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 Rarity | Cooking DC | Bonus Effects |
|---|---|---|
| Basic | 10 | Standard 1d4 bonus. |
| Common | 12 | 1d4 bonus, +1 to all rolls. |
| Uncommon | 14 | 1d4 bonus, +2 to all rolls. |
| Rare | 16 | Substitute 1d4 with 1d6. |
| Very Rare | 18 | Substitute 1d4 with 1d8. |
| Legendary | 20 | Substitute 1d4 with 1d10. |
| Mythical | 22 | Permanent +1 to one ability score. |
| Unique | 24 | Substitute 1d4 with 1d12. |
| Artifact | 26 | Substitute 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
Refinement Example PF2e — A 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 5e — The 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 Level Monster Parts (Value) -1 1 gp 0 2 gp 1 5 gp 2 10 gp 3 15 gp 4 20 gp 5 25gp 6 30 gp 7 45 gp 8 60 gp 9 90 gp 10 125 gp 11 175 gp 12 250 gp 13 375 gp 14 560 gp 15 810 gp 16 1,250 gp 17 1,875 gp 18 3,000 gp 19 5,000 gp 20 8,750 gp 21 10,000 gp 22 17,500 gp 23 20,000 gp 24 35,000 gp 25 40,000 gp [! reward | background-black color-orange ]- Refinement cost by Item Level
Item Level Total Cost 1 50 gp 2 75 gp 3 100 gp 4 125 gp 5 160 gp 6 250 gp 7 360 gp 8 500 gp 9 700 gp 10 1,000 gp 11 1,400 gp 12 2,000 gp 13 3,000 gp 14 4,500 gp 15 6,500 gp 16 10,000 gp 17 15,000 gp 18 24,000 gp 19 40,000 gp 20 70,000 gp
Augmentation
[! 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 • 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
Level Effect 2nd Gain an elemental appropriate cantrip, heightened to half the item’s level rounded up. 4th Gain an elemental appropriate spell of 1st level, usable once per day. 6th Gain an elemental appropriate spell of 2nd level, usable once per day. 8th Gain an elemental appropriate spell of 3rd level, usable once per day. 10th Strikes deal 1 additional elemental damage. 12th Gain an elemental appropriate spell of 4th level, usable once per day. 14th Strikes increase to 1d4 elemental damage. 16th Gain an elemental appropriate spell of 6th level, usable once per day. 18th Strikes increase to 1d6 elemental damage. 20th Gain an elemental appropriate spell of 9th level, usable once per day. [! encounter]- - Ravage
Level Effect 4th Strikes deal 1 additional elemental damage. 6th Additional elemental damage increases to 1d4. 8th Additional elemental damage increases to 1d6. On a crit, see unique crit effect in critical table. 12th Elemental damage ignores resistances. 14th Gain a unique feature related to the element (see Ravage feat table). 18th Persistent elemental damage increases to 1d10. 20th On a crit, target is drained 1 and elemental weakness half your level rounded up. [! interest]- - Talent
Level Effect 4th Strikes deal 1 persistent elemental damage. 6th Strikes deal 1 additional elemental damage. 8th Persistent elemental damage increases to 1d6. 12th Elemental damage ignores resistances. 14th Persistent elemental damage increases to 1d8. 16th Unique feature related to the element (see Talent feat table). 18th Persistent elemental damage increases to 1d10. 20th Unique feature related to the element (see Ravage feat table). Path Features
[! encounter]- - Ravage Feat
Element Feat Effect Acid Corrosive Aura When 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. Cold Frostbite When 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. Electricity Storm’s Wrath When 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. Fire Inferno Burst When 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. Poison Venomous Cloud When 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
Element Feat Effect Acid Acidic Trail When 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. Cold Icy Path When 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. Electricity Lightning Reflexes When 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. Fire Blazing Speed When 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. Poison Toxic Strike When 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
Element Feat Effect Acid Corrosive Strike On 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. Cold Freezing Impact On 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. Electricity Arcing Shock On 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. Fire Explosive Blast On 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. Poison Venomous Strike On 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
Level Effect 2nd Gain an esoteric appropriate cantrip, heightened to half the item’s level rounded up. 4th Gain an esoteric appropriate spell of 1st level, usable once per day. 6th Gain an esoteric appropriate spell of 2nd level, usable once per day. 8th Gain an esoteric appropriate spell of 3rd level, usable once per day. 10th Strikes deal 1 additional esoteric damage. 12th Gain an esoteric appropriate spell of 4th level, usable once per day. 14th Strikes increase to 1d4 esoteric damage. 16th Gain an esoteric appropriate spell of 6th level, usable once per day. 18th Strikes increase to 1d6 esoteric damage. 20th Gain an esoteric appropriate spell of 9th level, usable once per day. [! encounter]- - Ravage
