(ENG) D&D 5a Ed. - The Ultimate Guide To Alchemy, Crafting & Enchanting - Flip eBook Pages 101-150 (2024)

100 Chapter Six | Recipes Chapter Six | Recipes Leather Armor Crafting [Leatherworker] - Expert Time: 20 hours Value: 10 gp Leather Buckles Tools: leatherworker’s tools Ability Check: DC 15 Dexterity check Properties: none Description: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC is 11 + Dex modifier. Lens Crafting [Jeweler] - Artisan Time: 2 hours Value: 10 gp Sand fluid Tools: glassblower’s tools, a forge Ability Check: DC 20 Intelligence check Properties: delicate Description: This finely wrought and shaped piece of glass is designed to bend light. Light Hammer Crafting [Blacksmith] - Apprentice Time: 1 hour Value: 2 gp Metal - Iron unique Wood Tools: smith’s tools, a forge Ability Check: DC 10 Strength check Properties: none Description: This is a light, blunt instrument used for more delicate work that still requires striking force. Lock Crafting [Jeweler, Tinker] - Artisan Time: 4 hours Value: 10 gp Metal - Iron unique Tools: smith's tools, tinker’s tools; a forge Ability Check: DC 20 Dexterity check Properties: none Description: A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. Lance Crafting [Blacksmith] - Artisan Time: 2 hours Value: 10 gp Metal - Iron unique Shaft Tools: smith’s tools, a forge Ability Check: DC 20 Strength check Properties: none Description: This length of wood with metal guards and end-cap is designed to pierce, especially when used while mounted. The weapon deals 1d12 piercing damage; it has the reach and special properties. Lantern, Bullseye Crafting [Blacksmith, Tinker] - Expert Time: 4 hours Value: 10 gp Lamp delicate Buckles Tools: tinker’s tools Ability Check: DC 15 Dexterity check Properties: delicate Description: A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded Crafting [Blacksmith, Tinker] - Expert Time: 2 hours Value: 5 gp Lamp delicate Buckles Tools: tinker’s tools Ability Check: DC 15 Dexterity check Properties: delicate Description: A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. Leather Crafting - Novice Time: 1 hour Value: 2 sp Hide Tools: leatherworker’s tools Ability Check: DC 5 Dexterity check Properties: fragile Description: Leather is cured and tanned hide, used in the production of many goods.

Chapter Six | Recipes 101 Mace Crafting [Blacksmith] - Apprentice Time: 1 hour Value: 5 gp Metal - Iron unique Shaft Tools: smith’s tools, a forge Ability Check: DC 10 Strength check Properties: none Description: A staple on the battlefield, a mace deals 1d6 bludgeoning damage. Magnifying Glass Crafting [Jeweler, Tinker] - Master Time: 10 hours Value: 100 gp Metal - Iron unique Lens delicate Tools: glassblower’s tools, tinker’s tools; a forge Ability Check: DC 25 Dexterity check Properties: delicate Description: This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed Manacles Crafting [Blacksmith] - Expert Time: 2 hours Value: 2 gp Metal - Iron unique Chain Tools: smith's tools, a forge Ability Check: DC 15 Dexterity check Properties: none Description: These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. Longbow Crafting [Woodworker] - Artisan Time: 2 hours Value: 25 gp Wood String Tools: woodcarver’s tools Ability Check: DC 20 Dexterity check Properties: none Description: Made from long, laminated lengths of wood, a longbow deals 1d8 piercing damage and has a range of 150/600. It has the heavy, and two-handed properties. Longsword Crafting [Blacksmith] - Expert Time: 1 hour Value: 15 gp Blade sharp Leather Tools: smith’s tools, a forge Ability Check: DC 15 Dexterity check Properties: none Description: This fine sword deals 1d8 slashing damage and has the versatile property. Lute Crafting [Woodworker, Tinker] - Artisan Time: 15 hours Value: 35 gp Wood String Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This instrument is made from strings stretched over a long neck and a deep resonating chamber. Lyre Crafting [Woodworker, Tinker] - Artisan Time: 15 hours Value: 30 gp Wood String Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: Unlike most stringed instruments, a lyre lacks a resonating chamber. It’s strings are stretched between a U-shaped piece of wood.

102 Chapter Six | Recipes Chapter Six | Recipes Mirror, Silver Crafting [Blacksmith, Jeweler] - Expert Time: 4 hours Value: 25 gp Precious Metal - Silver unique Sand fluid Tools: smith's tools, a forge Ability Check: DC 15 Dexterity check Properties: delicate Description: Glass held in a frame and backed with silver provides a reflective surface. Mirror, Steel Crafting [Blacksmith, Jeweler] - Apprentice Time: 2 hours Value: 5 gp Metal - Steel unique Sand fluid Tools: smith's tools, a forge Ability Check: DC 15 Dexterity check Properties: delicate Description: A highly polished piece of steel, often with a protective coating, provides a reflective surface. Mithral Armor Crafting [Blacksmith] - Master Time: 80 hours Value: 350 gp Precious Metal - Mithral unique Armor (any metal) Tools: smith’s tools, leatherworker’s tools; a forge Ability Check: DC 25 Intelligence check Properties: none Description: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Morningstar Crafting [Blacksmith] - Expert Time: 2 hours Value: 15 gp Metal - Iron unique Shaft Spikes Tools: smith’s tools, a forge Ability Check: DC 15 Strength check Properties: none Description: This spiked mace deals 1d8 piercing damage. Maul Crafting [Blacksmith] - Artisan Time: 2 hours Value: 10 gp Metal - Iron unique Shaft Spikes Tools: smith’s tools, a forge Ability Check: DC 20 Strength check Properties: none Description: Heavier than a mace, a maul deals 2d6 bludgeoning damage. It has the heavy and two-handed properties. Merchant’s Scales Crafting [Jeweler, Tinker] - Expert Time: 4 hours Value: 5 gp Metal - Iron unique Sand fluid Tools: smith’s tools, tinker’s tools; a forge Ability Check: DC 15 Intelligence check Properties: none Description: A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. Mess Kit Crafting [Blacksmith, Tinker] - Apprentice Time: 2 hours Value: 2 gp Metal - Iron unique Buckles Tools: smith's tools, tinker’s tools; a forge Ability Check: DC 10 Dexterity check Properties: none Description: This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. Miner’s Pick Crafting [Blacksmith] - Apprentice Time: 2 hours Value: 2 gp Metal - Iron unique Shaft Tools: smith’s tools, a forge Ability Check: DC 10 Strength check Properties: none Description: This heavy tool is used to extract ore from rocks.

Chapter Six | Recipes 103 Oscillanium Armor Crafting [Blacksmith] - Master Time: 800 hours Value: 17,500 gp Precious Metal - Oscillanium unique Armor (Any) Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Padded Armor Crafting [Tailor] - Expert Time: 10 hours Value: 5 gp Cloth Buckles Tools: weaver’s tools Ability Check: DC 15 Dexterity check Properties: none Description: Padded armor consists of quilted layers of cloth and batting. AC is 11 + Dex modifier, and grants disadvantage on stealth checks. Pan Flute Crafting [Woodworker, Tinker] - Artisan Time: 8 hours Value: 12 gp Wood Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This simple instrument is made from hollow tubes or reeds held together with vines or strips of wood. Paper Crafting [Tinker] - Expert Time: 10 minutes Value: 2 sp Parchment delicate Tools: calligrapher’s tools, cartographer’s tools Ability Check: DC 15 Dexterity check Properties: delicate Description: Pulped wood can be mashed flat and dried to make a writing surface. Necklace, Gold Crafting [Jeweler] - Artisan Time: 16 hours Value: 250 gp Precious Metal - Gold unique Tools: jeweler’s tools, a forge Ability Check: DC 20 Dexterity check Properties: none Description: This decorative pendant is made of gold wire. Necklace, Silver Crafting [Jeweler] - Expert Time: 16 hours Value: 100 gp Precious Metal - Silver unique Tools: jeweler’s tools, a forge Ability Check: DC 15 Dexterity check Properties: none Description: TThis decorative pendant is made of silver wire. Necklace, Platinum Crafting [Jeweler] - Master Time: 24 hours Value: 1,500 gp Precious Metal - Platinum unique Tools: jeweler’s tools, a forge Ability Check: DC 25 Dexterity check Properties: none Description: This decorative pendant is made of platinum wire. Net Crafting [Tailor] - Apprentice Time: 2 hours Value: 1 gp String Tools: weaver’s tools Ability Check: DC 10 Dexterity check Properties: none Description: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

