Hearty Breakfast Mechanic

Culinary Skill Check:

Skill Challenge: Preparing a hearty breakfast requires a Cooking skill check, with the DC varying depending on the rarity of the ingredients used. A fail by 5 or more leads to a meal that causes indigestion, reducing all attack rolls, ability checks, and saving throws by -1 until a short rest is taken. A critical fail (rolling a 1) results in severe digestive issues, imposing a -2 penalty that necessitates a long rest or medical treatment to overcome.

Floats to the left

Caption text here

Effects Based on Ingredient Rarity:

Ingredient RarityCooking DCBonus Effects
Basic10Standard 1d4 bonus.
Common121d4 bonus, +1 to all rolls.
Uncommon141d4 bonus, +2 to all rolls.
Rare16Substitute 1d4 with 1d6.
Very Rare18Substitute 1d4 with 1d8.
Legendary20Substitute 1d4 with 1d10.
Mythical22Permanent +1 to one ability score.
Unique24Substitute 1d4 with 1d12.
Artifact26Substitute 1d4 with 1d20.
Morning Vigor Benefits:
  • Fortifying Meal: A successfully prepared breakfast grants a bonus 1d4 to add to all attack rolls, ability checks, and saving throws until the next long rest. If a 4 is rolled on this 1d4, any d20 roll between 16 and 19 is treated as a natural 20.

Meal Preparation Requirements:

  • Time and Ingredients: Preparing a hearty breakfast takes a minimum of 45 minutes. The meal must include a protein source (such as meats or eggs), carbohydrates (like breads or grains), and fresh produce. The benefit level is influenced by the rarity of the ingredients.

Chef Feat Benefits:

  • Expertise Reduction: Characters with the Chef feat reduce the DC of their Cooking checks by 2, aiding in the preparation of more complex meals. They may also automatically succeed on one Cooking check per long rest when using ingredients of Rare quality or lower.

Proficiency with Cook’s Utensils:

  • Utensil Mastery: Characters proficient with cook’s utensils gain a +2 bonus on Cooking skill checks. This proficiency also allows for an additional +1 to any rolls affected by the breakfast’s bonuses and extends these effects by one hour.

tags:

  • dmtool cssclasses:
  • wide-page credit:

[! recite| wmed center]- Credits

[! quote | clean] Nate F. This system was inspired and created by using the rules from the Battlezoo Bestiary. Credit goes to them for originally designing this system, I only refined it and made into a system that was more concise and hopefully less overwhelming to my players. Please support the creators.

Refinement

Refining

Refinement Example PF2eA fighter wants to refine a spear using monster parts from a recently defeated a group of Banshees. The fighter has 275 gp worth of Banshee parts. They start by building the spear for 1 gp, leaving them with 274 gp in parts. Using 250 gp, they refine the spear to item level 6, passing a Refine DC 21 which grants a +1 item bonus to attack rolls, an extra damage die, and the ability to imbue an additional property. With 24 gp worth of parts remaining, the longsword is partially refined towards level 7, requiring 86 more gp worth of parts to reach the next level.

How to use Parts To refine items using monster parts, start by gathering parts equivalent to the item's standard creation cost (e.g., 1 gp for a spear). As you add more parts, the item levels up, providing benefits like increased attack rolls, additional damage dice, and imbuing capacity. Use provided tables to determine the total value of parts needed for each level, noting that items cannot exceed the character's level. Refining can be done quickly during daily preparations for fast-paced gameplay, or during downtime for a more crafting-centric approach.

Salvaging allows you to recover up to 50% of the parts used in a refined item, while transferring refinement or imbuing properties between similar items costs 10% of the difference in part values. This flexible system ensures that players can enhance their gear using monster parts, providing unique upgrades and customizations based on their adventures and the monsters they defeat.

[! note | clean no-i ]+ Harvesting Parts The types of parts that can be harvested and refined fall into four categories, Elemental, Esoteric, Visage, and Aspect. Elemental and Esoteric parts will allow a character to refine their weapons and Visage and Aspect to refine armor, and other wearable items. However, the GM has final say in how harvested parts can be used, and which categories the parts can be used towards for gaining an Augmentation. If the GM determines that parts can be harvested from the slain creature, roll 1d4 to see how many parts are harvest. Recommended to increase dice size by 1d4 per size after medium.

[! recite | left wsmall]+ Harvest Example 5eThe party has just slain a Hydra and harvests for parts. The GM rolls 2d4 for total parts harvested, rolling total of 4. The ranger wishes to attempt to retreive more, and makes a Survival check against a DC set by the GM. The ranger, passes and gains an additional 2 parts. Since the hydra is CR 8 the total bounty is 360 gp worth of hydra parts.

When harvesting parts, the character is automatically successful in harvesting the first time. They can attempt a second harvest using the appropriate skill to increase the total parts gained by 1d4 against a DC set by the GM.

[! note | clean no-i]+ Refining DC checks Once a character has obtained parts they can begin the refining process. This can vary system to system, but a general rule to follow would be 15+Item Level for Pathfinder 2e, and 10+Item Level for Dungeons and Dragons 5e. Cost of failure is only 25% of the value used. It is up to the GM what skill is used to refine the item. Alternatively, a character can pay 50% of the cost of the item refining material in gold to have a NPC of equivalent skill make it with no failure.