Level Effect 4th Strikes deal 1 additional esoteric damage. 6th Additional esoteric damage increases to 1d4. 8th Additional esoteric damage increases to 1d6. On a crit, see unique crit effect in crit table. 12th Esoteric damage ignores resistances. 14th Gain a unique feature related to the esoteric element (see feature table). 18th Persistent esoteric damage increases to 1d10. 20th On a crit, target is drained 1. [! interest]- - Talent
Level Effect 4th Strikes deal 1 persistent esoteric damage. 6th Strikes deal 1 additional esoteric damage. 8th Persistent esoteric damage increases to 1d6. 10th On a crit, see unique crit effect in crit table. 12th Esoteric damage ignores resistances. 14th Persistent esoteric damage increases to 1d8. 16th Unique feature related to the esoteric element (see feature table). 18th Persistent esoteric damage increases to 1d10. 20th Unique feature related to the esoteric element (see feature table). Path Features
[! encounter]- - Ravage Feats
Element Feat Effect Aberrant Reality Rip When 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. Force Gravitic Pull When 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. Sonic Sonic Boom When 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. Vitality Healing Surge When you critically hit with this weapon, you and all allies within 30 feet regain Hit Points equal to 1d6 plus your level. Void Entropic Decay When 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
Element Feat Effect Aberrant Twisted Movement When 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. Force Kinetic Shield When 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. Sonic Echoing Strike When 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. Vitality Vital Aura When 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. Void Void Step When 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
Element Feat Effect Aberrant Reality Warp On 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. Force Crushing Blow On 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. Sonic Resonant Shockwave On 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. Vitality Vital Surge On 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. Void Entropic Strike On 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
Level Feat Effect 4th Chaos Field Once 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. 6th Chaotic Advantage Once per day, gain a +2 status bonus to an attack roll, saving throw, or skill check, but you are also confused for 1 round. 8th Wild Step Once 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. 12th Anarchic Aura Once 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)
Level Feat Effect 4th Illusory Self Once per day, create an illusory duplicate of yourself for 1 minute. The duplicate can be used to create flanking opportunities. 6th Mind Shield Gain a +2 status bonus to Will saves against mental effects. 8th Telepathic Bond: Once per day, establish a telepathic link with one willing creature you can see for 10 minutes. 12th Invisibility Cloak Once per day, you can cast invisibility on yourself for 10 minutes. The effect ends if you make an attack. [! creature]- - Scourge
Level Feat Effect 4th Scourging Aura Once per day, create a 10-foot aura that causes enemies within it to take a -1 status penalty to AC and saving throws. 6th Debilitating Touch Once per day, your unarmed strikes deal 1d6 persistent damage (choose acid, fire, cold, or electricity). 8th Crippling Presence Once per day, create a 15-foot aura that causes enemies within it to be slowed 1 for 1 minute. 12th Weaken Resolve Once 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
Level Feat Effect 4th Elemental Resistance Gain resistance 4 to one type of elemental or esoteric damage (acid, cold, electricity, or fire). Choose when you gain this ability. 6th Improved Resistance Resistance increases to 8. 8th Greater Resistance Resistance increases to 12. 12th Superior Resistance Resistance increases to 16. 16th Elemental Absorption Resistance increases to 20, and you gain immunity to critical hits from that damage type. 18th Reflective Shield When you take damage of the chosen type, you can use your reaction to reflect half the damage back to the attacker. 20th Elemental Mastery Resistance 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
Level Feat Effect 4th Feather Fall You can cast feather fall on yourself as a reaction once per day. 6th Gliding Stride You can glide, reducing fall damage by 30 feet and move 10 feet horizontally for every 30 feet fallen. 8th Winged Leap You gain a +10-foot status bonus to your long jump and high jump distances. 12th Flight You 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. 16th Aerial Evasion Gain a +2 circumstance bonus to Reflex saves while flying. 18th Soaring Agility Your fly speed increases to 30 feet, and you can hover. 20th Supreme Wings Your 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