104 Chapter Six | Recipes Chapter Six | Recipes Plate Armor Crafting [Blacksmith] - Master Time: 120 hours Value: 1,500 gp Metal - Iron unique Leather Buckles Tools: smith’s tools, a forge Ability Check: DC 25 Strength check Properties: none Description: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. AC is 18, requires 15 strength to wear, and grants disadvantage on stealth checks. Playing Card Set Crafting [Tinker] - Expert Time: 2 hours Value: 5 sp Paper delicate Tools: calligrapher’s supplies, painter’s supplies Ability Check: DC 15 Dexterity check Properties: none Description: These squares of paper or parchment are numbered and divided into various suits. Pole Crafting - Novice Time: 1 hour Value: 5 sp Wood Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 5 Strength check Properties: none Description: This recipe makes a 10-foot long pole. Portable Ram Crafting [Blacksmith] - Expert Time: 2 hours Value: 4 gp Wood Metal - Iron unique Tools: smith’s tools, a forge Ability Check: DC 15 Strength check Properties: none Description: You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. Parchment Crafting [Tinker] - Apprentice Time: 10 minutes Value: 1 sp Fiber Tools: calligrapher’s tools, cartographer’s tools Ability Check: DC 10 Dexterity check Properties: delicate Description: Animal skins can be prepared and smoothed to form a writing surface. Pike Crafting [Blacksmith, Woodworker] - Artisan Time: 1 hour Value: 5 gp Blade sharp Shaft Tools: smith's tools, woodcarver’s tools Ability Check: DC 20 Dexterity check Properties: none Description: This heavy polearm deals 1d0 piercing damage. It has the reach and two-handed properties. Pipes Crafting [Woodworker, Tinker] - Artisan Time: 4 hours Value: 2 gp Wood Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: A musical instrument made from two hollow reeds or tubes attached together, with fingering holes. Piton Crafting - Novice Time: 3 minutes Value: 5 cp Metal - Iron unique Tools: smith’s tools, a forge Ability Check: DC 5 Strength check Properties: none Description: A piton is a simple wedge of metal, use to prop open a door.

Chapter Six | Recipes 105 Rapier Crafting [Blacksmith] - Expert Time: 1 hour Value: 25 gp Blade sharp Leather Tools: smith’s tools, a forge Ability Check: DC 15 Dexterity check Properties: none Description: This thing, flexible blade deals 1d8 piercing amage and has the finesse property. Ring Mail Crafting [Leatherworker] - Artisan Time: 10 hours Value: 30 gp Leather Armor Metal - Iron unique Tools: leatherworker’s tools Ability Check: DC 20 Dexterity check Properties: none Description: This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. AC is 14, and grants disadvantage on stealth checks. Ring, Gold Crafting [Jeweler] - Artisan Time: 8 hours Value: 200 gp Precious Metal - Gold unique Tools: jeweler’s tools, a forge Ability Check: DC 20 Dexterity check Properties: none Description: This band of gold fits over a finger. Ring, Platinum Crafting [Jeweler] - Master Time: 16 hours Value: 1,000 gp Precious Metal - Platinum unique Tools: jeweler’s tools, a forge Ability Check: DC 25 Dexterity check Properties: none Description: This band of platinum fits over a finger. Pot Crafting - Novice Time: 2 hours Value: 2 gp Metal - Iron unique Tools: smith’s tools, a forge Ability Check: DC 5 Strength check Properties: none Description: This cooking vessel is deep and holds heat well. Pouch Crafting - Novice Time: 1 hour Value: 5 sp Leather Tools: leatherworker’s tools Ability Check: DC 5 Dexterity check Properties: none Description: A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. Quarterstaff Crafting [Woodworker] - Apprentice Time: 1 hour Value: 2 sp Shaft Tools: woodcarver’s tools Ability Check: DC 10 Dexterity check Properties: none Description: This stout staff deals 1d6 bludgeoning damage and has the versatile property. Quiver Crafting [Leatherworker] - Apprentice Time: 1 hour Value: 1 gp Leather Buckles Tools: leatherworker’s tools Ability Check: DC 10 Dexterity check Properties: none Description: A quiver can hold up to 20 arrows.

106 Chapter Six | Recipes Chapter Six | Recipes Rope Crafting [Tailor] - Apprentice Time: 1 hour Value: 1 gp String Tools: weaver’s tools Ability Check: DC 10 Dexterity check Properties: none Description: Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. Sack Crafting - Novice Time: 1 hour Value: 1 cp Cloth Tools: weaver’s tools Ability Check: DC 5 Dexterity check Properties: none Description: Made of rough cloth, a sack is a cheap container. Saddle, Exotic Crafting [Leatherworker] - Master Time: 20 hours Value: 60 gp Leather Wood Tools: leatherworker’s tools Ability Check: DC 25 Dexterity check Properties: Description: This saddle is designed for a creature like a griffin or a dragon. Saddle, Military Crafting [Leatherworker] - Artisan Time: 10 hours Value: 20 gp Leather Wood Tools: leatherworker’s tools Ability Check: DC 20 Dexterity check Properties: Description: This saddle helps a rider to stay on their horse during the heat of combat. Saddle, Pack Crafting [Leatherworker] - Expert Time: 4 hours Value: 5 gp Leather Wood Tools: leatherworker’s tools Ability Check: DC 15 Dexterity check Properties: Description: Festooned with hooks for packs and items, this saddle is designed for transporting cargo. Ring, Silver Crafting [Jeweler] - Expert Time: 8 hours Value: 100 gp Precious Metal - Silver unique Tools: jeweler’s tools, a forge Ability Check: DC 15 Dexterity check Properties: none Description: This band of silver fits over a finger. Rivets (10) Crafting - Novice Time: 2 hours Value: 1 gp Metal - Iron unique Tools: smith’s tools, a forge Ability Check: DC 5 Dexterity check Properties: none Description: This recipe makes 10 rivets. Robes Crafting [Tailor] - Apprentice Time: 2 hours Value: 1 gp Cloth Tools: weaver’s tools Ability Check: DC 10 Dexterity check Properties: none Description: Thick and voluminous, robes are common garb for the learned. Rod Crafting - Novice Time: 1 hour Value: 1 sp Metal - Iron unique Tools: smith’s tools, a forge Ability Check: DC 5 Strength check Properties: none Description: A short length of metal, usually round, that can be used as an arcane focus.

Chapter Six | Recipes 107 Shaft Crafting - Novice Time: 1 hour Value: 2 sp Wood Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 5 Strength check Properties: none Description: A shaft is a length of finished wood used for handles or the bodies of various tools. Shawm Crafting [Woodworker, Tinker] - Artisan Time: 2 hours Value: 2 gp Wood Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: A shawm is a cone-shaped woodwind instrument, using two reeds and is similar to an oboe. Shield Crafting [Blacksmith, Woodworker] - Expert Time: 4 hours Value: 10 gp Iron Bands Wooden Planks Tools: smith’s tools, a forge Ability Check: DC 15 Strength check Properties: none Description: While using this shield, you gain +2 to your AC. Shield +1 Crafting [Blacksmith, Woodworker] - Expert Time: 120 hours Value: 350 gp Iron Bands Wooden Planks Ward of Protection delicate Tools: smith’s tools, a forge Ability Check: DC 15 Intelligence check Properties: none Description: While using this shield, you gain +3 to your AC. Saddle, Riding Crafting [Leatherworker] - Expert Time: 6 hours Value: 10 gp Leather Wood Tools: leatherworker’s tools Ability Check: DC 15 Dexterity check Properties: Description: This basic saddle is designed for a horse or pony. Saddlebags Crafting [Leatherworker, Tailor] - Expert Time: 4 hours Value: 4 gp Cloth Leather Buckles Tools: leatherworker’s tools, weaver’s tools Ability Check: DC 15 Intelligence Properties: none Description: These leather bags attach to a saddle for easy transport of goods. Scale Mail Crafting [Blacksmith, Leatherworker] - Artisan Time: 20 hours Value: 50 gp Metal - Iron unique Leather Buckles Tools: smith’s tools, a forge Ability Check: DC 20 Dexterity check Properties: none Description: This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. AC is 14 + Dex modifier (max 2), and grants disadvantage on stealth checks. Scimitar Crafting [Blacksmith] - Apprentice Time: 2 hours Value: 15 gp Blade sharp Leather Tools: smith’s tools, a forge Ability Check: DC 10 Dexterity check Properties: none Description: A scimitar is a sword with a long, curving blade which is very useful for slicing. It deals 1d6 slashing damage and has the Finesse, and Light properties.