[! column | 2 no-i no-t]

[! creature | background-black color-red]- Parts Value by Level

Creature LevelMonster Parts (Value)
-11 gp
02 gp
15 gp
210 gp
315 gp
420 gp
525gp
630 gp
745 gp
860 gp
990 gp
10125 gp
11175 gp
12250 gp
13375 gp
14560 gp
15810 gp
161,250 gp
171,875 gp
183,000 gp
195,000 gp
208,750 gp
2110,000 gp
2217,500 gp
2320,000 gp
2435,000 gp
2540,000 gp

[! reward | background-black color-orange ]- Refinement cost by Item Level

Item LevelTotal Cost
150 gp
275 gp
3100 gp
4125 gp
5160 gp
6250 gp
7360 gp
8500 gp
9700 gp
101,000 gp
111,400 gp
122,000 gp
133,000 gp
144,500 gp
156,500 gp
1610,000 gp
1715,000 gp
1824,000 gp
1940,000 gp
2070,000 gp

Augmentation

Augments

[! note | clean no-i no-t]

How to get an Augment

After an item has been refined to certain level within one of the four refinement categories, it will gain an Augment of the essence of the creatures and magic used to refine the item. Depending on your item category will depend on which Augments you gain.

As stated before in Refinement there are four Augmentation categories, and each have their own subcategories. The four main augments are, Elemental, Esoteric, Visage, and Aspect. With these once a certain level has been reached in Refinement, the item will become augmented and will gain a Augmentation as listed below.

Choosing an Augment

Augments can vary depending on what the character is planning on using. For Weapons, the choice is broken down primarily by which Origin is used for Augmentation. The three Origins are, Arcane, Ravage, and Talent, and each have their own unique features.

When a character has begun refining their item they must choose which Origin they wish to refine their weapon towards. When a refinement is destroyed or removed either by choice or by salvaging, the item loses the Augmentation it had previously gained.

Multiple Origin Augments (Optional)

This is a variant rule that is up to the GM if they wish to allow. Multiple Origin Augments (MoA) allows for a character to augment their items with different Augments of different origins. While this can create unique combos and interesting effects this can lead to some possibly stronger characters.

[! recite | right wsmall] MoA Example A level 12 fighter can have a Greatsword with Arcane origin Level 2, Ravage origin level 6, and Talent Origin level 4, for a total Origin level of 12.

If this variant rule is used combos of all kinds can be used. A weapon can be refined to be augmented with both Fire and Ice, Sonic and Electricity, or Void and Radiant/Vitality. Even armor can benefit from this rule allowing for combination of unique magic armor.

Augments: Pathfinder 2e

Weapons

Elemental IMBUED

Elemental • Evocation • Magical Type: Weapon Parts: The monster must have a trait or an attack or spell that deals elemental damage as the following: Acid, Cold, Fire, Electricity, or Poison. Effect: You imbue the weapon with primeval essence of the elements.

[! recite | clean] DM chooses the available spell rarity for Arcane origins

Origins

[! hist]- - Arcane

LevelEffect
2ndGain an elemental appropriate cantrip, heightened to half the item’s level rounded up.
4thGain an elemental appropriate spell of 1st level, usable once per day.
6thGain an elemental appropriate spell of 2nd level, usable once per day.
8thGain an elemental appropriate spell of 3rd level, usable once per day.
10thStrikes deal 1 additional elemental damage.
12thGain an elemental appropriate spell of 4th level, usable once per day.
14thStrikes increase to 1d4 elemental damage.
16thGain an elemental appropriate spell of 6th level, usable once per day.
18thStrikes increase to 1d6 elemental damage.
20thGain an elemental appropriate spell of 9th level, usable once per day.

[! encounter]- - Ravage

LevelEffect
4thStrikes deal 1 additional elemental damage.
6thAdditional elemental damage increases to 1d4.
8thAdditional elemental damage increases to 1d6. On a crit, see unique crit effect in critical table.
12thElemental damage ignores resistances.
14thGain a unique feature related to the element (see Ravage feat table).
18thPersistent elemental damage increases to 1d10.
20thOn a crit, target is drained 1 and elemental weakness half your level rounded up.

[! interest]- - Talent

LevelEffect
4thStrikes deal 1 persistent elemental damage.
6thStrikes deal 1 additional elemental damage.
8thPersistent elemental damage increases to 1d6.
12thElemental damage ignores resistances.
14thPersistent elemental damage increases to 1d8.
16thUnique feature related to the element (see Talent feat table).
18thPersistent elemental damage increases to 1d10.
20thUnique feature related to the element (see Ravage feat table).

Path Features

[! encounter]- - Ravage Feat

ElementFeatEffect
AcidCorrosive AuraWhen you critically hit with this weapon, you gain an aura that deals 1d6 acid damage to any creature that starts its turn within 5 feet of you. This aura lasts for 1 minute.
ColdFrostbiteWhen you critically hit with this weapon, the target must succeed at a Fortitude save or be paralyzed for 1 round. If the target fails the save by 5 or more, they are paralyzed for 2 rounds.
ElectricityStorm’s WrathWhen you critically hit with this weapon, you gain resistance to electricity damage equal to twice your level for 1 minute. Additionally, the weapon gains the Shock trait for the duration.
FireInferno BurstWhen you critically hit with this weapon, a burst of flames erupts in a 10-foot radius around the target, dealing 2d6 fire damage to all creatures in the area. Creatures in the area must succeed at a Reflex save or catch fire, taking 1d6 persistent fire damage.
PoisonVenomous CloudWhen you critically hit with this weapon, you release a cloud of poisonous gas in a 10-foot radius. Creatures in the area must succeed at a Fortitude save or be poisoned, taking 1d6 poison damage at the start of their turn for 1 minute.