Level Feat Effect 4th Charming Presence Once per day, you can cast charm as a spell-like ability. The spell is heightened to half your level rounded up. 6th Inspiring Leader Once 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. 8th Commanding Voice Once per day, you can cast command as a spell-like ability. The spell is heightened to half your level rounded up. 12th Enthralling Aura Once 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. 16th Majestic Presence You 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
Level Feat Effect 4th Toughness Once per day gain Temporary Hit Points by an amount equal to your item level. 6th Second Wind Once per day, you can use an action to regain Hit Points equal to 2d6 plus your level. 8th Resilient Body Gain resistance 2 to physical damage (bludgeoning, piercing, slashing). 12th Stalwart Gain a +1 status bonus to Fortitude saves. 16th Indomitable Once 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
Level Feat Effect 4th Evasion Gain a +1 status bonus to Reflex saves. 6th Quick Step Once per day, you can use the Step action as a free action. 8th Cat’s Grace Gain a +1 status bonus to Acrobatics checks and Dexterity-based attack rolls. 12th Uncanny Dodge Once per day, you can use your reaction to halve the damage from an attack that hits you. 16th Lightning Reflexes Gain a +2 circumstance bonus to Reflex saves against traps and hazards. [! hist]- - Intelligence
Level Feat Effect 4th Keen Mind Gain a +1 status bonus to Recall Knowledge checks. 6th Arcane Insight Once per day, you can cast detect magic as a spell-like ability. 8th Analytical Mind Gain a +1 status bonus to checks to identify creatures, items, and hazards. 12th Arcane Reservoir Gain a pool of 3 Focus Points that can be used to cast focus spells you know. 16th Master Scholar Once per day, you can cast true strike as a spell-like ability. [! encounter]- - Strength
Level Feat Effect 4th Mighty Blows Gain a +1 status bonus to damage rolls with Strength-based attacks. 6th Athletic Surge Once per day, you can gain a +10-foot status bonus to your Speed for 1 minute. 8th Powerful Build Gain a +1 status bonus to Athletics checks and Strength-based attack rolls. 12th Juggernaut Gain a +1 status bonus to Fortitude saves against physical effects. 16th Unstoppable Force Once per day, you can ignore the effects of the slowed or immobilized conditions for 1 minute. [! location]- - Wisdom
Level Feat Effect 4th Heightened Senses Gain a +1 status bonus to Perception checks. 6th Guided Strike Once per day, you can reroll an attack roll. 8th Mystic Insight Gain a +1 status bonus to Will saves. 12th Clairvoyant Vision Once per day, you can cast clairvoyance as a spell-like ability. 16th Divine Protection Gain 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
Level Effect 2nd Gain an elemental appropriate cantrip, heightened to half the item’s level rounded up. 4th Gain an elemental appropriate spell of 1st level, usable once per day. 6th Gain an elemental appropriate spell of 2nd level, usable once per day. 8th Gain an elemental appropriate spell of 3rd level, usable once per day. 10th Strikes deal 1 additional elemental damage. 12th Gain an elemental appropriate spell of 4th level, usable once per day. 14th Strikes increase to 1d4 elemental damage. 16th Gain an elemental appropriate spell of 6th level, usable once per day. 18th Strikes increase to 1d6 elemental damage. 20th Gain an elemental appropriate spell of 9th level, usable once per day. [! encounter]- - Ravage
Level Effect 4th Strikes deal 1 additional elemental damage. 6th Additional elemental damage increases to 1d4. 8th Elemental damage increases to 1d6. On a crit, see unique crit effect in crit table. 10th Elemental damage increases to 1d8. 12th Elemental damage ignores resistances. 14th Gain a unique feature related to the element (see Ravage feat table). 18th Elemental damage increases to 1d10. 20th On a crit, target is exhausted 1 level and gains elemental vulnerability for 1d4 rounds. [! interest]- - Talent
Level Effect 4th Strikes deal 1 persistent elemental damage. 6th Strikes deal 1 additional elemental damage. 8th Persistent elemental damage increases to 1d6. 12th Elemental damage ignores resistances. 14th Persistent elemental damage increases to 1d8. 16th Gain a unique feature related to the element (see Talent feat table). 18th Persistent elemental damage increases to 1d10. 20th Gain a unique feature related to the element (see Ravage feat table). Origin Features
[! encounter]- - Ravage Feat