108 Chapter Six | Recipes Chapter Six | Recipes Shovel Crafting [Blacksmith] - Apprentice Time: 1 hour Value: 2 gp Metal - Iron unique Shaft Tools: smith’s tools, a forge Ability Check: DC 10 Strength check Properties: none Description: A shovel is a long-handled tool with a metal, spade-shaped or rectangular blade on the end used for digging. Sickle Crafting [Blacksmith] - Apprentice Time: 1 hour Value: 1 gp Blade sharp Leather Tools: smith’s tools, a forge Ability Check: DC 10 Dexterity check Properties: none Description: A sickle is a crescent shaped knife intended for harvesting. It deals 1d4 slashing damage and has the light property. Signal Whistle Crafting [Blacksmith, Tinker] - Expert Time: 30 minutes Value: 5 cp Metal - Iron unique Tools: smith’s tools, a forge Ability Check: DC 15 Dexterity check Properties: none Description: A signal whistle is a small pipe, similar to a flute but only a few inches long. It plays a single, shrill note that carries for sizable distances when blown. Sled Crafting [Woodworker] - Expert Time: 8 hours Value: 20 gp Wooden Planks Tools: carpenter’s tools, a workshop Ability Check: DC 15 Strength check Properties: none Description: A sled is a vehicle made for coasting on snow. Most often it has running rails along the bottom and a rope tied to the top for its rider to hold onto. Shield +2 Crafting [Blacksmith, Woodworker] - Artisan Time: 120 hours Value: 11,000 gp Iron Bands Wooden Planks Ward of Protection delicate Tools: smith’s tools, a forge Ability Check: DC 20 Intelligence check Properties: none Description: While using this shield, you gain +4 to your AC. Shield +3 Crafting [Blacksmith, Woodworker] - Master Time: 800 hours Value: 35,000 gp Iron Bands Wooden Planks Ward of Protection delicate Tools: smith’s tools, a forge Ability Check: DC 25 Intelligence check Properties: none Description: While using this shield, you gain +5 to your AC. Shortbow Crafting [Woodworker] - Expert Time: 2 hours Value: 25 gp Wood String Tools: woodcarver’s tools Ability Check: DC 15 Dexterity check Properties: none Description: This bow is intended to be used quickly, and if the wielder is especially skilled, even from horseback. It deals 1d6 piercing damage, has a range of 80/320, and has the two-handed property. Shortsword Crafting [Blacksmith] - Apprentice Time: 1 hour Value: 10 gp Blade sharp Leather Tools: smith’s tools, a forge Ability Check: DC 10 Dexterity check Properties: none Description: A shortsword is a common military weapon that is much easier to use in close quarters than a longsword. It deals 1d6 piercing damage, and has the finesse and light properties.

Chapter Six | Recipes 109 Spikes, Iron (10) Crafting - Novice Time: 2 hours Value: 1 gp Metal - Iron unique Tools: smith’s tools, a forge Ability Check: DC 5 Dexterity check Properties: sharp Description: This recipe makes 10 spikes. Splint Armor Crafting [Blacksmith, Leatherworker, Tailor] - Master Time: 10 hours Value: 200 gp Metal - Iron unique Leather Armor or Clothes, Common Buckles Tools: smith’s tools, a forge Ability Check: DC 25 Dexterity check Properties: none Description: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. AC is 17, requires 15 strength to wear, and grants disadvantage on stealth checks. Spyglass Crafting [Blacksmith, Jeweler] - Master Time: 10 hours Value: 1,000 gp Metal - Iron unique Lens delicate Tools: glassblower’s tools, a forge Ability Check: DC 25 Strength check Properties: delicate Description: Objects viewed through a spyglass are magnified to twice their size. String Crafting - Novice Time: 10 minutes Value: 1 sp Fibers Tools: weaver’s tools Ability Check: DC 5 Dexterity check Properties: none Description: A spool of string is 10-feet long. Sledgehammer Crafting [Blacksmith] - Apprentice Time: 2 hours Value: 2 gp Metal - Iron unique Shaft Tools: smith’s tools, a forge Ability Check: DC 10 Strength check Properties: none Description: A sledgehammer is a hammer with a long handle, and a very heavy, solid iron head, typically used for driving heavy spikes into wood, or demolition. Sling Crafting [Leatherworker] - Apprentice Time: 10 minutes Value: 1 sp Leather String Tools: leatherworker’s tools Ability Check: DC 10 Dexterity check Properties: none Description: A sling is a small, loose pouch in which a projectile can be placed and swung around by two leads attached to the pouch. The projectile deals 1d4 bludgeoning damage at a range of 30/120. Sling Bullets (20) Crafting - Novice Time: 3 minutes Value: 4 cp Rock Tools: mason’s tools Ability Check: DC 5 Dexterity check Properties: none Description: This recipe makes 20 bullets. Spear Crafting [Blacksmith, Woodworker] - Apprentice Time: 1 hour Value: 1 gp Blade sharp Shaft Tools: smith's tools, woodcarver’s tools Ability Check: DC 10 Dexterity check Properties: none Description: A spear consists of a long shaft of strong but flexible wood, topped with a sharp piercing spearhead. This weapon deals 1d6 piercing damage and has the thrown (20/60), and versatile (1d8) properties.

110 Chapter Six | Recipes Chapter Six | Recipes Torch Crafting - Novice Time: 20 minutes Value: 1 cp Shaft Cloth Oil flammable, fluid Tools: woodcarver's tools Ability Check: DC 5 Intelligence check Properties: none Description: A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. Trident Crafting [Blacksmith, Woodworker] - Apprentice Time: 2 hours Value: 5 gp Spikes Shaft Tools: smith's tools, woodcarver’s tools Ability Check: DC 10 Dexterity check Properties: none Description: A trident is a spear-like piercing weapon featuring 3 tines on its striking end. The weapon deals 1d6 piercing damage, and has the thrown (20/60) and versatile (1d8) properties. Unraveling Chain Crafting [Blacksmith] - Expert Time: 120 hours Value: 350 gp Chain Shirt or Chain Mail Charm of Motion delicate Tools: smith’s tools, a forge Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Vest of Fortitude Crafting [Leatherworker, Tailor] - Expert Time: 120 hours Value: 350 gp Hide Armor Monster Essence - Troll Hide unique Ward of Health delicate Tools: leatherworker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Studded Leather Armor Crafting [Leatherworker] - Expert Time: 16 hours Value: 45 gp Leather Buckles Rivets Tools: leatherworker’s tools Ability Check: DC 15 Strength check Properties: none Description: Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC is 12 + Dex modifier. Suit of Many Limbs Crafting [Blacksmith] - Master Time: 1,000 hours Value: 35,000 gp Plate Armor Charm of Motion delicate Tools: smith’s tools, a forge Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Tent Crafting [Leatherworker, Tailor] - Apprentice Time: 1 hour Value: 2 gp Leather Cloth Tools: leatherworker’s tools, weaver’s tools Ability Check: DC 10 Strength check Properties: none Description: This simple and portable canvas shelter sleeps two. Tinderbox Crafting - Novice Time: 1 hour Value: 5 sp Wood Fiber Tools: woodcarver's tools Ability Check: DC 5 Dexterity check Properties: none Description: This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute.

