proficient in these fine blades that are as powerful as a longsword, but swift as a rapier. Made of mithril and infused with magic this weapon does 1d8 damage and is considered a finesse weapon. This sentient sword was crafted to slay Aberrations that haunt the forest and does an extra 1d8 damage to any foe of the Aberrations type. Orn Vara has been imbued with speed so the wielder can make one extra attack with it as a bonus action on each of the wielders turns. It reads, writes and speaks elven and sylvan and conveys that ability to its wielder.
Greater Boots of Elevenkind (1)
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. If you choose to you can leave the tracks of any woodland creature instead of your own. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining Movement would allow.
Duskleaf scale (1)
Scale mail Light __ gp 14 ± Dex — Disad. 15 ℔ —
This elven scale male is crafted from the alchemically treated wood and leaves of the duskwood tree. The resulting armor weighs only 15 pounds, and is treated as light armor (no max to Dex AC bonus, no disadvantage to stealth).
This suit of armor also has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the armor, you can use an action to expend 1 charge to cast one of the following spells: speak with plants, feather fall, or locate plants.
==================================================================
⭘ 𝘩𝘪𝘵𝘩𝘢𝘳𝘵𝘦𝘯𝘺𝘢ˀ𝘲𝘶𝘦𝘴𝘴 +𝟣
PROP:
MODS: Item Type: Light Armor, AC: 14, Ac: +1
𝙢𝙞𝙩𝙝𝙧𝙖𝙡 𝙚𝙡𝙫𝙚𝙣 𝙘𝙝𝙖𝙞𝙣 +𝟣
You’re proficient with this armor even if you’re not normally.
————————————————————————————————————————————————————————————
⭘ 𝘬𝘦𝘳𝘺𝘮ˀ𝘲𝘶𝘦𝘴𝘴 +𝟣
PROP: Finesse
MODS: Item Type: Melee Weapon, Damage: 1d8, Damage Type: Piercing / Slashing, Melee Attacks +1, Melee Damage +1
☐ ☐
☑ Has an Attack
Elven finesse longsword
————————————————————————————————————————————————————————————
• 𝘮𝘦𝘯𝘥𝘪𝘯𝘨 × 3,800 / tenday
• 𝘴𝘵𝘰𝘯𝘦 𝘴𝘩𝘢𝘱𝘦 × 60 / tenday
+===Everbright===
{{hatnote|''Sword Coast Adventurer’s Guide'', p.50}}
The dwarves were the first to discover the secret of treating their metal with everbright. The technique has been imitated by other races, to varying degrees of success. Armor, weapons, and other metal objects to which everbright is applied maintain their luster without needing to be polished, and are resistant to natural (and, in some cases, magical) pitting, rusting, and tarnishing.
''Kerum'quess'' (Silvesti)
''Martial weapon, melee weapon, uncommon''
This mithral sword is a masterwork of elven design, giving it the finesse and light properties, and allowing the wielder to choose to deal either piercing or slashing damage. You are considered proficient with this sword if you have the Elf Weapon Training racial trait.
* ''Kerymˀquess'' (elven longsword) 150 gp, 2 lb. 1d8 piercing/slashing, finesse, light, versatile (1d10)
* ''Nikerymˀquess'' (elven shortsword) 100 gp, 1 lb. 1d6 piercing/slashing, finesse, light
Aegis – ‘Protection’
Theur – ‘Shield/Screen’
hithartenyaˀquess clothing
Arkerym – ‘Great Sword’
Kerym’Quess – ‘Sword’
Nikerym – ‘Short Sword’
Arkerym – ‘Great Sword’
Armathor – ‘Great Defender’
Ar’Cor’Kerym – ‘Great King’s Sword’ (The Kingblade)
Ary’Faern’Kerym – ‘Noble Sorcerer’s Sword’ (The Artblade)
Ary’Velahr’Kerym – ‘Noble Warrior’s Sword’ (The Warblade)
Kekerym’Quess +2
Kekerym’Quess Frost Brand
potion of water breathing
up 1 level
White Dragon Plate Armor +1
(DMG, p.165)
Heavy armor, AC: 18, Ac: +1, very rare (requires attunement)
60 lb.
Dragon plate armor is made the large scales of one kind of dragon. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can’t be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Air Mithral
Earth Cold iron
Fire Gold
Water Silver
Void Adamant
Plate Armor
PHB
p145
Heavy armor
1,500 gp, 65 lb. AC 18
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
¹²³⁴⁵⁶⁷⁸⁹⁰⁄₁₂₃₄₅₆₇₈₉₀
joint ~ ¹⁄₃g ~ ¹⁄₄℈ ~ ¹⁄₉₆℥
Wood & leather
{|
!Material!!Cost!!Max Dex<br>Bonus Adj.!!ACP Adj.!!Arcane Spell<br>Failure!!Speed<br>30'/20'!!Weight
|- class="head"
|colspan=7|Light armor
|-
|Bronzewood||+1,000 gp||Same||Same||Same||Same||–10%
|-
|Darkleaf, elven||+750 gp||+1||+2||–5%||Same||Same
|-
|Leafweave, elven||+750 gp||+1||+2||–5%||Same||Same
|- class="head"
|colspan=7|Medium armor
|-
|Bronzewood||+4,000 gp||Same||Same||Same||Same||–10%
|-
|Darkleaf, elven||+2,250 gp||+1||+2||–5%||30/20||Same
|- class="head"
|colspan=7|Heavy armor
|-
|Bronzewood||+9,000 gp||Same||Same||Same||Same||–10%
|-
|Darkleaf, elven||+3,000 gp||+1||+2||–5%||Same||Same
|- class="head"
|colspan=7|Shields
|-
|Bronzewood||+250 gp/lb.||Same||Same||Same||Same||–10%
|}
Light armor
Leafweave||750 gp||+2||+7||0||5%||30/20||15 lb.