[! interest]- - Talent Feats

ElementFeatEffect
AcidAcidic TrailWhen you move, you leave a trail of acid behind you. Any creature that moves through the trail takes 1d6 acid damage and must succeed at a Reflex save or have their speed reduced by half until the end of their next turn.
ColdIcy PathWhen you move, you leave a trail of ice behind you. Any creature that moves through the trail must succeed at an Acrobatics check or fall prone. The ice remains for 1 minute or until it is melted by a fire effect.
ElectricityLightning ReflexesWhen you critically hit with this weapon, you gain a +2 circumstance bonus to Reflex saves and your speed increases by 10 feet for 1 minute.
FireBlazing SpeedWhen you critically hit with this weapon, your speed increases by 20 feet and you leave a trail of fire behind you. Any creature that starts its turn in the trail or moves through it takes 1d6 fire damage. The fire trail lasts for 1 minute.
PoisonToxic StrikeWhen you critically hit with this weapon, the target is afflicted with a powerful toxin. They must succeed at a Fortitude save or be sickened 1 and take 1d6 persistent poison damage. The sickened condition lasts until the poison is neutralized.

[! danger | clean]+ Critical Table

ElementFeatEffect
AcidCorrosive StrikeOn a critical hit, the target’s armor or shield takes 3d6 acid damage (before applying Hardness). If the target has no armor or shield, they take an additional 1d6 persistent acid damage.
ColdFreezing ImpactOn a critical hit, the target must succeed at a Fortitude save or be slowed 1 until the end of your next turn. If the target fails the save by 5 or more, they are slowed 2.
ElectricityArcing ShockOn a critical hit, electricity arcs to up to two additional creatures within 10 feet of the target, dealing 1d6 electricity damage to each. These secondary targets must succeed at a Reflex save or be stunned 1.
FireExplosive BlastOn a critical hit, the target takes an additional 1d6 fire damage, and all creatures adjacent to the target take 1d6 fire damage as well. These creatures must succeed at a Reflex save or catch fire, taking 1d6 persistent fire damage.
PoisonVenomous StrikeOn a critical hit, the target takes an additional 1d6 poison damage and must succeed at a Fortitude save or be enfeebled 1 for 1 minute. If the target fails the save by 5 or more, they are enfeebled 2.

[! law |background-black]+ Esoteric IMBUED Esoteric • Evocation • Magical Type: Weapon Parts: The monster must have a trait or an attack or spell that deals esoteric damage as the following: Aberrant, Force, Sonic, Vitality, or Void. Effect: You channel the mysterious powers of esoteric forces into the weapon.

[! recite | clean] DM chooses the available spell rarity for Arcane origins

Origins

[! hist]- - Arcane

LevelEffect
2ndGain an esoteric appropriate cantrip, heightened to half the item’s level rounded up.
4thGain an esoteric appropriate spell of 1st level, usable once per day.
6thGain an esoteric appropriate spell of 2nd level, usable once per day.
8thGain an esoteric appropriate spell of 3rd level, usable once per day.
10thStrikes deal 1 additional esoteric damage.
12thGain an esoteric appropriate spell of 4th level, usable once per day.
14thStrikes increase to 1d4 esoteric damage.
16thGain an esoteric appropriate spell of 6th level, usable once per day.
18thStrikes increase to 1d6 esoteric damage.
20thGain an esoteric appropriate spell of 9th level, usable once per day.

[! encounter]- - Ravage

LevelEffect
4thStrikes deal 1 additional esoteric damage.
6thAdditional esoteric damage increases to 1d4.
8thAdditional esoteric damage increases to 1d6. On a crit, see unique crit effect in crit table.
12thEsoteric damage ignores resistances.
14thGain a unique feature related to the esoteric element (see feature table).
18thPersistent esoteric damage increases to 1d10.
20thOn a crit, target is drained 1.

[! interest]- - Talent

LevelEffect
4thStrikes deal 1 persistent esoteric damage.
6thStrikes deal 1 additional esoteric damage.
8thPersistent esoteric damage increases to 1d6.
10thOn a crit, see unique crit effect in crit table.
12thEsoteric damage ignores resistances.
14thPersistent esoteric damage increases to 1d8.
16thUnique feature related to the esoteric element (see feature table).
18thPersistent esoteric damage increases to 1d10.
20thUnique feature related to the esoteric element (see feature table).

