Never forget |
Ape (1/2) – beast (nature)
- 1 Ape Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
Awakened Shrub (0) – plant (nature)
- 1d4 Twigs: Can be used as kindling.
Awakened Tree (2) – plant (nature)
- 1d4 Branches: Acts as a club. Can be crafted (woodcarver’s tools) into a staff.
- 1 Squirming Root: acts as a druidic focus. A druid using the focus may cast entangle without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.
Axe Beak (1/4) – beast (nature)
- 1 beak: Acts as a sickle.
Baboon (0) – beast (nature)
- 1 Baboon Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Badger (0) – beast (nature)
- 1 Badger Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Bat (0) – beast (nature)
- 1 Bat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Black Bear (1/2) – beast (nature)
- 1 Black Bear Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
Blink Dog (1/4) – beast (nature)
- 1 Blink Dog Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak. For the cloak and blanket, roll 1d20 each day at dawn. On a 1, the item teleports into the Feywild.
I hear tell of three legendary bards who had 182 pet blink dogs |
Blood Hawk (1/8) – beast (nature)
- 1d4 Blood Hawk Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Boar (1/4) – beast (nature)
- 1 Boar Hide: Acts as a small blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.
Brown Bear (1) – beast (nature)
- 1 Brown Bear Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
Camel (1/8) – beast (nature)
- 1 Camel Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
Cat (0) – beast (nature)
- 1 cat pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Constrictor Snake (1/4) – beast (nature)
- 1 Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Crab (0) – beast (nature)
- 1 Crab Claw: No Immediate use. Slightly pointy.
Come at me bro |
Crocodile (1/2) – beast (nature)
-
1d10 Crocodile
Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s
tools) into dice.
Death Dog (1) – monstrosity (nature)
- 1 Death Dog Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that requires attunement, and grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the coat rolls Constitution saving throws to avoid exhaustion with disadvantage. Curse. While attuned to the cloak, a creature takes 1d4 poison damage upon the completion of a long rest.
Deer (0) – beast (nature)
- 1 Deer Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Dire Wolf (1) – beast (nature)
- 1 Dire Wolf Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
Yeah, yeah, Game of Thrones, blah blah blah |
Draft Horse (1/4) – beast (nature)
- 1d4 Hooves: Acts as a hammer. Can be carefully crafted (jeweler’s tools) into 1d6 dice.
Eagle (0) – beast (nature)
- 1d4 Eagle Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Elephant (4) – beast (nature)
- 1 Elephant Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
- 2d4 Elephant Toes: No immediate use. Can be carefully crafted (jeweler’s tools) into dice.
- 1d2 Tusks: Sell for a high price. Can be carefully crafted (jeweler's tools) into a small ivory item, worth 10 times its normal price.
Elk (1/4) – beast (nature)
- 1 Antler: No immediate use. Can be consecrated (no crafting required) into a druidic focus by a druid.
Flying Snake (1/8) – beast (nature)
- 1d4 Snake Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Frog (0) – beast (nature)
- 1 Frog Leg: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Giant Ape (7) – beast (nature)
- 1 Giant Ape Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
- 2d4 Giant Ape Fingers: No immediate use. Acts as a trophy among hunters and adventurers.
- 1 Giant Ape Skull: no immediate use. Can be carefully crafted (smith’s tools) into a helmet that grants +1 to Intimidation checks while worn.
- 2 Giant Ape Fangs: acts as a druidic focus. Can be crafted (leatherworker’s tools) into a dagger.
Giant Badger (1/4) – beast (nature)
- 1 Giant Badger Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
Giant Bat (1/4) – beast (nature)
- 1 Giant Bat Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
Giant Boar (2) – beast (nature)
- 1 Giant Boar Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
Giant Centipede (1/4) – beast (nature)
- 1d100 Centipede Legs: Acts as dagger. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Blech |
Giant Constrictor Snake (2) – beast (nature)
- 2 Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Giant Crab (1/8) – beast (nature)
- 1 Giant Crab Claw: Acts as a dagger. Can be mastercrafted (jeweler’s tools) into a musical instrument.
Giant Crocodile (5) – beast (nature)
- 4d10 Crocodile Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
- 1 Crocodile Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
Giant Eagle (1) – beast (nature)
- 1d10 Giant Eagle Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Giant Elk (2) – beast (nature)
- 1 Giant Elk Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
- 1 Giant Antler: No immediate use. Can be consecrated (no crafting required) into a druidic focus by a druid.
Giant Fire Beetle (0) – beast (nature)
- 1 Vial of Fire Beetle blood: Glows faintly for 1d6 days. Flammable.
Giant Frog (1/4) – beast (nature)
- 1 Giant Frog Leg: Acts as a club. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Giant Goat (1/2) – beast (nature)
- 1 Giant Goat Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
Character idea forming... |
Giant Hyena (1) – beast (nature)
- 1 Giant Hyena Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
Giant Lizard (1/4) – beast (nature)
- 1 Giant Lizard Tail: Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Giant Octopus (1) – beast (nature)
- 1d8 Giant Tentacle: Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Giant Owl (1/4) – beast (nature)
- 1d8 Giant Owl Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Giant Poisonous Snake (1/4) – beast (nature)
- 1d6 Poisonous Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).
- 1 Vial of Serpent Venom: Acts as basic poison (PHB pg. 153) but deals 3d6 poison damage upon taking effect.
Giant Rat (1/8) – beast (nature)
- 1 Giant Rat Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
Giant Scorpion (3) – beast (nature)
- 2 Giant Scorpion Claw: Acts as a dagger. Can be mastercrafted (jeweler’s tools) into a musical instrument.