Darkleaf breastplate||2,450 gp||+5||+4||–2||20%||30/20||30 lb.
Medium armor
Darkleaf banded mail||3,250 gp||+6||+2||–4||30%||20/15||35 lb.
Dragon #281
d20 Cost AC Dex ACP ASF Speed Wgt
Padded 5 gp +1 8 0 5% 30/20 10
Leather 10 gp +2 6 0 10% 30/20 15
Studded leather 25 gp +3 5 -1 15% 30/20 20
Hide 15 gp +3 4 -3 20% 20/15 25
Chain shirt 100 gp +4 4 -2 20% 30/20 25
Leaf Armor +750 -- +1 +2 -5% --/-- ? Dragon#279-49
Wood Armor L +750 -- +1 +2 -5% --/-- ½ one category lighter
Wood Armor M +2,250 -- +1 +2 -5% --/-- ½ one category lighter
Wood Armor H +6,000 -- +1 +2 -5% --/-- ½ one category lighter
Leaf Padded 755 gp +1 9 0 0% 30/20 10
Leaf Leather 760 gp +2 7 0 5% 30/20 15
Leaf Studded 775 gp +3 6 0 10% 30/20 20
Leaf Hide 765 gp +3 5 -1 15% 20/15 25
Wood shirt 850 gp +4 5 0 15% 30/20 12½
{|
!Material or Item!!Hardness!!hp/in!!Density!!Cost!!Ref.
|-
|Leather || 2|| 5||0.8||×1 ||Core
|-
|Dragonhide||10||10|| ? ||×1½ ||''ECS''-126
|-
|Leafweave || 2|| 5||0.8||×1½ ||''ECS''-126
|-
|Darkwood || 5||10||0.4||+10/lb ||''MoF''-180
|-
|Soarwood || 5||10||0.6||×4 ||''ECS''-126
|-
|Lenaerwood|| 6||10||0.6||+10/lb ||''DA5''-???
|-
|Livewood || 6||10||0.8||×1½ ||''ECS''-126
|-
|Densewood || 8||20||1.6||×2 ||''ECS''-126
|-
|Bluewood ||10||30|| 4 ||+???/lb||''UnE''-58, ''SS''-36 ||(any metal armor)
|-
|Darkleaf ||10||30|| 4 ||+???/lb||''Ebr''-120||(any metal armor)
|-
|Duskwood ||10||30|| 4 ||+???/lb||''MoF''-178||(breastplate)
|-
|Mithral ||15||30|| 4 ||+500/lb||core
|-
|Bronzewood||10||20|| 7 ||+500/lb||''ECS''-126||(non-chain metal)
|-
|Steel ||10||30|| 8 ||×1 ||core
|-
|Coldwood ||10||30|| 8 ||+250/lb||''D357''-55||(any metal armor)
|-
|Ironwood ||10||30|| 8 ||+???/lb||Core
|-
|Iron-Darkwood||Hrd||hp||Den||gp||https://forums.giantitp.com/showsinglepost.php?p=13874270&postcount=10
|}
===Lenaer Wood (3.0)===
{{hatnote|''Dragon Annual #5 (2000)'', p.20}}
Elven smiths turn to their forest homes to make use of unique woods in their weapons. Lenaer trees (easily identified by their swirling gray bark, sweet sap, and thick-veined leaves shaped like seven-pointed stars) are the only source of this special wood. Lenaer wood is pale and extremely light (akin to balsa wood), and it is often used by elves for simple artistic carving. When properly cured, however, lenaer wood is extremely durable while remaining lightweight. Weapons of lenaer wood—typically staves and bows—weigh 25% less than ordinary weapons. Ranged weapons such as spears and arrows constructed of lenaer enjoy a 10-foot bonus to their range increment. For example, the range increment of a shortbow shooting linear arrows would be 70 feet instead of 60 feet.
Lenaer wood adds 10 gp per pound to the cost of items made with it, using the item's normal (non-lenaer) weight as a guide. A quiver of lenaer arrows costs 31 gp, for example.
===Leafweave (3.0)===
{{hatnote|''Arms and Equipment Guide'', p.20}}
Elven artisans weave suits of armor from forest leaves, which are then treated by a special alchemical process that makes them as tough and flexible as leather, with considerably less weight and encumbrance. Such suits are made in both “springtime” and “autumn” styles: Springtime leafweave armor is vivid green, while the autumn style is made up of red, orange, and yellow leaves. The spell failure chance for elven leafweave armor is reduced by 5% due to its increased flexibility, the maximum Dexterity bonus is increased by +1, and armor check penalties are reduced by 2. Armors that are generally constructed of metal cannot be duplicated with elven leafweave.