Chapter Six | Recipes 111 Vial Crafting [Jeweler, Tinker] - Expert Time: 1 hour Value: 1 gp Sand Tools: glassblower’s tools, a forge Ability Check: DC 15 Dexterity check Properties: delicate Description: This slim glass container is often used to store a single-use or sample of a liquid (or something with small particles). Viol Crafting [Woodworker, Tinker] - Artisan Time: 10 hours Value: 30 gp Wood String Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This stringed instrument is similar to a violin, but larger, often played standing, using a bow. Wagon Crafting [Woodworker] - Artisan Time: 100 hours Value: 35 gp Wooden Planks (20) Wheels (4) Metal - Iron unique Tools: carpenter’s tools, a workshop Ability Check: DC 20 Intelligence check Properties: none Description: This four-wheeled vehicle is sturdily built and used to transport people and items, often for labor purposes. It is typically drawn by two or more horses. Wand Crafting [Woodworker] - Apprentice Time: 4 hours Value: 10 gp Wood Tools: woodworker’s tools Ability Check: DC 10 Dexterity check Properties: none Description: Wands can be used as an arcane or druidic focus for spellcasting. War Pick Crafting [Blacksmith] - Apprentice Time: 2 hours Value: 5 gp Metal - Iron unique Shaft Tools: smith’s tools, a forge Ability Check: DC 10 Strength check Properties: none Description: A war pick is similar to a warhammer, but pierces with a beak-like spike on its head, dealing 1d8 piercing damage. Warhammer Crafting [Blacksmith] - Expert Time: 2 hours Value: 15 gp Metal - Iron unique Shaft Tools: smith’s tools, a forge Ability Check: DC 15 Strength check Properties: none Description: A warhammer is a long-handled hammer, often specially constructed to dent and mangle metal armor. It does 1d8 bludgeoning damage and has the versatile (1d10) property. Waterskin Crafting - Novice Time: 1 hour Value: 2 sp Leather Tools: leatherworker’s tools Ability Check: DC 5 Dexterity check Properties: fragile Description: A waterskin is made of treated, sealed leather that can hold liquid without leaking. It is often sealed with a cork or some other form of plug. Weapon +1 Crafting [Blacksmith, Woodworker] - Expert Time: 120 hours Value: 350 gp Weapon (Any) Hex of Accuracy delicate Tools: smith’s tools, woodworker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: You have a +1 bonus to attack and damage with this magic weapon.

112 Chapter Six | Recipes Chapter Six | Recipes Weapon +2 Crafting [Blacksmith, Woodworker] - Artisan Time: 120 hours Value: 11,000 gp Weapon (Any) Hex of Accuracy delicate Tools: smith’s tools, woodworker’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You have a +2 bonus to attack and damage with this magic weapon. Weapon +3 Crafting [Blacksmith, Woodworker] - Master Time: 800 hours Value: 35,000 gp Weapon (Any) Hex of Accuracy delicate Tools: smith’s tools, woodworker’s tools Ability Check: DC 25 Intelligence check Properties: none Description: You have a +3 bonus to attack and damage with this magic weapon. Wheel Crafting [Woodworker] - Apprentice Time: 2 hours Value: 5 sp Iron Bands Wood Tools: carpenter’s tools Ability Check: DC 10 Intelligence Properties: none Description: A wheel is made from a central metal hub, from which extends spokes. Whip Crafting [Leatherworker] - Apprentice Time: 1 hour Value: 2 gp Leather Tools: leatherworker’s tools Ability Check: DC 10 Dexterity check Properties: none Description: A whip is a long, braided cord known for being used to motivate or chastise large animals. As a weapon, it deals 1d4 slashing damage and has the finesse and reach properties. Wooden Plank Crafting - Novice Time: 15 minutes Value: 2 sp Wood Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 5 Strength check Properties: none Description: Wooden planks are milled, flat pieces of wood made from raw, harvested trees.

Chapter Six | Recipes 113 Enchanting Recipes The following are the recipes included in the books an enchanter receives when they reach a new rank. Most recipes make items described in the SRD; recipes marked with an asterisk (*) are for new items described in this book. If a recipe doesn’t include a description, it makes a very simple or commonly used item. Novice Novice rank is the lowest rank a member within an association can be, and represents the member learning the basics. This rank is not tied to any specialization, and these recipes are available to any enchanters’ association member to use. Charm of Capacity* Charm of Improvement* Charm of Motion* Hex of Accuracy* Hex of Affliction* Hex of Arcana* Hex of Injury* Hex of Summoning* Ward of Health* Ward of Protection* Ward of Resistance* Ward of Vigour* Apprentice At this rank, the enchanter must choose a specialization and receives the recipe book corresponding to their choice. Eclectist Badmouth’s Mug* Dowsing Rod* Rod of Communication* Rod of Fishing* Rod of Order* Staff of Accompaniment* Starter Staff* The Rod of Stewart The Romantic™* Wand of Temperature Control* Implemancer Decoy Wand* Extending Weapon* Featherweight Weapon* Wand of Wishful Thinking* Wardwright Walking Staff* Wand of Removal* Expert These recipes are included in the book given to enchanters that obtain this rank. Eclectist Bag of Holding Bag of Tricks Boom Box* Boots of Striding and Springing Boots of the Winterlands Boots of Trembling* Broom of Flying Cat’s Paw* Cement Boots* Cloak of the Manta Ray Contortionist’s Cloak* Coward’s Boots* Decanter of Endless Water Deck of Illusions Efficient Quiver Elemental Gem Eyes of Charming* Eyes of Minute Seeing Eyes of the Eagle Gauntlets of Ogre Power Gem of Brightness Gloves of Swimming and Climbing Goggles of Night Hat of Disguise Headband of Intellect Helm of Comprehending Languages Helm of Telepathy Immovable Rod Lantern of Revealing Lead Balloon* Medallion of Thoughts Minstrel’s Hat* Necklace of Adaptation Pearl of Power Pipes of Haunting Pipes of the Sewers Ring of Jumping Ring of Mind Shielding Ring of Swimming Ring of Warmth Ring of Water Walking Robe of Useful Items Rod of Echolocation* Rope of Climbing Slippers of Spider Climbing Staff of The Natural Born Mage* Stone of Good Luck (Luckstone) Tankard of Detoxification* Wand of Disguise Self* Wand of Identification* Wand of Magic Detection* Wand of Secrets* Yoke of Brawn*

114 Chapter Six | Recipes Chapter Six | Recipes Artisan These recipes are included in the book given to enchanters that obtain this rank. Eclectist Amulet of Expedient Reaction* Bag of Beans Barrister’s Wig* Boots of Levitation Boots of Speed Bowl of Commanding Water Elementals Brazier of Commanding Fire Elementals Broom of Revealing Steps* Cap of Arcane Recall* Cape of the Mountebank Censer of Controlling Air Elementals Chime of Opening Cloak of Displacement Cloak of the Bat Cube of Force Cup of Fury* Dimensional Shackles Eyes of True Vision Feather Token (Any) Figurine of Wondrous Power (Any) Gambler’s Dice* Gem of Seeing Glamoured Studded Leather Handy Haversack Helm of Teleportation Horns of Power Horn of Blasting Horn of Valhalla, Brass Horn of Valhalla, Silver Horseshoes of Speed Hot Rod* Illusionist’s Palette* Instant Fortress Ioun Stone, Awareness Ioun Stone, Reserve Ioun Stone, Sustenance Iron Bands of Binding Jester’s Skull* Judge’s Gavel* Mob Torch* Necklace of Fireballs Necklace of Prayer Beads Portable Hole Red Letter* Ring of Animal Influence Ring of Feather Falling Ring of Free Action Ring of Spell Storing Ring of X-Ray Vision Implemancer Ammunition of Hesitation* Blood Ammunition* Bracers of Archery Brooch Pin* Circlet of Blasting Club of Rot* Doom Hammer* Fire Pipe* Firststrike Lance* Gloves of Hurling Gravespike* Phonic Rod* Plagiarist’s Pen* Rainbow Rod* Razor Lash* Rod of Reduction* Staff of Infection* Staff of the Python Staff of The Stoic Mind Star Thrower Tentacle Lash* Trident of Fish Command Vitriolic Web* Wand of Charm Person* Wand of Color Spray* Wand of Entanglement* Wand of Faerie Fire* Wand of Grease* Wand of Magic Missiles Wand of Sleep* Wand of the War Mage +1 Wand of Web Wind Fan Wardwright Amulet of Proof against Detection and Location Barding* Boots of the Winterlands Brooch of Shielding Cloak of Protection Gloves of Fire* Gloves of Missile Snaring Last Stand Armor* Mask of Refreshing Sleep* Periapt of Health Periapt of Wound Closure Portable Cover* Shield of Retribution Spectacles of Peripheral Vision* Wand of Cure Wounds* Wand of Nondetection*