- 1 Giant Scorpion Stinger: Acts as a dagger that deals an additional 1d6 poison damage on a hit.
Giant Sea Horse (1/2) – beast (nature)
- 1 Giant Sea Horse Tail: Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Giant Shark (5) – beast (nature)
- 3d10 Shark Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
- 2 Shark Fin: No immediate use. Can be crafted (cook’s utensils) into a delicious soup.
Giant Spider (1) – beast (nature)
- 1 Web Sac: When held, can cast Web one time before running dry.
She lob, she lob... oh baby when she move, she move |
Giant Toad (1) – beast (nature)
- 1 Giant Toad Leg: Acts as a club. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Giant Vulture (1) – beast (nature)
- 1d8 Giant Vulture Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Giant Wasp (1/2) – beast (nature)
- 1 Giant Wasp Stinger: Acts as a dagger. Can be crafted (alchemist’s supplies) into basic poison.
Giant Weasel (1/8) – beast (nature)
- 1 Giant Weasel Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
Giant Wolf Spider (1/4) – beast (nature)
- 1d4 Giant Spider Legs: Acts as a club.
Goat (0) – beast (nature)
- 1 Goat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Hawk (0) – beast (nature)
- 1d4 Hawk Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Hunter Shark (2) – beast (nature)
- 1d10 Shark Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
- 1 Shark Fin: No immediate use. Can be crafted (cook’s utensils) into a delicious soup.
Hyena (0) – beast (nature)
- 1 Hyena Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Jackal (0) – beast (nature)
- 1 Jackal Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Killer whale (3) – beast (nature)
- 2d10 Killer Whale Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
- 1 Killer Whale Hide: Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
Lion (1) – beast (nature)
- 1 Lion Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
Lizard (0) – beast (nature)
- 1 Lizard Tail: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Mammoth (6) – beast (nature)
- 3 Mammoth Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
- 2 Mammoth Tusks: Acts as a club. Can be carefully crafted (jeweler's tools) into a small ivory item, worth 10 times its normal price.
- 1 Mammoth Heart: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
100% realistic fantasy settings |
Mastiff (1/8) – beast (nature)
- 1 Mastiff Hide: Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.
Mule (1/8) – beast (nature)
- 1 Mule Hide: Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.
Octopus (0) – beast (nature)
- 1 Tentacle: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Owl (0) – beast (nature)
- 1d4 owl feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Panther (1/4) – beast (nature)
- 1 Panther Hide: Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.
Phase Spider (3) – monstrosity (nature)
- 1d8 Phase Spider Eyes: A creature holding the eye can use it to cast Blink. The eye disappears after the spell is cast.
- 1d8 Phase Spider Legs: Acts as a flail. If an attack roll results in a critical failure, the leg disappears and the attack fails.
- 1 Web Sac: Can cast Web once, then runs dry.
She can kill you in the blink of an eye |
Poisonous Snake (1/8) – beast (nature)
- 1 Poisonous Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).
Polar Bear (2) – beast (nature)
- 1 Polar Bear Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
- 1d8 Polar Bear Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
Pony (1/8) – beast (nature)
- 1 Pony Hide: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Quipper (0) – beast (nature)
- 1 Quipper Jaw: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Rat (0) – beast (nature)
- 1 Rat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Raven (0) – beast (nature)
- 1d4 Raven Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Reef Shark (1/2) – beast (nature)
- 1d8 Shark Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
Rhinoceros (2) – beast (nature)
- 1 Rhino Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
- 1 Rhino Horn: Acts as a club. Can be carefully crafted (alchemist’s supplies) into a potion of healing.
Riding Horse (1/4) – beast (nature)
- 1 Horse Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
Saber-Toothed Tiger (2) – beast (nature)
- 1 Saber-Toothed Tiger Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
- 1d2 Saber-Toothed Tiger Fang: Acts as dagger. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Scorpion (0) – beast (nature)
- 1 Scorpion Carapace: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Sea Horse (0) – beast (nature)
- 1 Sea Horse Tail: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Spider (0) – beast (nature)
1 spider carapace:
No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Swarm of Bats (1/4) – beast (nature)
- 1d20 Bat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Why isn't bat-nado a movie? |
Swarm of Insects (1/2) – beast (nature)
- 1d20 items based on type of insect (see other entries).
Swarm of Poisonous Snakes (2) – beast (nature)
- 2d20 Poisonous Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).
Swarm of Quippers (1) – beast (nature)
- 1d20 Quipper Jaw: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Swarm of Rats (1/4) – beast (nature)
- 1d20 Rat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Swarm of Ravens (1/4) – beast (nature)
- 1d20 Raven Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Tiger (1) – beast (nature)
- 1 Tiger Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.
Vulture (0) – beast (nature)
- 1d4 Vulture Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Warhorse (1/2) – beast (nature)
- 1 Horse Hide: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Weasel (0) – beast (nature)
- 1 Weasel Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Winter Wolf (3) – monstrosity (nature)
- 1 Winter Wolf Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
- 1d4 Winter Wolf Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice that grant advantage on checks made to determine the outcome to a dice game in cold weather.
- 1 Winter Wolf Heart: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Cold as ice |
Wolf (1/4) – beast (nature)
- 1 Wolf Hide: Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.
Worg (1/2) – monstrosity (nature)
- 1 Worg Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
Ye gods... next week is the last entry in this series! What am I going to do next?? (I really don't know)
Thanks for reading!
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