Creating elven leafweave armor requires a successful Alchemy check (DC 25) in addition to the normal Craft (armorsmithing) checks.
====Leafweave (3.5)====
{{hatnote|''Eberron Campaign Setting'', p.120}}
The artisans of Aerenal weave suits of armor from bronzewood leaves, which are then treated by a special alchemical process that makes them as tough and flexible as leather, with considerably less weight and encumbrance.
Creating leafweave armor requires a DC 25 Craft (alchemy) check in addition to the normal Craft (armorsmithing) checks required to make armor.
===Bluewood (3.0)===
{{hatnote|''Unapproachable East'', pp.58}}
Volodni craftsfolk often fashion armor and weapons from the wood of blueleaf trees grown with care, sculpted with wood shape, and then magically treated to be as hard as steel. A bluewood weapon has the same hardness and characteristics as a normal metal armor or weapon of that sort but weighs half as much. Bluewood armor and weapons created in this fashion are considered masterwork items and gain the appropriate bonuses.
Bluewood items have the following additional costs:
{| class="d20 zebra c2r"
|-
!Item!!Price Modifier
|-
|Light armor||+300 gp
|-
|Medium armor||+600 gp
|-
|Heavy armor||+1,200 gp
|-
|Shield||+300 gp
|-
|Weapon (1d4 or 1d6)||+400 gp
|-
|Weapon (any other)||+800 gp
|}
The process of treating bluewood to harden it requires ten days of work by someone knowledgeable in the process. This is either a volodni with 10 ranks in Craft (alchemy or woodworking), or a nonvolodni with the same skills and 2 ranks in Knowledge (local—volodni).
===Bronzewood (3.0)===
{{hatnote|''Arms and Equipment Guide'', pp.18–19}}
This exceptionally hard wood is useful for making both armor and weapons. Unlike most woods, bronzewood can be used instead of metal to fashion heavy armor and weapons. Although dense and weighty compared to other woods, it is still lighter than most metal: Items weigh 10% less when made from bronzewood rather than metal. Armor made of bronzewood is also less obtrusive than similar armor made of metal. The armor check penalty from bronzewood armor and shields does not affect Hide checks made in woodland environments.
The following armors can be made from bronzewood: breastplate, banded mail, splint mail, half-plate, and full plate. Although bronzewood can replace metal in most weapons, chain weapons such as the spiked chain cannot be made from it.
====Bronzewood (3.5)====
{{hatnote|''Eberron Campaign Setting'', p.126}}
This exceptionally hard wood, native to Aerenal, is useful in the manufacture of armor and weapons. Unlike most woods, bronzewood can be used instead of metal to fashion heavy armor and weapons—it is somewhat shapeable during manufacturing, and it keeps a sharp edge. Although dense and weighty compared to other woods, it is still lighter than steel: Items weigh 10% less when made from bronzewood rather than metal. Breastplate, banded mail, splint mail, halfplate, and full plate can be made from bronzewood. Armor made of bronzewood is somewhat less obtrusive than similar armor made of metal. The armor check penalty from bronzewood armor and shields does not affect Hide checks made in woodland environments.
Although bronzewood can replace metal in most weapons, chain weapons such as the spiked chain cannot be made from it. Weapons made from bronzewood have no special characteristics apart from their lighter weight.
Bronzewood has hardness 10 and 20 hit points per inch of thickness.
{| class="d20 zebra c2r"
|-
!Item!!Price Modifier
|-
|Light armor||+1,000 gp (non-chain metal light armor?)
|-
|Medium armor||+4,000 gp
|-
|Heavy armor||+9,000 gp
|-
|Other items||+500 gp/lb.
|}
====Coldwood (3.5)====
{{hatnote|''Dragon #357'', pp.55–56}}
Many fey creatures have a special susceptibility to cold iron. This, weakness has led alchemists and arcane gardeners among the fey to develop coldwood. First adapted from natural hickory, coldwood replaces iron in most ways, allowing fey smiths to craft strong weapons and sturdy armors. Coldwood also allows druids to wear armor types usually made of metal.
Coldwood grows very much like hickory, only slightly slower, reaching its mature size in roughly two decades. The timber of the coldwood can be used tor the crafting of any item normally made from steel, resulting in an object with the same hardness, strength, weight, and edge-holding properties of good-quality steel. Coldwood is difficult to work and harder still to cultivate, making it and the items made from it extremely expensive. The DC of any item crafted of coldwood is always 8 higher than the same item made from steel. Weapons or armors fashioned from coldwood are always masterwork items (the masterwork cost is included in the prices given below). Harvesting viable coldwood from a coldwood tree requires a DC 20 Knowledge (nature) or DC 15 Profession (logger) check. A successful check provides 1 pound of material per five years of growth (to a maximum of 100 pounds of cold wood).
For a coldwood tree to thrive it requires regular attention. Transplanting a coldwood tree or taking a viable cutting from one requires a DC 25 Knowledge (nature) or Profession (gardener) check.
A single healthy coldwood sapling sells for 500 gp. Properly tended, a cold wood tree can live for thousands of years.