Chapter Six | Recipes 115 Ioun Stone, Awareness Ioun Stone, Protection Magnetic Shield* Mantle of Spell Resistance Mycelial Plate* Passwall Ammunition* Periapt of Proof against Poison Ring of Evasion Ring of Feather Falling Ring of Protection Ring of Resistance Ring of Retribution* Rod of Lightning Staff of Healing Staff of Vision* Tiara of Psychic Stability* Wand of Enemy Detection Wand of Lightning Bolts Master These recipes are included in the book given to enchanters that obtain this rank. Eclectist Administrator's Quipu* Antikythera* Apparatus of the Crab Belt of Cloud Giant Strength Belt of Fire Giant Strength Belt of Frost Giant Strength Belt of Hill Giant Strength Belt of Stone Giant Strength Belt of Storm Giant Strength Blade of Mutability* Carpet of Flying Cloak of Arachnida Crystal Ball Crystal Ball of Mind Reading Crystal Ball of Telepathy Crystal Ball of True Seeing Cubic Gate Deck of Many Things (Black Market) Efreeti Bottle* Emperor’s Toga* Fossilized Egg* Helm of Brilliance Horn of Valhalla, Bronze Horn of Valhalla, Iron Horseshoes of a Zephyr Ioun Stone, Absorption Ioun Stone, Agility Ioun Stone, Fortitude Ioun Stone, Greater Absorption Ioun Stone, Insight Ioun Stone, Intellect Ioun Stone, Leadership Ioun Stone, Mastery Ioun Stone, Strength Iron Flask Manual of Bodily Health Manual of Gainful Exercise Robe of Eyes Rod of Rulership Rope of Entanglement Sculptor’s Clay* Staff of Illusion* Staff of the Swamp* Staff of Time* Staff of Vaulting* Stone of Controlling Earth Elementals Tamer’s Whip* Tongue of Lies* Trowel of Instant Construction* Winged Boots Wings of Flying Implemancer Bolt Thrower* Crossbow of Swift Death* Dagger of Venom Door Knocker of Unwelcoming* Dragon Slayer Flame Tongue Flare* Giant Slayer Grunge Guitar* Ioun Stone, Reserve Mace of Disruption Mace of Smiting Mace of Terror Necromancer’s Mask* Ring of Retribution* Ring of the Ram Rod of Petrification* Rod of the Moon* Scythe of Undeath Staff of Charming Staff of Swarming Insects Staff of the Grave* Staff of the Woodlands Staff of Withering Sunblade Sword of Life Stealing Sword of Wounding Vicious Weapon Wand of Binding Wand of Dispelling* Wand of Fear Wand of Fireballs Wand of Paralysis Wand of the War Mage +2 Wand of Wonder Wingtaker* Wardwright Amulet of Health Armor of Evasion* Armor of Instinct* Armor of Resistance Arrow-Catching Shield Bracers of Defense Cape of the Mountebank Intercepting Shield

116 Chapter Six | Recipes Chapter Six | Recipes Staff of Silver* Staff of Striking Staff of the Dragon* Staff of the Magi Staff of Thunder and Lightning Sword of Sharpness Sword of Weakening Vorpal Sword Wand of Magic Eating* Wand of Polymorph Wand of the War Mage +3 Wardwright Animated Shield Armor of Immunity* Armor of Invulnerability Frostveil Armor* Ioun Stone, Absorption Ioun Stone, Greater Absorption Ioun Stone, Regeneration Ioun Stone, Intellect Martyr’s Armor* Plate Armor of Etherealness Ring of Life Ring of Regeneration Ring of Spell Turning Rod of Absorption Rod of the Sun* Sanctuary Blade* Scarab of Protection Spellguard Shield Spirit Armor Staff of Shielding* Manual of Golems Manual of Quickness of Action Mirror of Life Trapping Off Switch* Ring of Djinni Summoning Ring of Elemental Command Ring of Fidelity* Ring of Invisibility Ring of Telekinesis Ring of Three Wishes Robe of Beneficence* Robe of Scintillating Colors Robe of Stars Robe of the Archmagi Rod of Alertness Rod of Lordly Might Rod of Security Spiritualist’s Board* Sphere of Annihilation Tactician’s Chess Set* Talisman of Pure Good Talisman of the Sphere Talisman of Ultimate Evil Tome of Clear Thought Tome of Leadership and Influence Tome of Understanding Well of Many Worlds Implemancer Amulet of the Planes Arrow of Slaying* Basilisk Fang* Bead of Force Blight Sickle* Blood Drinker Dancing Sword Defender Duelist’s Blade* Dwarven Thrower Fairy Wand* Fiend Cleaver Frost Brand Hammer of Thunderbolts Holy Avenger Horizon Bow* Infernal Pitchfork* Javelin of Lightning Luck Blade Nevermiss Dagger* Nine Lives Stealer Oathbow Ring of Shooting Stars Rod of Entrapment* Rod of Excavation* Rod of the Sun* Rod of Translocation* Scimitar of Speed Staff of Acid* Staff of Fire Staff of Frost Staff of Power

Chapter Six | Recipes 117 Amulet of Proof against Detection and Location Enchanting [Wardwright] - Expert Time: 80 hours Value: 350 gp Amulet Metal - Lead unique Tools: jeweler’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. Amulet of the Planes Enchanting [Implemancer] - Master Time: 1,000 hours Value: 35,000 gp Amulet Charm of Motion delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. Animated Shield Enchanting [Wardwright] - Master Time: 1,000 hours Value: 35,000 gp Shield Charm of Motion delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. Administrator’s Quipu Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp String Charm of Improvement delicate Tools: weaver’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Ammunition of Hesitation Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Ammunition (Any) Hex of Affliction delicate Tools: smith’s tools, woodcarver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Amulet of Expedient Reaction Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Amulet Charm of Motion delicate Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Amulet of Health Enchanting [Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Amulet Charm of Improvement delicate Medicinal Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: none Description: Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.

118 Chapter Six | Recipes Chapter Six | Recipes Armor of Instinct Enchanting [Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Armor (Any) Ward of Protection delicate Tools: leatherworker’s tools, smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Armor of Invulnerability Enchanting [Wardwright] - Master Time: 2,000 hours Value: 70,000 gp Armor (Any) Ward of Resistance delicate Tools: leatherworker’s tools, smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. Armor of Resistance Enchanting [Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Armor (Any) Ward of Resistance delicate Tools: leatherworker’s tools, smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly. Arrow-Catching Shield Enchanting [Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Shield Ward of Protection delicate Precious Metal - Lodestone unique Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. Antikythera Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Box, Wood Precious Metal - Any Charm of Improvement delicate Tools: smith’s tools, tinker’s tools, woodcarver’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Apparatus of the Crab Crafting; Enchanting [Tinker, Eclectist] - Master Time: 2,000 hours Value: 70,000 gp Metal - Iron unique Charm of Motion delicate Tools: tinker’s tools Ability Check: DC 25 Intelligence check Properties: none Description: This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. (See the 5e SRD for more information.) Armor of Evasion Enchanting [Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Armor (Any) Charm of Accuracy delicate Tools: leatherworker’s tools, smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Armor of Immunity Enchanting [Wardwright] - Master Time: 1,000 hours Value: 35,000 gp Armor (Any) Ward of Resistance delicate Ward of Protection delicate Tools: leatherworker’s tools, smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

Chapter Six | Recipes 119 Bag of Beans Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Sack Gemstone - Diamond unique Stimulant - Beans unique Tools: weaver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can determine the effect randomly or create one. (See the 5e SRD for more information.) Bag of Holding Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Sack Charm of Capacity delicate Tools: weaver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. Arrow of Slaying Enchanting [Implemancer] - Master Time: 1,000 hours Value: 35,000 gp Arrow or Bolt Monster Essence - Target Creature unique Hex of Injury delicate Tools: smith’s tools, woodcarver’s tools Ability Check: DC 25 Dexterity check Properties: none Description: An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. Badmouth’s Mug (Banned) Enchanting [Eclectist] - Apprentice Time: 40 hours Value: 45 gp Tankard Charm of Improvement delicate Creature Essence - Snake’s Tongue unique Tools: potter’s tools, woodcarver’s tools Ability Check: DC 10 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