Path Features

[! encounter]- - Ravage Feats

ElementFeatEffect
AberrantReality RipWhen you critically hit with this weapon, you create a tear in reality. Creatures within 10 feet must succeed at a Will save or be confused for 1 round. The tear remains for 1 minute, causing any creature that ends its turn within 5 feet to take 1d6 mental damage.
ForceGravitic PullWhen you critically hit with this weapon, you can push or pull all creatures within 10 feet towards you. They must succeed at a Fortitude save or be effected by 10 feet and knocked prone.
SonicSonic BoomWhen you critically hit with this weapon, a sonic boom emanates from the impact. All creatures within 20 feet must succeed at a Fortitude save or be stunned 1 and deafened for 1 minute.
VitalityHealing SurgeWhen you critically hit with this weapon, you and all allies within 30 feet regain Hit Points equal to 1d6 plus your level.
VoidEntropic DecayWhen you critically hit with this weapon, the target must succeed at a Fortitude save or have its physical and mental resistances reduced by 2 for 1 minute. If the target fails the save by 5 or more, the reduction is increased to 4.

[! encounter]- - Talent Feats

ElementFeatEffect
AberrantTwisted MovementWhen you move, your path twists reality around you. Creatures within 10 feet of your path must succeed at a Will save or be disoriented, suffering a -2 penalty to attack rolls and Perception checks for 1 minute.
ForceKinetic ShieldWhen you critically hit with this weapon, you gain a kinetic shield that provides a +2 circumstance bonus to AC and Reflex saves for 1 minute.
SonicEchoing StrikeWhen you critically hit with this weapon, the strike echoes, dealing 1d6 sonic damage to all creatures within 10 feet. These creatures must succeed at a Fortitude save or be deafened for 1 minute.
VitalityVital AuraWhen you critically hit with this weapon, you gain an aura that heals you and all allies within 10 feet for 1d6 Hit Points at the start of each of your turns for 1 minute.
VoidVoid StepWhen you critically hit with this weapon, you can step through the void. You gain the effects of the blink spell for 1 round, allowing you to briefly become ethereal and avoid attacks.

Critical Table

ElementFeatEffect
AberrantReality WarpOn a critical hit, the target must succeed at a Will save or be confused for 1 round. If the target fails the save by 5 or more, they are also stupefied 1 for 1 minute.
ForceCrushing BlowOn a critical hit, the target is knocked back 10 feet and must succeed at a Fortitude save or be knocked prone. If the target collides with a solid object, they take an additional 1d6 force damage.
SonicResonant ShockwaveOn a critical hit, the target and all creatures within 10 feet must succeed at a Fortitude save or be deafened for 1 minute. If the target fails the save by 5 or more, they are also stunned 1.
VitalityVital SurgeOn a critical hit, the target takes an additional 1d6 energy damage, and the attacker regains an equal amount of Hit Points. The target must succeed at a Will save or be enfeebled 1 for 1 minute.
VoidEntropic StrikeOn a critical hit, the target must succeed at a Will save or take 1d6 persistent void damage. If the target fails the save by 5 or more, they are also frightened 2.

Wearable

[! creature | background-black]- Visage IMBUED Physical • Enchantment • Magical Type: Armor, Accessory, or Shield Parts: The monster must have a trait or an attack or spell that corresponds with the visage imbue category (Chaos, Mental, Scourge, Resistance, or Winged). Effect: You infuse the armor with the visage of the creature in which you have slain.

[! recite | clean] DM chooses trait for Visage origin

Origins

[! npc]- - Chaos

LevelFeatEffect
4thChaos FieldOnce per day, create a 10-foot-radius field of chaotic energy centered on you for 1 minute. Creatures in the field (including you) must succeed at a Reflex save against your class DC or be affected by a random condition (dazzled, flat-footed, etc.) for 1 round.
6thChaotic AdvantageOnce per day, gain a +2 status bonus to an attack roll, saving throw, or skill check, but you are also confused for 1 round.
8thWild StepOnce per day, as a reaction, teleport up to 30 feet to a space you can see. Roll a d20; on a result of 1-5, you arrive 10 feet away from the intended location.
12thAnarchic AuraOnce per day, you can create a 20-foot-radius aura of chaos around you for 1 minute. Creatures in the aura (including you) must succeed at a Will save against your class DC or be stunned for 1 round. If they succeed, they are instead frightened 1.

[! hist]- - Mental (Occult)

LevelFeatEffect
4thIllusory SelfOnce per day, create an illusory duplicate of yourself for 1 minute. The duplicate can be used to create flanking opportunities.
6thMind ShieldGain a +2 status bonus to Will saves against mental effects.
8thTelepathic Bond: Once per day, establish a telepathic link with one willing creature you can see for 10 minutes.
12thInvisibility CloakOnce per day, you can cast invisibility on yourself for 10 minutes. The effect ends if you make an attack.

[! creature]- - Scourge

LevelFeatEffect
4thScourging AuraOnce per day, create a 10-foot aura that causes enemies within it to take a -1 status penalty to AC and saving throws.
6thDebilitating TouchOnce per day, your unarmed strikes deal 1d6 persistent damage (choose acid, fire, cold, or electricity).
8thCrippling PresenceOnce per day, create a 15-foot aura that causes enemies within it to be slowed 1 for 1 minute.
12thWeaken ResolveOnce per day, as a reaction, force an enemy within 30 feet to make a Will save against your class DC or be frightened 2 for 1 minute.