{| class="d20 zebra c2r"
|-
!Item!!Price Modifier
|-
|Ammunition||+50 gp
|-
|Light armor||+500 gp
|-
|Medium armor||+2,000 gp
|-
|Heavy armor||+4,500 gp
|-
|Shield||+500 gp
|-
|Weapon||+2,000 gp
|-
|Other items||+250 gp/lb.
|}
===Darkleaf (3.0)===
{{hatnote|''Arms and Equipment Guide'', pp.19–20}}
Similar to elven leafweave armor (see below), elven darkleaf armor is made of carefully cured and beautifully carved pieces of darkwood (see Chapter 8 of the DUNGEON MASTER’s Guide), supplemented by alchemically treated leaves. Making armor out of darkleaf reduces its spell failure chance by 5% because the armor is so flexible. The maximum Dexterity bonus of darkleaf armor is increased by +1, and armor check penalties are reduced by 2. Most darkleaf armors are one category lighter than normal for purposes of movement and other limitations (for example, whether a barbarian can use his fast movement ability). If made of elven darkleaf, heavy armor is treated as medium, medium armor is treated as light, but light armor is still treated as light. Only armors generally made of metal can be constructed from elven darkleaf.
Creating elven darkleaf armor requires a successful Alchemy check (DC 25) in addition to the normal Craft (armorsmithing) checks required to make armor.
====Darkleaf (3.5)====
{{hatnote|''Eberron Campaign Setting'', p.120}}
Similar to leafweave armor (see below), darkleaf armor is made of carefully cured and beautifully carved pieces of darkwood, supplemented by alchemically treated leaves from the darkwood tree.
Making armor out of darkleaf reduces its arcane spell failure chance by 5% because the armor is so flexible. The maximum Dexterity bonus of darkleaf armor is increased by 1, and armor check penalties are reduced by 2.
Darkleaf heavy armor is treated as medium armor for purposes of movement and other limitations, while darkleaf medium armor is considered to be light armor. Only medium and heavy armors normally made of metal can be constructed from darkleaf, and the most common forms are breastplates and banded mail.
Creating darkleaf armor requires a DC 25 Craft (alchemy) check in addition to the normal Craft (armorsmithing) checks required to make armor.
====Densewood (3.5)====
{{hatnote|''Eberron Campaign Setting'', p.126}}
One of the most important products of the forests of Aerenal, densewood is a strong, hard, heavy wood similar to iron in its properties. It has hardness 8 (comparable to stone) and 20 hit points per inch of thickness. The DC for breaking a densewood item with a Strength check increases by 5 compared to a normal wooden item.
A densewood item weighs twice as much as the same item made from normal wood, and costs twice as much (before adding any cost for a masterwork component or an enhancement bonus). Items without wooden parts, including armor and bladed weapons, cannot be made from densewood.
===Duskwood (3.0)===
{{hatnote|''Magic of Faerûn'', pp.178}}
This species of tree grows widely all over Faerûn, and is named for the eerie appearance of its tightly growing groves. Smooth, with small branches at the top of 60-foot trunks, duskwood trees have black bark and smoky gray wood that is as tough as iron.
Any steel or mostly steel weapon (such as a sword or a mace) made from duskwood is considered a masterwork item and weighs only half as much as a normal steel item of that type. Weapons not normally made of steel or only partially of steel (such as a club or a battleaxe) either cannot be made from duskwood or do not gain any special benefit or penalty from being made of duskwood.
Duskwood doesn’t work well as armor; it can’t be shaped into rings like steel, and overlapping plates don’t flex well. (Even the wood shape spell can’t create the level of detail needed.) However, duskwood breastplates are possible, with the following statistics: armor bonus +5, maximum Dex bonus +4, armor check penalty –2, arcane spell failure 20%. A duskwood breastplate is treated as light armor for the purposes of movement and other limitations.
Duskwood weighs half as much as steel, has hardness 10, and has 30 hit points per inch of thickness.
Market Price Modifier: Weapon +1,500 gp; breastplate +3,000 gp.
====Livewood (3.5)====
{{hatnote|''Eberron Campaign Setting'', p.127}}
Another of the unusual woods of Aerenal, livewood is a green-colored hardwood with a highly magical nature. When livewood trees are felled, they do not die, though they stop all growth. Livewood can be worked like normal hardwood, while it remains completely alive. In most respects, livewood is just like normal wood. A few spells affect livewood in different ways from normal wood, however. ''Plant growth'' causes worked livewood to sprout small branches and leaves, though diminish plants has no effect. ''Speak with plants'' allows a character to communicate with a livewood object, though such an object has no more awareness of its surroundings than most normal plants. ''Blight'' deals damage to a livewood object as if the object were a plant creature (1d6 points of damage per level; the wood’s hardness does not apply). A character can use tree stride to move from one livewood object to another, or from a livewood tree to a livewood object (and vice versa), as long as the livewood object is large enough. Animate plants can animate a livewood object.
Dryads occasionally make their homes in livewood trees instead of oak trees. Such a dryad looks no more kindly upon the felling of her tree than other dryads do, but the felling of her livewood tree does not kill her—nor does it end her dependence on the tree. As a result, dryads can be found within livewood objects, including buildings, furniture, and ships.