Element Feat Effect Acid Corrosive Aura When 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. Cold Frostbite When 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. Electricity Storm’s Wrath When 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. Fire Inferno Burst When 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. Poison Venomous Cloud When 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
Element Feat Effect Acid Acidic Trail When 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. Cold Icy Path When 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. Electricity Lightning Reflexes When 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. Fire Blazing Speed When 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. Poison Toxic Strike When 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
Element Crit Feature Effect Acid Corrosive Strike On 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. Cold Freezing Impact On 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. Electricity Arcing Shock On 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. Fire Explosive Blast On 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. Poison Venomous Strike On 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
Level Effect 2nd Gain an esoteric appropriate cantrip, heightened to half the item’s level rounded up. 4th Gain an esoteric appropriate spell of 1st level, usable once per day. 6th Gain an esoteric appropriate spell of 2nd level, usable once per day. 8th Gain an esoteric appropriate spell of 3rd level, usable once per day. 10th Strikes deal 1 additional esoteric damage. 12th Gain an esoteric appropriate spell of 4th level, usable once per day. 14th Strikes increase to 1d4 esoteric damage. 16th Gain an esoteric appropriate spell of 6th level, usable once per day. 18th Strikes increase to 1d6 esoteric damage. 20th Gain an esoteric appropriate spell of 9th level, usable once per day. [! encounter]- - Ravage
Level Effect 4th Strikes deal 1 additional esoteric damage. 6th Additional esoteric damage increases to 1d4. 8th Additional esoteric damage increases to 1d6. On a crit, see feat and effect in Critical table. 10th Esoteric damage increases to 1d8. 12th Esoteric damage ignores resistances. 14th Gain a unique feature related to the esoteric element (see Ravage feat table). 18th Persistent esoteric damage increases to 1d10. 20th On a crit, target gains 1 level of Exhaustion and number to crit is reduced by 1. [! interest]- - Talent
Level Effect 4th Strikes deal 1 persistent esoteric damage. 6th Strikes deal 1 additional esoteric damage. 8th Persistent esoteric damage increases to 1d6. 12th Esoteric damage ignores resistances. 14th Persistent esoteric damage increases to 1d8. 16th Unique feature related to the esoteric element (see Talnet feat table). 18th Persistent esoteric damage increases to 1d10. 20th Unique feature related to the esoteric element (see Ravage feat table). Path Features
[! encounter]- - Ravage Feat
Element Feat Effect Aberrant Reality Rip When 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. Force Gravitic Pull When 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. Sonic Sonic Boom When 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. Radiant Healing Surge When you score a critical hit with this weapon, you and all allies within 30 feet regain Hit Points equal to 1d6 + your level. Void Entropic Decay When 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
Element Feat Effect Aberrant Twisted Movement When 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. Force Kinetic Shield When 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. Sonic Echoing Strike When 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. Radiant Vital Aura When 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. Void Void Step When 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
Element Feat Effect Aberrant Reality Warp On 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. Force Crushing Blow On 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. Sonic Resonant Shockwave On 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. Radiant Vital Surge On 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. Void Entropic Strike On 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
Level Feat Effect 4th Chaos Field Once 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. 6th Chaotic Advantage Once per day, gain advantage on an attack roll, saving throw, or ability check, but you are also confused for 1 round. 8th Wild Step Once 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. 12th Anarchic Aura Once 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)