120 Chapter Six | Recipes Chapter Six | Recipes Basilisk Fang (Banned) Enchanting [Implemancer] - Master Time: 1,000 hours Value: 35,000 gp Monster Essence - Basilisk Fang unique Hex of Affliction delicate Tools: woodcarver’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Bead of Force Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Sand Hex of Injury delicate Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and it's magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. Belt of Cloud Giant Strength Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Belt Monster Essence - Cloud Giant Muscle unique Charm of Improvement delicate Tools: leatherworker’s tools Ability Check: DC 25 Intelligence check Properties: none Description: While wearing this belt, your Strength score changes to 27. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Bag of Tricks Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Sack Hex of Summoning delicate Animal Essence Tools: weaver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a random beast. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. (See the 5e SRD for more information.) Barding (Template) Enchanting [Wardwright] - Expert Time: base armor x 4 hours Value: base armor x 4 gp Armor (any) Tools: leatherworker’s tools, smith’s tools, weaver’s tools; a forge or stables; must have access to the animal you are armoring Ability Check: +5 to DC of base armor Properties: none Description: SRD5 p. 71 Barrister’s Wig Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp String Charm of Improvement delicate Hex of Affliction delicate Tools: weaver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

Chapter Six | Recipes 121 Belt of Storm Giant Strength Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Belt Monster Essence - Storm Giant Muscle unique Charm of Improvement delicate Tools: leatherworker’s tools Ability Check: DC 25 Intelligence check Properties: none Description: While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Blade of Mutability Enchanting [Eclectist] - Master Time: 2,000 hours Value: 70,000 gp Blade Ward of Vigour delicate Hex of Accuracy delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Blight Sickle Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Sickle Hex of Affliction delicate Poison, Basic poisonous, fluid Tools: smith’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Blood Ammunition (Banned) Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Ammunition (Any) Hex of Injury delicate Creature Essence - Blood unique, fluid Tools: smith’s tools, woodcarver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Belt of Fire Giant Strength Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Belt Monster Essence - Fire Giant Muscle unique Charm of Improvement delicate Tools: leatherworker’s tools Ability Check: DC 25 Intelligence check Properties: none Description: While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Belt of Frost Giant Strength Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Belt Monster Essence - Frost Giant Muscle unique Charm of Improvement delicate Tools: leatherworker’s tools Ability Check: DC 25 Intelligence check Properties: none Description: While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Belt of Hill Giant Strength Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Belt Monster Essence - Hill Giant Muscle unique Charm of Improvement delicate Tools: leatherworker’s tools Ability Check: DC 20 Intelligence check Properties: none Description: While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Belt of Stone Giant Strength Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Belt Monster Essence - Stone Giant Muscle unique Charm of Improvement delicate Tools: leatherworker’s tools Ability Check: DC 25 Intelligence check Properties: none Description: While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

122 Chapter Six | Recipes Chapter Six | Recipes Boots of Speed Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Boots Stimulant Charm of Motion delicate Tools: cobbler’s tools, leatherworker’s tools Ability Check: DC 20 Intelligence check Properties: none Description: While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. Boots of Striding and Springing Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Boots Animal Essence - Frog’s Legs unique Charm of Motion delicate Tools: cobbler’s tools, leatherworker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Blood Drinker (Banned) Enchanting [Implemancer] - Master Time: 2,000 hours Value: 70,000 gp Any Melee, Piercing Weapon Creature Essence - Blood unique, fluid Hex of Accuracy delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Bolt Thrower Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Crossbow (Any) Hex of Arcana delicate Tools: smith’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Boom Box Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Box, Silver Hex of Injury delicate Horn Tools: smith’s tools, tinker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Boots of Levitation Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Boots Feathers Charm of Motion delicate Tools: cobbler’s tools, leatherworker’s tools Ability Check: DC 20 Intelligence check Properties: none Description: While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

Chapter Six | Recipes 123 Bowl of Commanding Water Elementals Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Precious Metal Elemental Source - Water unique, volatile Hex of Summoning delicate Tools: potter’s tools Ability Check: DC 20 Intelligence check Properties: none Description: While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. Bracers of Archery Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Bracers Animal Essence - Eagle Eyes unique Hex of Injury delicate Tools: leatherworker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. Bracers of Defense Enchanting [Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Bracers Shield Ward of Protection delicate Tools: leatherworker’s tools Ability Check: DC 20 Intelligence check Properties: none Description: While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Boots of the Winterlands (Flexible) Enchanting [Eclectist, Wardwright] - Expert Time: 80 hours Value: 350 gp Boots (Flex: Gloves or Hat) Monster Essence - Yeti Pelt unique Ward of Resistance delicate Tools: cobbler’s tools, leatherworker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: • You have resistance to cold damage. • You ignore difficult terrain created by ice or snow. • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. Flexible Enchantment Options: If you are wearing gloves, boots, and hat of the winterlands, you are also immune to cold damage, and can comfortably tolerate any cold. Gloves: While wearing gloves of the winterlands, you have advantage on ability checks you make to climb in cold environments. Gloves of the winterlands do not allow you to ignore difficult terrain created by ice or snow. Hat: While wearing a hat of the winterlands, you can always sense if bad weather is a half-day or a full day away. A hat of the winterlands does not allow you to ignore difficult terrain created by ice or snow. Boots of Trembling Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Boots Charm of Improvement delicate Monster Essence - Bulette Hide unique Tools: cobbler’s tools, leatherworker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

124 Chapter Six | Recipes Chapter Six | Recipes Broom of Flying Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Shaft Feathers Charm of Motion delicate Tools: carpenter’s tools Ability Check: DC 15 Intelligence check Properties: none Description: This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. Broom of Revealing Steps Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Shaft Feathers Charm of Improvement delicate Tools: carpenter’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Cap of Arcane Recall Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Hat Hex of Arcana delicate Charm of Improvement delicate Tools: weaver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Brazier of Commanding Fire Elementals Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Precious Metal Elemental Source - Fire unique, volatile Hex of Summoning delicate Tools: smith’s tools, a forge Ability Check: DC 20 Intelligence check Properties: none Description: While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. Brooch Pin (Banned) Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Amulet Hex of Accuracy delicate Dagger Tools: jeweler’s tools, smith’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Brooch of Shielding Enchanting [Wardwright] - Expert Time: 80 hours Value: 350 gp Amulet Ward of Resistance delicate Tools: jeweler’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Chapter Six | Recipes 125 Cement Boots Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Boots Charm of Improvement delicate Rock - Limestone unique Tools: cobbler’s tools, leatherworker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Censer of Controlling Air Elementals Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Precious Metal Elemental Source - Air unique, volatile Hex of Summoning delicate Tools: jeweler's tools Ability Check: DC 20 Intelligence check Properties: none Description: While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn. Charm of Capacity Enchanting - Novice Time: 20 hours Value: 25 gp Monster Essence Fiber Tools: arcane focus Ability Check: DC 10 Intelligence check Properties: delicate Description: As a bonus action, you can expend this charm to increase your carrying capacity by 50 lbs. for 1 hour. Charm of Improvement Enchanting - Novice Time: 20 hours Value: 25 gp Monster Essence Gemstone Tools: arcane focus Ability Check: DC 10 Intelligence check Properties: delicate Description: As a bonus action, you can expend this charm to gain a +1 bonus on your next ability check. Cape of the Mountebank (Banned) Enchanting [Eclectist, Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Cloak Pigment staining Charm of Motion delicate Tools: weaver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. Carpet of Flying Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Cloth Feathers Charm of Motion delicate Tools: weaver’s tools Ability Check: DC 25 Intelligence check Properties: none Description: You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly. (See the 5e SRD for more information.) Cat’s Paw Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Creature Essence - Cat’s Paw unique Charm of Motion delicate Tools: tinker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