[! hint | clean ]- - Resistance

LevelFeatEffect
4thElemental ResistanceGain resistance 4 to one type of elemental or esoteric damage (acid, cold, electricity, or fire). Choose when you gain this ability.
6thImproved ResistanceResistance increases to 8.
8thGreater ResistanceResistance increases to 12.
12thSuperior ResistanceResistance increases to 16.
16thElemental AbsorptionResistance increases to 20, and you gain immunity to critical hits from that damage type.
18thReflective ShieldWhen you take damage of the chosen type, you can use your reaction to reflect half the damage back to the attacker.
20thElemental MasteryResistance increases to 24, and once per day, you can absorb all damage from a single attack of the chosen type and heal for that amount.

[! bug | clean ]- - Winged

LevelFeatEffect
4thFeather FallYou can cast feather fall on yourself as a reaction once per day.
6thGliding StrideYou can glide, reducing fall damage by 30 feet and move 10 feet horizontally for every 30 feet fallen.
8thWinged LeapYou gain a +10-foot status bonus to your long jump and high jump distances.
12thFlightYou gain a fly speed of 20 feet for 10 minutes once per day. You can sustain this flight for 1 hour at 16th level, and at 20th level, you can fly at will.
16thAerial EvasionGain a +2 circumstance bonus to Reflex saves while flying.
18thSoaring AgilityYour fly speed increases to 30 feet, and you can hover.
20thSupreme WingsYour fly speed increases to 40 feet, and you gain the effects of freedom of movement while flying.

[! health | background-black]- Aspect IMBUED Attribute • Enchantment • Magical Type: Armor, Accessory, or Shield Parts: The monster’s highest attribute attack or spell shall correspond with the aspect imbue category (Charisma, Constitution, Dexterity, Intelligence, Strength, or Wisdom). Effect: You infuse the armor with the being of your fallen foe, bestowing it with extraordinary powers.

[! recite | clean] DM chooses trait for Aspect origin

Origins

[! friend]- - Charisma

LevelFeatEffect
4thCharming PresenceOnce per day, you can cast charm as a spell-like ability. The spell is heightened to half your level rounded up.
6thInspiring LeaderOnce per day, as an action, you can give an inspiring speech to allies within 30 feet, granting them temporary Hit Points equal to your Charisma modifier plus your level.
8thCommanding VoiceOnce per day, you can cast command as a spell-like ability. The spell is heightened to half your level rounded up.
12thEnthralling AuraOnce per day, you can create a 20-foot aura that causes enemies within it to make a Will save against your class DC or be fascinated for 1 minute.
16thMajestic PresenceYou gain the ability to cast suggestion once per day as a spell-like ability. The spell is heightened to half your level rounded up.

[! health]- - Constitution

LevelFeatEffect
4thToughnessOnce per day gain Temporary Hit Points by an amount equal to your item level.
6thSecond WindOnce per day, you can use an action to regain Hit Points equal to 2d6 plus your level.
8thResilient BodyGain resistance 2 to physical damage (bludgeoning, piercing, slashing).
12thStalwartGain a +1 status bonus to Fortitude saves.
16thIndomitableOnce per day, when you are reduced to 0 Hit Points, you can use your reaction to drop to 1 Hit Point instead.

[! danger | clean]- - Dexterity

LevelFeatEffect
4thEvasionGain a +1 status bonus to Reflex saves.
6thQuick StepOnce per day, you can use the Step action as a free action.
8thCat’s GraceGain a +1 status bonus to Acrobatics checks and Dexterity-based attack rolls.
12thUncanny DodgeOnce per day, you can use your reaction to halve the damage from an attack that hits you.
16thLightning ReflexesGain a +2 circumstance bonus to Reflex saves against traps and hazards.

[! hist]- - Intelligence

LevelFeatEffect
4thKeen MindGain a +1 status bonus to Recall Knowledge checks.
6thArcane InsightOnce per day, you can cast detect magic as a spell-like ability.
8thAnalytical MindGain a +1 status bonus to checks to identify creatures, items, and hazards.
12thArcane ReservoirGain a pool of 3 Focus Points that can be used to cast focus spells you know.
16thMaster ScholarOnce per day, you can cast true strike as a spell-like ability.

[! encounter]- - Strength

LevelFeatEffect
4thMighty BlowsGain a +1 status bonus to damage rolls with Strength-based attacks.
6thAthletic SurgeOnce per day, you can gain a +10-foot status bonus to your Speed for 1 minute.
8thPowerful BuildGain a +1 status bonus to Athletics checks and Strength-based attack rolls.
12thJuggernautGain a +1 status bonus to Fortitude saves against physical effects.
16thUnstoppable ForceOnce per day, you can ignore the effects of the slowed or immobilized conditions for 1 minute.

[! location]- - Wisdom

LevelFeatEffect
4thHeightened SensesGain a +1 status bonus to Perception checks.
6thGuided StrikeOnce per day, you can reroll an attack roll.
8thMystic InsightGain a +1 status bonus to Will saves.
12thClairvoyant VisionOnce per day, you can cast clairvoyance as a spell-like ability.
16thDivine ProtectionGain a +2 circumstance bonus to saving throws against spells and magical effects.

Augments: Dungeons and Dragons 5e

Weapons

[! tip | background-black]+ Elemental IMBUED Elemental • Evocation • Magical Type: Weapon Parts: The monster must have a trait or an attack or spell that deals elemental damage as the following: Acid, Cold, Fire, Electricity, or Poison. Effect: You imbue the weapon with primeval essence of the elements.