Livewood has hardness 6 and 10 hit points per inch of thickness. The cost of a livewood item is half again as much (+50%) as a normal wooden item. Items without wooden parts, including armor and bladed weapons, can not be made from livewood.
====Soarwood (3.5)====
{{hatnote|''Eberron Campaign Setting'', p.127}}
Rare even in the abundant forests of Aerenal, soarwood possesses a magical buoyancy. Ships made from soarwood skim effortlessly over the surface of the water. Soarwood is a necessary component of the airships and elemental galleons manufactured by House Orien and House Cannith.
The speed of a boat or ship made from soarwood is double that of an equivalent boat made from ordinary wood, and the cost is four times normal.
Soarwood has the same physical characteristics as normal wood (hardness 5, 10 hit points per inch of thickness), but weighs only 75% as much.
Sacred plants and wood
Player's Handbook, p. 66
A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs , as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants. </pre>
magic wood, elven swords
1045261
XXXXXXX1003
XXXXXXX7652
Nikerym – ‘Short Sword’ (per candlekeep)
Nikym – ‘Dagger’ (per candlekeep)
Candlekeep
Dur – ‘Twilight’
Durmista – ‘Forest of Twilight’
Mista – ‘Forest’
Selu – ‘High/Grand’Selu'Kiira - ‘High Lore Gem’
Selu’Taar – ‘High Caster’
Selumista – ‘High Forest’
Shil – ‘Shadows’
Shilmista – ‘Forest of Shadows’
Other
ary = big
athel = bow
mault = iron
nevae = dark
rilis = wood
maultrilis = ironwood, aka
nevaerilis = darkwood (aka zalantar) as hard as normal wood but half as heavy. (h5,10/in)
__________ = duskwood, as tough as iron and but half as heavy.
Hd hp Dn Material
0 2 cloth / rope
1 1 glass
0 3 ice
2 5 leather
5 10 1w ¾ wood (hardwood)
5 10 ½w ⅜ darkwood
8 10 1m 8 silver (alchemical)
8 15 3 stone
10 10 ? dragonhide
10 30 1m 8 iron
10 30 1m 8 ironwood (alchemical)
10 30 ½m 4 duskwood (https://www.realmshelps.net/magic/items/itemcreation.shtml)
10 30 ½m 4 bluewood (alchemical)
15 30 ½m 4 mithral
20 40 1m 8 adamantine
.125 ⅛ balsa
.333 ⅓ bamboo
.375 ⅜ cedar
.500 ½ common softwoods
.625 ⅝ cherry
.667 ⅔ birch, maple, walnut
.750 ¾ oak, hickory
.875 ⅞
1½ earth, packed
2½ cement
2½ marble, limestone, sandstone
2⅔ granite
2¾ slate
2¾ aluminum
2⅞ basalt
4½ titanium
7⅞ iron
8 steel
8⅞ copper, coin bronze)
9 nickel
9 copper (pure)
10⅓ silver, sterling
10½ silver (pure)
12⅔ electrum, coin
17⅔ gold, crown
19⅓ gold (pure)
21½ platinum
{| class="zebra c2r c6r"
|+ Armor (D&D Next Final Playtest)
|-
!Armor!!Price!!Armor Class (AC)!!Speed!!Stealth!!Weight
|-
!Light Armor
|-
|class=in2|Padded armor||5 gp||11 + Dex modifier||—||Disadvantage||5 lb.
|-
|class=in2|Leather armor||10 gp||11 + Dex modifier||—||—||8 lb.
|-
|class=in2|Dragon leather||500 gp||12 + Dex modifier||—||—||15 lb.
|-
|class=in2|Mithral shirt||5,000 gp||13 + Dex modifier||—||—||10 lb.
|-
!Medium Armor
|-
|class=in2|Hide armor||10 gp||12 + Dex modifier (max 2)||—||—||10 lb.
|-
|class=in2|Studded leather||25 gp||13 + Dex modifier (max 2)||—||—||13 lb.
|-
|class=in2|Scale mail||50 gp||14 + Dex modifier (max 2)||—||Disadvantage||45 lb.
|-
|class=in2|Studded dragon leather||500 gp||14 + Dex modifier (max 2)||—||—||20 lb.
|-
|class=in2|Dragon scale||500 gp||15 + Dex modifier (max 2)||—||Disadvantage||50 lb.
|-
|class=in2|Mithral scale||5,000 gp||15 + Dex modifier (max 2)||—||—||25 lb.
|-
!Heavy Armor
|-
|class=in2|Ring mail||30 gp||14||−5 feet||Disadvantage||22 lb.
|-
|class=in2|Chain mail||75 gp||16||−5 feet||Disadvantage||55 lb.
|-
|class=in2|Splint||500 gp||17||−5 feet||Disadvantage||50 lb.
|-
|class=in2|Banded||750 gp||17||—||Disadvantage||55 lb.
|-
|class=in2|Plate||5,000 gp||18||−5 feet||Disadvantage||65 lb.
|-
|class=in2|Mithral plate||6,000 gp||18||—||Disadvantage||40 lb.
|-
!Shield
|-
|class=in2|Buckler||5 gp||+1||—||—||4 lb.
|-
|class=in2|Shield||10 gp||+2||—||—||8 lb.
|}
'''Dragon Leather.''' This leather armor is made from the hide of a dragon. It is extremely supple yet far more durable than standard leather armor.