126 Chapter Six | Recipes Chapter Six | Recipes Cloak of Arachnida Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Cloak Animal Essence - Spider Legs unique Charm of Motion delicate Tools: weaver’s tools Ability Check: DC 25 Intelligence check Properties: none Description: This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: • You have resistance to poison damage. • You have a climbing speed equal to your walking speed. • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. • You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. • You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. Cloak of Displacement Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Cloak Ward of Protection delicate Monster Essence Tools: weaver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. Cloak of Protection Enchanting [Wardwright] - Expert Time: 80 hours Value: 350 gp Cloak Ward of Protection delicate Tools: weaver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: You gain a +1 bonus to AC and saving throws while you wear this cloak. Charm of Motion Enchanting - Novice Time: 20 hours Value: 25 gp Monster Essence Stimulant Tools: arcane focus Ability Check: DC 10 Intelligence check Properties: delicate Description: As a bonus action, you can expend this charm to increase your speed by 10 ft. for 1 minute. Chime of Opening Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Precious Metal Charm of Capacity Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. Circlet of Blasting Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Crown (Any) Elemental Source - Fire unique, volatile Hex of Arcana delicate Tools: jeweler’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

Chapter Six | Recipes 127 Contortionist’s Cloak Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Cloak Charm of Motion delicate Tools: weaver’s tools Ability Check: DC 18 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Coward’s Boots Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Boots Feathers Charm of Motion delicate Tools: cobbler’s tools, leatherworker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Crossbow of Swift Death (Banned) Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Crossbow (Any) Hex of Affliction delicate Hex of Injury delicate Tools: smith’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Crystal Ball Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Sand fluid Psychotropic psychedelic Hex of Arcana delicate Tools: glassblower’s tools, a forge Ability Check: DC 25 Intelligence check Properties: none Description: The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. Cloak of the Bat Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Cloak Animal Essence - Bat Wings unique Charm of Motion delicate Tools: weaver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. Cloak of the Manta Ray Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Cloak Animal Essence - Manta Ray Wings unique Charm of Motion delicate Tools: weaver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. Club of Rot Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Any Wooden Melee Weapon Hex of Affliction delicate Hex of Injury delicate Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

128 Chapter Six | Recipes Chapter Six | Recipes Cube of Force Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Charm of Capacity delicate Charm of Protection delicate Metal - Iron unique Tools: smith’s tools, a forge Ability Check: DC 20 Intelligence check Properties: none Description: This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. (See the 5e SRD for more information). Cubic Gate Enchanting [Eclectist] - Master Time: 2,000 hours Value: 70,000 gp Metal - Iron unique Charm of Motion delicate Tools: smith’s tools, a forge Ability Check: DC 25 Intelligence check Properties: none Description: This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. Cup of Fury (Banned) Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Tankard Charm of Improvement delicate Hex of Injury delicate Tools: potter’s tools, woodcarver’s tools Ability Check: DC 10 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Crystal Ball of Mind Reading (Banned) Enchanting [Eclectist] - Master Time: 2,000 hours Value: 70,000 gp Sand fluid Psychotropic psychedelic Hex of Arcana delicate Tools: glassblower’s tools, a forge Ability Check: DC 25 Intelligence check Properties: none Description: You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends. Crystal Ball of Telepathy Enchanting [Eclectist] - Master Time: 2,000 hours Value: 70,000 gp Sand fluid Psychotropic psychedelic Hex of Arcana delicate Tools: glassblower’s tools, a forge Ability Check: DC 25 Intelligence check Properties: none Description: While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn. Crystal Ball of True Seeing Enchanting [Eclectist] - Master Time: 2,000 hours Value: 70,000 gp Sand fluid Psychotropic psychedelic Hex of Arcana delicate Tools: glassblower’s tools, a forge Ability Check: DC 25 Intelligence check Properties: none Description: While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.

Chapter Six | Recipes 129 Decanter of Endless Water Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Flask Elemental Source - Water unique Hex of Arcana delicate Tools: jeweler’s tools Ability Check: DC 15 Intelligence check Properties: none Description: This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: • "Stream" produces 1 gallon of water. • "Fountain" produces 5 gallons of water. • "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. Deck of Illusions Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Playing Card Set Hex of Arcana delicate Tools: calligrapher’s tools Ability Check: DC 15 Intelligence check Properties: none Description: This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. The card then creates the illusion of a creature. (See the 5e SRD for more information). Dagger of Venom (Banned) Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Dagger Poison, Basic fluid, poisonous Hex of Injury delicate Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. Dancing Sword Enchanting [Implemancer] - Master Time: 1,000 hours Value: 35,000 gp Sword (Any) Feathers Charm of Motion delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

130 Chapter Six | Recipes Chapter Six | Recipes Dimensional Shackles (Restricted) Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Manacles Charm of Motion delicate Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. Doom Hammer Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Hammer (Any) Hex of Injury delicate Tools: smith’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Door Knocker of Unwelcoming Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Metal - Bronze unique Charm of Improvement delicate Horn Tools: smith’s tools, tinker’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Deck of Many Things (Banned) Enchanting [Eclectist] - Master Time: 2,000 hours Value: 70,000 gp Playing Card Set Hex of Arcana delicate Tools: calligrapher’s tools Ability Check: DC 25 Intelligence check Properties: none Description: Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. (See the 5e SRD for more information). Decoy Wand (Banned) Enchanting [Implemancer] - Apprentice Time: 40 hours Value: 45 gp Wand Hex of Arcana delicate Elemental Source volatile Tools: woodworker’s tools Ability Check: DC 10 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Defender Enchanting [Implemancer] - Master Time: 2,000 hours Value: 70,000 gp Sword (Any) Hex of Accuracy delicate Charm of Protection delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Chapter Six | Recipes 131 Efficient Quiver Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Quiver Charm of Capacity delicate Tools: leatherworker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. Efreeti Bottle Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Bottle Monster Essence - Efreet unique Hex of Summoning delicate Tools: glassblower’s tools, a living efreet Ability Check: DC 25 Intelligence check Properties: none Description: This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM determines what happens. (See the 5e SRD for more information). Elemental Gem Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Gemstone unique Elemental Source Unique, volatile Hex of Summoning delicate Tools: jeweler's tools, the gemstone and elemental source must match the type of elemental gem you are trying to create Ability Check: DC 15 Intelligence check Properties: none Description: This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. Dowsing Rod Enchanting [Eclectist] - Apprentice Time: 40 hours Value: 45 gp Wood Elemental Source - Water volatile Tools: woodworker’s tools Ability Check: DC 10 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Dragon Slayer Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Sword (Any) Monster Essence - Dragon Bone unique Hex of Injury delicate Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. Duelist’s Blade Enchanting [Implemancer] - Master Time: 1,000 hours Value: 35,000 gp Rapier Hex of Accuracy delicate Ward of Protection delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Dwarven Thrower Enchanting [Implemancer] - Master Time: 1,000 hours Value: 35,000 gp Metal - Iron unique Shaft Hex of Accuracy delicate Tools: smith’s tools, a forge, must be a dwarf Ability Check: DC 25 Intelligence check Properties: none Description: You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

132 Chapter Six | Recipes Chapter Six | Recipes Eyes of the Eagle Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Lens delicate Animal Essence - Eagle Eyes unique Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 15 Intelligence check Properties: delicate Description: These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Eyes of True Vision Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Lens delicate Monster Essence - Couatl Eyes unique Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: delicate Description: See Chapter 7 Magic Item Compendium Extending Weapon Enchanting [Implemancer] - Apprentice Time: 40 hours Value: 45 gp Any Reach Weapon Charm of Capacity delicate Tools: smith’s tools, woodcarver’s tools Ability Check: DC 10 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Fairy Wand Enchanting [Implemancer] - Master Time: 1,000 hours Value: 35,000 gp Wand Hex of Arcana delicate Monster Essence - Fey Wings unique Tools: woodworker’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Emperor’s Toga Enchanting [Eclectist] - Master Time: 2,000 hours Value: 70,000 gp Clothes, Common Charm of Improvement delicate Charm of Motion delicate Tools: weaver’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Eyes of Charming (Banned) Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Lens delicate Intoxicant stupefying Hex of Affliction delicate Tools: jeweler’s tools Ability Check: DC 15 Intelligence check Properties: delicate Description: These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. Eyes of Minute Seeing Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Lens delicate Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 15 Intelligence check Properties: delicate Description: These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Chapter Six | Recipes 133 Fire Pipe Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Blowgun Elemental Source - Fire unique, volatile Hex of Injury delicate Tools: woodcarver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Firststrike Lance Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Lance Hex of Accuracy delicate Hex of Injury delicate Tools: smith’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Flame Tongue Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Sword (Any) Elemental Source - Fire unique, volatile Hex of Injury delicate Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Flare Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Any Melee Weapon Hex of Affliction delicate Elemental Source - Fire unique, volatile Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Featherweight Weapon Enchanting [Implemancer] - Apprentice Time: 40 hours Value: 45 gp Feathers Any Heavy Weapon Charm of Improvement delicate Tools: smith’s tools Ability Check: DC 10 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Feather Token Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Feathers Item unique Hex of Summoning delicate Tools: woodcarver’s tools, the item you use must match the kind of feather token you are trying to create Ability Check: DC 20 Intelligence check Properties: none Description: This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. (See the 5e SRD for more information). Fiend Cleaver Enchanting [Implemancer] - Master Time: 1,000 hours Value: 35,000 gp Weapon (Any Sword) Monster Essence - Fiend Ichor unique Hex of Accuracy delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Figurine of Wondrous Power Enchanting [Eclectist] - Artisan Time: Varies Value: Varies Precious Metal, Gemstone, or Rock unique Creature or Monster Essence unique Hex of Summoning delicate Tools: mason’s tools, the essence you use must match the kind of figurine of wondrous power you are trying to create Ability Check: DC 20 Intelligence check Properties: none Description: A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. (See the 5e SRD for more information).