[! recite | clean] DM chooses the available spell rarity for Arcane origins

Paths

[! hist]- - Arcane

LevelEffect
2ndGain an elemental appropriate cantrip, heightened to half the item’s level rounded up.
4thGain an elemental appropriate spell of 1st level, usable once per day.
6thGain an elemental appropriate spell of 2nd level, usable once per day.
8thGain an elemental appropriate spell of 3rd level, usable once per day.
10thStrikes deal 1 additional elemental damage.
12thGain an elemental appropriate spell of 4th level, usable once per day.
14thStrikes increase to 1d4 elemental damage.
16thGain an elemental appropriate spell of 6th level, usable once per day.
18thStrikes increase to 1d6 elemental damage.
20thGain an elemental appropriate spell of 9th level, usable once per day.

[! encounter]- - Ravage

LevelEffect
4thStrikes deal 1 additional elemental damage.
6thAdditional elemental damage increases to 1d4.
8thElemental damage increases to 1d6. On a crit, see unique crit effect in crit table.
10thElemental damage increases to 1d8.
12thElemental damage ignores resistances.
14thGain a unique feature related to the element (see Ravage feat table).
18thElemental damage increases to 1d10.
20thOn a crit, target is exhausted 1 level and gains elemental vulnerability for 1d4 rounds.

[! interest]- - Talent

LevelEffect
4thStrikes deal 1 persistent elemental damage.
6thStrikes deal 1 additional elemental damage.
8thPersistent elemental damage increases to 1d6.
12thElemental damage ignores resistances.
14thPersistent elemental damage increases to 1d8.
16thGain a unique feature related to the element (see Talent feat table).
18thPersistent elemental damage increases to 1d10.
20thGain a unique feature related to the element (see Ravage feat table).

Origin Features

[! encounter]- - Ravage Feat

ElementFeatEffect
AcidCorrosive AuraWhen you score a critical hit with this weapon, you gain an aura that deals 1d6 acid damage to any creature that starts its turn within 5 feet of you. This aura lasts for 1 minute.
ColdFrostbiteWhen you score a critical hit with this weapon, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be paralyzed until the end of its next turn.
ElectricityStorm’s WrathWhen you score a critical hit with this weapon, you gain resistance to lightning damage for 1 minute. Additionally, the weapon gains the shocking property for the duration, dealing an extra 1d6 lightning damage on a hit.
FireInferno BurstWhen you score a critical hit with this weapon, a burst of flames erupts in a 10-foot radius around the target, dealing 2d6 fire damage to all creatures in the area. Creatures in the area must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or catch fire, taking 1d6 fire damage at the start of their turn until they use an action to extinguish the flames.
PoisonVenomous CloudWhen you score a critical hit with this weapon, you release a cloud of poisonous gas in a 10-foot radius. Creatures in the area must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be poisoned for 1 minute. A poisoned creature takes 1d6 poison damage at the start of each of its turns.

[! interest]- - Talent Feat

ElementFeatEffect
AcidAcidic TrailWhen you move, you leave a trail of acid behind you. Any creature that moves through the trail takes 1d6 acid damage and must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or have their speed reduced by half until the end of their next turn.
ColdIcy PathWhen you move, you leave a trail of ice behind you. Any creature that moves through the trail must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or fall prone. The ice remains for 1 minute or until it is melted by a fire effect.
ElectricityLightning ReflexesWhen you score a critical hit with this weapon, you gain a +2 bonus to Dexterity saving throws and your speed increases by 10 feet for 1 minute.
FireBlazing SpeedWhen you score a critical hit with this weapon, your speed increases by 20 feet and you leave a trail of fire behind you. Any creature that starts its turn in the trail or moves through it takes 1d6 fire damage. The fire trail lasts for 1 minute.
PoisonToxic StrikeWhen you score a critical hit with this weapon, the target is afflicted with a powerful toxin. They must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be poisoned and take 1d6 poison damage at the start of each of its turns until they use an action to neutralize the poison.

[! danger | clean]+ Critical Table

ElementCrit FeatureEffect
AcidCorrosive StrikeOn a critical hit, the target’s armor or shield takes 3d6 acid damage (before applying Hardness). If the target has no armor or shield, they take an additional 1d6 persistent acid damage.
ColdFreezing ImpactOn a critical hit, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be paralyzed until the end of its next turn.
ElectricityArcing ShockOn a critical hit, electricity arcs to up to two additional creatures within 10 feet of the target, dealing 1d6 lightning damage to each. These secondary targets must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be stunned until the end of their next turn.
FireExplosive BlastOn a critical hit, the target takes an additional 1d6 fire damage, and all creatures adjacent to the target take 1d6 fire damage as well. These creatures must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or catch fire, taking 1d6 fire damage at the start of each of their turns until they use an action to extinguish the flames.
PoisonVenomous StrikeOn a critical hit, the target takes an additional 1d6 poison damage and must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be poisoned for 1 minute. If the target fails the save by 5 or more, they are poisoned and take an additional 1d6 poison damage at the start of each of their turns.

[! law | background-black]+ Esoteric IMBUED Esoteric • Evocation • Magical Type: Weapon Parts: The monster must have a trait or an attack or spell that deals esoteric damage as the following: Aberrant, Force, Sonic, Radiant, or Void. Effect: You channel the mysterious powers of esoteric forces into the weapon.