'''Dragon Scale.''' This suit of scale mail is made from a dragon’s scales rather than metal, granting it superior protective capabilities and flexibility.
'''Mithral Plate.''' This suit of plate is crafted from mithral. It is easy to move in compared to other sorts of metal armor. The dwarves sometimes gift this armor to their most trusted allies.
'''Mithral Shirt.''' This extremely light chain mail shirt is made of very fine mithral links. The armor is light enough to wear under normal clothing. It is most commonly crafted by elves.
'''Studded Dragon Leather.''' This is a suit of studded leather crafted from the tough hide of a dragon.
Dragon leather 500 gp 12 + Dex modifier — — 10 lb. [D&D Next Final Playtest]
Mithral shirt 5,000 gp 13 + Dex modifier — — 10 lb. [D&D Next Final Playtest]
Buckler 5 gp +1 [AC] — [Str] — [Stealth] {{abbr|3 lb|half the weight of a regular shield}}
Shield 10 gp +2 [AC] — [Str] — [Stealth] 6 lb
Tower S 20 gp +4 [AC] 13 [Str] Disad. [Stealth] 12 lb
Tower Shield ? gp +3 [AC] ? [Str] ? [Stealth] ? lb [Explorer's Guide to Wildemount, p.266]
ʻ ʻ ʻ modifier letter turned comma (ʻokina)
ʽ ʽ ʽ modifier letter reversed comma
ˀ ˀ ˀ modifier letter glottal stop (Uralic)
ˁ ˁ ˁ modifier letter reversed glottal stop
ʔ latin [unicase] letter glottal stop (Salishan)
Ɂɂ latin capital/small letter glottal stop (Athabaskan)
Cat. Cat. Weapon Cost D Type Wgt Properties
Sim.P Mel. Dagger 2 gp 1d4 piercing 1 ℔ Finesse • light • thrown (20/60)
Mar.P Mel. Shortsword 10 gp 1d6 piercing 2 ℔ Finesse • light
Mar.P Mel. Scimitar 25 gp 1d6 slashing 3 ℔ Finesse • light <ins>• versatile (2d4)</ins>
Mar. Mel. Scimitar, d. 100 gp 2d4 slashing 6 ℔ Special • two-hnd. <small>(WGE)</small>
Mar.? Mel. Arming sword 13 gp 1d8 slashing 3 ℔ <small>(d20 “longsword”)</small>
Mar.P Mel. Rapier 25 gp 1d8 piercing 2 ℔ Finesse
Mar.? Mel. Broadsword 50 gp 1d8 sl./pier. 3 ℔ Finesse • basket-hilt
Mar.P Mel. Longsword 15 gp 1d8 slashing 3 ℔ Versatile (1d10) <small>(d20 “bastard sword”)</small>
Mar.P Mel. Greatsword 50 gp 2d6 slashing 6 ℔ Two-hnd. • hvy
𝘒𝘦𝘳𝘺𝘮ˀ𝘘𝘶𝘦𝘴𝘴 (Silvesti)
Martial weapon, melee weapon, rare (requires attunement)
This elven +1 sword was made using a mithral/steel alloy, giving it the finesse property, and allowing the wielder to choose to deal either piercing or slashing damage. The sword also is also treated as having the light property when wielded as a primary weapon. If the sword has the two-handed property, it may also be wielded one-handed, but doing so reduces the damage dealt by one die-type. You are considered proficient with this sword if you have the Elf Weapon Training racial trait.
• 𝘈𝘳𝘬𝘦𝘳𝘺𝘮ˀ𝘘𝘶𝘦𝘴𝘴 (elven greatsword) 2,000 gp, 4 lb. 2d4 piercing/slashing, finesse, versatile (2d6), heavy
• 𝘈𝘬𝘩𝘬𝘦𝘳𝘺𝘮ˀ𝘘𝘶𝘦𝘴𝘴 (elven longsword) 1,000 gp, 2 lb. 1d8 piercing/slashing, finesse, versatile (1d10)
• 𝘕𝘪𝘬𝘦𝘳𝘺𝘮ˀ𝘘𝘶𝘦𝘴𝘴 (elven shortsword) 500 gp, 1 lb. 1d6 piercing/slashing, finesse, light
MJBurrage05/26/2020
Two-Weapon Fighting (rule)
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Two-Weapon Fighting (class ability)
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Dual wielder (feat)
You master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
MJBurrage05/26/2020
''Kerumˀquess''
{{hatnote|Silvesti}}
''Martial weapon, melee weapon, uncommon''
This mithral sword is a masterwork of elven design, giving it the finesse and light properties, and allowing the wielder to choose to deal either piercing or slashing damage. You are considered proficient with this sword if you have the Elf Weapon Training racial trait.