Level Feat Effect 4th Illusory Self Once per day, create an illusory duplicate of yourself for 1 minute. The duplicate can be used to create flanking opportunities. 6th Mind Shield Gain advantage on saving throws against being charmed or frightened. 8th Telepathic Bond Once per day, establish a telepathic link with one willing creature you can see for 10 minutes. 12th Invisibility Cloak Once per day, you can cast invisibility on yourself for 10 minutes. The effect ends if you make an attack. [! creature]- - Scourge
Level Feat Effect 4th Scourging Aura Once per day, create a 10-foot aura that causes enemies within it to take a -1 penalty to AC and saving throws. 6th Debilitating Touch: Once per day, your unarmed strikes deal 1d6 persistent damage (choose acid, fire, cold, or lightning). 8th Crippling Presence Once per day, create a 15-foot aura that causes enemies within it to be slowed (speed reduced by half) for 1 minute. 12th Weaken Resolve Once 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. - Resistance
Level Feat Effect 4th Elemental Resistance Gain resistance to one type of elemental damage (acid, cold, lightning, or fire). Choose when you gain this ability. 6th Improved Resistance: Gain elemental mitigation equal to item level. 8th Greater Resistance Resistance increases to 8. 12th Superior Resistance Resistance increases to 12. 16th Elemental Immunity Resistance increases to 16, and you gain advantage on saving throws against that damage type. 18th Reflective Shield When you take damage of the chosen type, you can use your reaction to reflect half the damage back to the attacker. 20th Elemental Mastery Once per day, you can automatically save against all damage from a single attack of the chosen type and heal for that amount. - Winged
Level Feat Effect 4th Feather Fall You can cast feather fall on yourself as a reaction once per day. 6th Gliding Stride You can glide, reducing fall damage by 30 feet and move 10 feet horizontally for every 30 feet fallen. 8th Winged Leap You gain a +10-foot bonus to your long jump and high jump distances. 12th Flight You 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. 16th Aerial Evasion Gain a +2 bonus to Dexterity saving throws while flying. 18th Soaring Agility Your fly speed increases to 30 feet, and you can hover. 20th Supreme Wings Your 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 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
Level Feat Effect 4th Charming Presence Once 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). 6th Inspiring Leader Once 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. 8th Commanding Voice Once 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). 12th Enthralling Aura Once 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. 16th Majestic Presence You 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
Level Feat Effect 4th Toughness Once per day gain Temporary Hit Points by an amount equal to your item level. 6th Second Wind Once per day, you can use an action to regain Hit Points equal to 2d6 plus your level. 8th Resilient Body Gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. 12th Stalwart Gain a +1 bonus to Constitution saving throws. 16th Indomitable Once 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
Level Feat Effect 4th Evasion Gain a +1 bonus to Dexterity saving throws. 6th Quick Step Once per day, you can take the Dash action as a bonus action. 8th Cat’s Grace Gain a +1 bonus to Dexterity checks and Dexterity-based attack rolls. 12th Uncanny Dodge Once per day, you can use your reaction to halve the damage from an attack that hits you. 16th Lightning Reflexes Gain advantage on Dexterity saving throws against traps and hazards. [! hist]- - Intelligence
Level Feat Effect 4th Keen Mind Gain a +1 bonus to Intelligence checks to recall knowledge. 6th Arcane Insight Once per day, you can cast detect magic as a spell-like ability. 8th Analytical Mind Gain a +1 bonus to checks to identify creatures, items, and hazards. 12th Arcane Reservoir Gain a pool of 3 Arcane Points that can be used to cast any 1st-level spell you know. 16th Master Scholar Once per day, you can cast true strike as a spell-like ability. [! encounter]- - Strength
Level Feat Effect 4th Mighty Blows Gain a +1 bonus to damage rolls with Strength-based attacks. 6th Athletic Surge Once per day, you can gain a +10-foot bonus to your Speed for 1 minute. 8th Powerful Build Gain a +1 bonus to Athletics checks and Strength-based attack rolls. 12th Juggernaut Gain a +1 bonus to Constitution saving throws against physical effects. 16th Unstoppable Force Once per day, you can ignore the effects of the slowed or restrained conditions for 1 minute. - Wisdom
Level Feat Effect 4th Heightened Senses Gain a +1 bonus to Wisdom (Perception) checks. 6th Guided Strike Once per day, you can reroll an attack roll and take the better result. 8th Mystic Insight Gain a +1 bonus to Wisdom saving throws. 12th Clairvoyant Vision Once per day, you can cast clairvoyance as a spell-like ability. 16th Divine Protection Gain advantage on saving throws against spells and magical effects.