[! recite | clean] DM chooses the available spell rarity for Arcane origins

Origins

[! hist]- - Arcane

LevelEffect
2ndGain an esoteric appropriate cantrip, heightened to half the item’s level rounded up.
4thGain an esoteric appropriate spell of 1st level, usable once per day.
6thGain an esoteric appropriate spell of 2nd level, usable once per day.
8thGain an esoteric appropriate spell of 3rd level, usable once per day.
10thStrikes deal 1 additional esoteric damage.
12thGain an esoteric appropriate spell of 4th level, usable once per day.
14thStrikes increase to 1d4 esoteric damage.
16thGain an esoteric appropriate spell of 6th level, usable once per day.
18thStrikes increase to 1d6 esoteric damage.
20thGain an esoteric appropriate spell of 9th level, usable once per day.

[! encounter]- - Ravage

LevelEffect
4thStrikes deal 1 additional esoteric damage.
6thAdditional esoteric damage increases to 1d4.
8thAdditional esoteric damage increases to 1d6. On a crit, see feat and effect in Critical table.
10thEsoteric damage increases to 1d8.
12thEsoteric damage ignores resistances.
14thGain a unique feature related to the esoteric element (see Ravage feat table).
18thPersistent esoteric damage increases to 1d10.
20thOn a crit, target gains 1 level of Exhaustion and number to crit is reduced by 1.

[! interest]- - Talent

LevelEffect
4thStrikes deal 1 persistent esoteric damage.
6thStrikes deal 1 additional esoteric damage.
8thPersistent esoteric damage increases to 1d6.
12thEsoteric damage ignores resistances.
14thPersistent esoteric damage increases to 1d8.
16thUnique feature related to the esoteric element (see Talnet feat table).
18thPersistent esoteric damage increases to 1d10.
20thUnique feature related to the esoteric element (see Ravage feat table).

Path Features

[! encounter]- - Ravage Feat

ElementFeatEffect
AberrantReality RipWhen you score a critical hit with this weapon, you create a tear in reality. Creatures within 10 feet must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be confused until the end of their next turn. The tear remains for 1 minute, causing any creature that ends its turn within 5 feet to take 1d6 psychic damage.
ForceGravitic PullWhen you score a critical hit with this weapon, you can push or pull all creatures within 10 feet towards you. They must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be moved 10 feet and knocked prone.
SonicSonic BoomWhen you score a critical hit with this weapon, a sonic boom emanates from the impact. All creatures within 20 feet must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be stunned until the end of their next turn and deafened for 1 minute.
RadiantHealing SurgeWhen you score a critical hit with this weapon, you and all allies within 30 feet regain Hit Points equal to 1d6 + your level.
VoidEntropic DecayWhen you score a critical hit with this weapon, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or have its resistances reduced by 2 for 1 minute. If the target fails the save by 5 or more, the reduction is increased to 4.

[! encounter]- - Talent Feat

ElementFeatEffect
AberrantTwisted MovementWhen you move, your path twists reality around you. Creatures within 10 feet of your path must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be disoriented, suffering a -2 penalty to attack rolls and Perception checks for 1 minute.
ForceKinetic ShieldWhen you score a critical hit with this weapon, you gain a kinetic shield that provides a +2 bonus to AC and Dexterity saving throws for 1 minute.
SonicEchoing StrikeWhen you score a critical hit with this weapon, the strike echoes, dealing 1d6 thunder damage to all creatures within 10 feet. These creatures must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be deafened for 1 minute.
RadiantVital AuraWhen you score a critical hit with this weapon, you gain an aura that heals you and all allies within 10 feet for 1d6 Hit Points at the start of each of your turns for 1 minute.
VoidVoid StepWhen you critically hit with this weapon, you can step through the void. You gain the effects of the blink spell for 1 round, allowing you to briefly become ethereal and avoid attacks.

[! danger | clean]+ Critical Table

ElementFeatEffect
AberrantReality WarpOn a critical hit, the target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be confused for 1 round. If the target fails the save by 5 or more, they are also stunned until the end of their next turn.
ForceCrushing BlowOn a critical hit, the target is knocked back 10 feet and must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone. If the target collides with a solid object, they take an additional 1d6 force damage.
SonicResonant ShockwaveOn a critical hit, the target and all creatures within 10 feet must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be deafened for 1 minute. If the target fails the save by 5 or more, they are also stunned until the end of their next turn.
RadiantVital SurgeOn a critical hit, the target takes an additional 1d6 radiant damage, and the attacker regains an equal amount of Hit Points. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be enfeebled 1 for 1 minute.
VoidEntropic StrikeOn a critical hit, the target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or take 1d6 necrotic damage at the start of each of its turns for 1 minute. If the target fails the save by 5 or more, they are also frightened until the end of their next turn.

Wearable

[! creature | background-black]- Visage IMBUED Physical • Enchantment • Magical Type: Armor, Accessory, or Shield Parts: The monster must have a trait or an attack or spell that corresponds with the visage imbue category (Chaos, Mental, Scourge, Resistance, or Winged). Effect: You infuse the armor with the visage of the creature in which you have slain.