• Kerymˀquess (elven longsword) 150 gp, 2 lb. 1d8 piercing/slashing, finesse, light, versatile (1d10)
• Nikerymˀquess (elven shortsword) 100 gp, 1 lb. 1d6 piercing/slashing, finesse, light
Spell storing
- Quarterstaff / Staff / Wooden staff
- 2 sp (Simple melee weapon)
- 5 gp (Arcane focus) oak, yew, or an exotic wood
- 5 gp (Druidic focus) oak, or another sacred wood
- 1d6 bludgeoning
- 4 lb.
- Versatile (1d8)
Arcane Focus. An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10.
Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus, as described in chapter 10.
- Sacred Plants and Wood
- PHB, p.66
A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
- Staffs
- DMG, pp.41, 140
A quarterstaff in known in Wuxia as a gun (Chinese) or bo (Japanese).(DMG-41)
A magic staff is about 5 or 6 feet long. Staffs vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. Depending on the material, a staff weighs between 2 and 7 pounds. Unless its description says otherwise, a magic staff can be used as a quarterstaff,(DMG-140) or an arcane focus, and a wooden magic staff can be used as a druidic focus.
| Item | Type | lb. | A | $ | R |
|---|---|---|---|---|---|
| Quarterstaff | Staff | 4 | – | 2sp | PHB |
| Staff (focus) | Staff | 4 | – | 5gp | PHB |
| Blackstaff | Staff | 4 | Ⓐ | 🄻 | WDH |
| Dragonstaff of Ahghairon | Staff | 4 | Ⓐ | 🄻 | WDH |
| Gulthias Staff | Staff | 4 | Ⓐ | 🅁 | CoS |
| Hellfire Quarterstaff | Staff | 4 | – | 🅄 | DIA |
| Jade Serpent Staff | Staff | 5 | – | ? | WDM |
| Quarterstaff of Certain Death | Staff | 4 | – | 🅁 | EGW |
| Quarterstaff of Warning | Staff | 4 | Ⓐ | 🅄 | DMG |
| Quarterstaff, +1 | Staff | 4 | – | 🅄 | DMG |
| Quarterstaff, +2 | Staff | 4 | – | 🅁 | DMG |
| Quarterstaff, +3 | Staff | 4 | – | 🅅 | DMG |
| Skyblinder Staff | Staff | 4 | Ⓐ | 🅄 | GGR |
| Spider Staff | Staff | 6 | Ⓐ | 🅁 | LMP |
| Staff of Adornment | Staff | 4 | – | 🄲 | XGE |
| Staff of Birdcalls | Staff | 4 | – | 🄲 | XGE |
| Staff of Charming | Staff | 4 | Ⓐ | 🅁 | DMG |
| Staff of Defense | Staff | 3 | Ⓐ | 🅁 | LMP |
| Staff of Dunamancy | Staff | 4 | Ⓐ | 🅅 | EGW |
| Staff of Fire | Staff | 4 | Ⓐ | 🅅 | DMG |
| Staff of Flowers | Staff | 4 | – | 🄲 | XGE |
| Staff of Flowers, Wyllow’s | Staff | 4 | Ⓐ | 🄲 | WDM |
| Staff of Frost | Staff | 4 | Ⓐ | 🅅 | DMG |
| Staff of Frost, Jakarion’s | Staff | 4 | Ⓐ | 🅅 | CoS |
| Staff of Healing | Staff | 4 | Ⓐ | 🅁 | DMG |
| Staff of Power | Staff | 4 | Ⓐ | 🅅 | DMG |
| Staff of Striking | Staff | 4 | Ⓐ | 🅅 | DMG |
| Staff of Striking, Devlin’s | Staff | 4 | Ⓐ | 🅅 | ToA |
| Staff of Swarming Insects | Staff | 4 | Ⓐ | 🅁 | DMG |
| Staff of the Adder | Staff | 4 | Ⓐ | 🅄 | DMG |
| Staff of the Forgotten One | Staff | 4 | Ⓐ | 🄰 | ToA |
| Staff of the Ivory Claw | Staff | 4 | Ⓐ | 🅁 | EGW |
| Staff of the Magi | Staff | 4 | Ⓐ | 🄻 | DMG |
| Staff of the Python | Staff | 4 | Ⓐ | 🅄 | DMG |
| Staff of the Woodlands | Staff | 4 | Ⓐ | 🅁 | DMG |
| Staff of Thunder & Lightning | Staff | 4 | Ⓐ | 🅅 | DMG |
| Staff of Withering | Staff | 4 | Ⓐ | 🅁 | DMG |
| Vicious Quarterstaff | Staff | 4 | – | 🅁 | DMG |
| Voyager Staff | Staff | 4 | Ⓐ | 🅅 | GGR |
See also
- Polearm Master (feat)
- Shillelagh (spell)
- Math Mathonwy, Celtic god of magic
- Dionysus, Greek god of mirth and wine
- Hermes, Greek god of travel and commerce
- Quiver of Ehlonna(DMG-189)
- Staff of spell storing
- Quarterstaff, very rare (requires attunement)
- Staff, ____ rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +__ bonus to attack and damage rolls made with it.
Focus. A druidic or arcane spellcaster can use the staff as a spellcasting focus, as described in chapter 10 of the Player’s Handbook.
- Ring of spell storing
- Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains ld6-1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Misc
Wheel of welcome (d20 version)
“Yondalla’s Wagon Wheel”, p. 138, Arms and Equipment Guide (2003)
- Dupuis, Brian (15 January 2012) Eclipse Gaming: “Adanhym”
Created by halfling adepts, one of these small round metal amulets, looks like a symbolic representation of a round door or a wagon wheel.
Dropping (or tossing) the amulet while thinking a command word, causes the amulet wheel to grow rapidly into a small enclosed vehicular form typical for the region—most commonly a covered wagon. If activated in an aquatic environment, it typically takes the form of a small covered boat without sails; on train tracks, it would take the form of a small passenger car. No matter the form taken, the vehicle is always made of wood, nondescript in appearance, and completely immobile—requires an appropriate external power source, such as dray animals, to move. It can remain in this form indefinitely, or convert back to amulet form at will with a similar command thought. However, the transformative magic fails to function if living creatures are within the interior. (Constructs count as objects, provided they lack the living subtype.)
Inside the vehicle is a continuous secure shelter effect (complete with alarms and an unseen servant), which blends in with whatever form the vehicle takes—the windows of the secure shelter line up with the wagon’s windows, for instance—even though this makes the inside of the vehicle larger than the outside. It is not possible to tell that the spell is in effect without stepping inside. The interior is buffered somewhat from external forces, ensuring a comfortable working and sleeping environment during mundane travel. While in amulet form, the contents of the secure shelter are treated as if in an extradimensional space with no entrance.
The shelter has a larder capable of producing food as per a bag of bounty once per day. If instead of being dropped or tossed, it is held against a wall when activated, the amulet grows into a door, with the secure shelter on the other side; merging seamlessly with the building (or dungeon) wall design.
- price
- 92,880
- aura
- moderate conjuration
- cl
- 9th
- weight
- 1
- cost
- ?
- req
- Craft Wondrous Item, secure shelter, major creation, reduce person
- price
- 92,880
- aura
- strong (DC 22) metacreativity/conjuration
- cl
- 12th
- weight
- 0.5
- cost
- ?
- req
- Craft Wondrous Item, secure shelter, minor creation, mark of hospitality
- activation
- Standard (mental)
Houserope
Seven Civilizations (2004, AG-3230, pp. 26–27)
A 'houserope provides a traveler with a safe and secure shelter from weather, beasts, and banditry. A houserope is a 10-foot length of silk cord. It can produce the effect of rope trick once per day, providing an extradimensional shelter for up to eight people. The dimensional pocket lasts for up to 10 hours, but the owner can end the effect by removing the rope or by using a second command word. When the effect expires, any objects or creatures in the extradimensional space fall to the ground.
A houserope can be placed within another extradimensional space without danger, but it cannot be activated in such an area.
Faint transmutation; CL 5th; Craft Wondrous Item, Extend Spell, rope trick; Price 5,400 gp; Weight 2 lb.
Manor Wagon
Seven Civilizations (2004, AG-3230, pp. 27–28)
Manor wagons are a cornerstone of the society of modern Takalas. Each wagon is a mobile community, a thorp on wheels. From the outside, a manor wagon seems like a simple coach. Spring and Summer gnomes favor bright, painted exteriors, while Fall and Winter wagons are unremarkable. Inside the mundane-appearing coach, there is a door on the back wall that has no matching door on the outside. When this door is opened, a hazy translucent portal is revealed. Each wagon has an associated key, and only those who have received an invitation from the bearer of the key can pass through the portal. The invitation remains in effect until it is formally revoked. The restriction on travel through the portal is strictly one way, and anyone who has gained entrance to the manor can always leave it. A knock spell opens the portal for 1 minute, but the keybearer automatically senses the disruption.
The manor on the other side of the portal is vast and luxurious. It is fully furnished, warm, and well lit. A manor wagon has a total area of 9,000 cubic feet, designed when the wagon is created. A typical wagon includes a bathhouse, a dining hall, a library, a small auditorium, accommodations for 45 people, workshops for alchemy, artificing, and other crafts, and a number of storerooms. As the wagon is designed for gnomes, the ceilings are only 5 feet high throughout most of the manor, but the typical manor has a larger foyer with two rooms designed with Medium guests in mind. Up to 30 spectral servants appear as required, and these translucent gnomes will follow the instructions of anyone who has received an invitation from the keybearer. The kitchen can produce a sumptuous meal for up to 180 people per day. This can be split into multiple meals, so a wagon with a population of 45 gnomes can eat up to four meals a day before they need to resort to normal supplies.
Destroying the wagon will not destroy the manor, but the portal will become immobile. In the long term, it is possible to build a new wagon around the portal, which takes half as much time, XP, and gold as building an entirely new manor wagon. If the key is destroyed, the manor unravels, expelling all creatures and objects inside into the Material Plane.
If another extradimensional space — a bag of holding or portable hole, for example — is brought into a manor wagon, the smaller item is destroyed with no impact on the manor. Gloves of storing and houseropes are not destroyed, but cannot be used within the wagon. Rope trick and secret chest cannot be used while inside a manor wagon.
Strong conjuration; CL 15th; Craft Wondrous Item, magnificent mansion; Price 96,000 gp; Weight 1,000 lbs.
- Manor Wagon Giants in the Playground Forum.