[! recite | clean] DM chooses trait for Visage origin

Origin

[! NPC]- - Chaos

LevelFeatEffect
4thChaos FieldOnce per day, create a 10-foot-radius field of chaotic energy centered on you for 1 minute. Creatures in the field (including you) must succeed on a Dexterity saving throw against your spell save DC or be affected by a random condition (blinded, restrained, etc.) for 1 round.
6thChaotic AdvantageOnce per day, gain advantage on an attack roll, saving throw, or ability check, but you are also confused for 1 round.
8thWild StepOnce per day, as a reaction, teleport up to 30 feet to a space you can see. Roll a d20; on a result of 1-5, you arrive 10 feet away from the intended location.
12thAnarchic AuraOnce per day, you can create a 20-foot-radius aura of chaos around you for 1 minute. Creatures in the aura (including you) must succeed on a Wisdom saving throw against your spell save DC or be stunned for 1 round. If they succeed, they are instead frightened until the end of their next turn.

[! hist]- - Mental (Occult)

LevelFeatEffect
4thIllusory SelfOnce per day, create an illusory duplicate of yourself for 1 minute. The duplicate can be used to create flanking opportunities.
6thMind ShieldGain advantage on saving throws against being charmed or frightened.
8thTelepathic BondOnce per day, establish a telepathic link with one willing creature you can see for 10 minutes.
12thInvisibility CloakOnce per day, you can cast invisibility on yourself for 10 minutes. The effect ends if you make an attack.

[! creature]- - Scourge

LevelFeatEffect
4thScourging AuraOnce per day, create a 10-foot aura that causes enemies within it to take a -1 penalty to AC and saving throws.
6thDebilitating Touch: Once per day, your unarmed strikes deal 1d6 persistent damage (choose acid, fire, cold, or lightning).
8thCrippling PresenceOnce per day, create a 15-foot aura that causes enemies within it to be slowed (speed reduced by half) for 1 minute.
12thWeaken ResolveOnce per day, as a reaction, force an enemy within 30 feet to make a Wisdom saving throw against your spell save DC or be frightened for 1 minute.

[! health | background-black]- Aspect IMBUED Attribute • Enchantment • Magical Type: Armor, Accessory, or Shield Parts: The monster must have a trait or an attack or spell that corresponds with the aspect imbue category (Charisma, Constitution, Dexterity, Intelligence, Strength, or Wisdom). Effect: You infuse the armor with the being of your fallen foe, bestowing it with extraordinary powers.

[! recite | clean] DM chooses trait for Aspect origin

Origin

[! friend]- - Charisma

LevelFeatEffect
4thCharming PresenceOnce per day, you can cast charm person as a spell-like ability. The spell is cast at a level equal to half your character level (rounded up).
6thInspiring LeaderOnce per day, as an action, you can give an inspiring speech to allies within 30 feet, granting them temporary Hit Points equal to your Charisma modifier plus your level.
8thCommanding VoiceOnce per day, you can cast command as a spell-like ability. The spell is cast at a level equal to half your character level (rounded up).
12thEnthralling AuraOnce per day, you can create a 20-foot aura that causes enemies within it to make a Wisdom saving throw against your spell save DC or be charmed for 1 minute.
16thMajestic PresenceYou gain the ability to cast suggestion once per day as a spell-like ability. The spell is cast at a level equal to half your character level (rounded up).

[! health]- - Constitution

LevelFeatEffect
4thToughnessOnce per day gain Temporary Hit Points by an amount equal to your item level.
6thSecond WindOnce per day, you can use an action to regain Hit Points equal to 2d6 plus your level.
8thResilient BodyGain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
12thStalwartGain a +1 bonus to Constitution saving throws.
16thIndomitableOnce per day, when you are reduced to 0 Hit Points, you can use your reaction to drop to 1 Hit Point instead.

[! danger | clean]- - Dexterity

LevelFeatEffect
4thEvasionGain a +1 bonus to Dexterity saving throws.
6thQuick StepOnce per day, you can take the Dash action as a bonus action.
8thCat’s GraceGain a +1 bonus to Dexterity checks and Dexterity-based attack rolls.
12thUncanny DodgeOnce per day, you can use your reaction to halve the damage from an attack that hits you.
16thLightning ReflexesGain advantage on Dexterity saving throws against traps and hazards.

[! hist]- - Intelligence

LevelFeatEffect
4thKeen MindGain a +1 bonus to Intelligence checks to recall knowledge.
6thArcane InsightOnce per day, you can cast detect magic as a spell-like ability.
8thAnalytical MindGain a +1 bonus to checks to identify creatures, items, and hazards.
12thArcane ReservoirGain a pool of 3 Arcane Points that can be used to cast any 1st-level spell you know.
16thMaster ScholarOnce per day, you can cast true strike as a spell-like ability.

[! encounter]- - Strength

LevelFeatEffect
4thMighty BlowsGain a +1 bonus to damage rolls with Strength-based attacks.
6thAthletic SurgeOnce per day, you can gain a +10-foot bonus to your Speed for 1 minute.
8thPowerful BuildGain a +1 bonus to Athletics checks and Strength-based attack rolls.
12thJuggernautGain a +1 bonus to Constitution saving throws against physical effects.
16thUnstoppable ForceOnce per day, you can ignore the effects of the slowed or restrained conditions for 1 minute.