134 Chapter Six | Recipes Chapter Six | Recipes Gauntlets of Ogre Power Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Gloves Monster Essence - Ogre Muscle unique Charm of Improvement delicate Tools: smith’s tools Ability Check: DC 15 Intelligence check Properties: none Description: Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. Gem of Brightness Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Gemstone Elemental Essence - Fire unique, volatile Hex of Affliction delicate Tools: jeweler's tools Ability Check: DC 15 Intelligence check Properties: none Description: This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Fossilized Egg Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Creature Essence - Reptile Egg Rock Hex of Summoning delicate Tools: mason’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Frostveil Armor Enchanting [Wardwright] - Master Time: 1,000 hours Value: 35,000 gp Armor (Any) Elemental Source - Ice unique, volatile Hex of Affliction delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Frost Brand Enchanting [Implemancer] - Master Time: 1,000 hours Value: 35,000 gp Sword (Any) Elemental Source - Ice unique, volatile Hex of Injury delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. Gambler’s Dice (Banned) Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Dice Set Charm of Improvement delicate Hex of Arcana delicate Tools: woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

Chapter Six | Recipes 135 Gloves of Fire Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Gloves Hex of Arcana delicate Elemental Essence - Fire unique, volatile Tools: leatherworker’s tools, weaver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Gloves of Hurling Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Gloves Charm of Improvement delicate Stimulant Tools: leatherworker’s tools, weaver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Gloves of Missile Snaring Enchanting [Wardwright] - Expert Time: 80 hours Value: 350 gp Gloves Charm of Protection delicate Tools: leatherworker’s tools, weaver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. Gem of Seeing Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Gemstone Animal Essence - Eagle Eyes unique Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Giant Slayer Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Axe or Sword (Any) Monster Essence - Giant Blood unique Hex of Injury delicate Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. Glamoured Studded Leather Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Studded Leather Armor Gemstone Charm of Improvement delicate Tools: leatherworker’s tools Ability Check: DC 20 Intelligence check Properties: none Description: While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

136 Chapter Six | Recipes Chapter Six | Recipes Grunge Guitar Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Lute Hex of Affliction delicate Intoxicant stupefying Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Hammer of Thunderbolts Enchanting [Implemancer] - Master Time: 2,000 hours Value: 70,000 gp Maul Elemental Essence - Lightning unique, volatile Hex of Accuracy delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: You gain a +1 bonus to attack and damage rolls made with this magic weapon. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. (See the 5e SRD for more information). Handy Haversack Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Backpack Charm of Capacity delicate Tools: leatherworker’s tools, tinkerer’s tools, weaver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. (See the 5e SRD for more information). Gloves of Swimming and Climbing (Flexible) Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Gloves (Flex: Boots or Oil Cloth) Animal Essence - Fish Scales unique Glue Tools: leatherworker’s tools, weaver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. Flexible Enchanting Options: Boots of Climbing: When you wear both boots and gloves of swimming and climbing, your climb speed is doubled, and you have advantage on saving throws against anything that would knock you down while climbing. Fins of Swimming: When you wear both fins and gloves of swimming and climbing, your swim speed is doubled. Additionally, you can use your reaction to make an attack of opportunity against enemies entering or leaving your threatened space when you are in water that is deeper than you are tall. Goggles of Night Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Lens delicate Leather Animal Essence - Owl Eyes unique Tools: leatherworker’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Gravespike (Banned) Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Pike Hex of Injury delicate Tools: smith’s tools, woodcarver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

Chapter Six | Recipes 137 Helm of Telepathy (Banned) Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Helmet Hex of Arcana delicate Tools: smith’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. Helm of Teleportation Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Helmet Charm of Motion delicate Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. Hex of Accuracy Enchanting - Novice Time: 20 hours Value: 25 gp Monster Essence Stimulant Tools: arcane focus Ability Check: DC 10 Intelligence check Properties: delicate Description: As a bonus action, you can expend this hex to gain a +1 bonus to the next attack roll with a weapon that you make before the end of your turn. Hat of Disguise Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Hat Hex of Arcana delicate Tools: weaver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Headband of Intellect Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Crown Charm of Improvement delicate Animal Essence - Humanoid Brain unique Tools: jeweler’s tools Ability Check: DC 15 Intelligence check Properties: none Description: Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. Helm of Brilliance Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Helmet Gemstones Hex of Arcana delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain multiple benefits while wearing it. (See the 5e SRD for more information). Helm of Comprehending Languages Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Helmet Hex of Arcana delicate Animal Essence - Humanoid Tongue unique Tools: smith’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

138 Chapter Six | Recipes Chapter Six | Recipes Hex of Summoning Enchanting - Novice Time: 20 hours Value: 25 gp Monster Essence Creature Essence Tools: arcane focus Ability Check: DC 10 Intelligence check Properties: delicate Description: As an action, you can expend this hex to summon a fey spirit that takes the form of a beast of challenge rating 0. The creature appears in an unoccupied space that you can see within 30 feet. The beast is also considered fey, and it disappears when it drops to 0 hit points or after 1 minute. The summoned creature is friendly to you and your companions and has its own turns. It obeys any verbal commands that you issue (no action required by you). If you don't issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. The GM has the creature’s statistics. Holy Avenger (Flexible) Enchanting [Implemancer] - Master Time: 2,000 hours Value: 70,000 gp Sword (Any) Monster Essence - Angel Feathers unique Hex of Accuracy delicate Tools: smith’s tools Source: divine (good) Ability Check: DC 25 Intelligence check Properties: none Description: You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Flexible Enchantment Options: Unholy Avenger: You must use an evil divine source to make an unholy avenger. An unholy avenger functions the same as a holy avenger, but its aura is 5ft, and is a sickly, swirling, black miasma. Any creatures except for the wielder that start their turn in the aura, or enter it for the first time, must make a constitution save, taking 1d6 necrotic damage on a fail, half on a success (undead and fiends are not affected by the aura). If you hit a celestial, it takes an extra +2d10 necrotic. Hex of Affliction Enchanting - Novice Time: 20 hours Value: 25 gp Monster Essence Toxin poisonous Tools: arcane focus Ability Check: DC 10 Intelligence check Properties: delicate Description: As a bonus action, you can expend this hex to make a creature you can see within 30 feet of you to make a DC 10 Wisdom saving throw. If the creature fails, it is frightened of you until the start of your next turn. Hex of Arcana Enchanting - Novice Time: 20 hours Value: 25 gp Monster Essence Psychotropic psychedelic Tools: arcane focus Source: arcane Ability Check: DC 10 Intelligence check Properties: delicate Description: As a bonus action, you can expend this hex to gain a +1 bonus to the next attack roll with a spell that you make before the end of your turn. Hex of Injury Enchanting - Novice Time: 20 hours Value: 25 gp Monster Essence Toxin poisonous Tools: arcane focus Ability Check: DC 10 Intelligence check Properties: delicate Description: As a bonus action, you can expend this hex to gain a +1 bonus to the next damage roll you make before the end of your turn.

Chapter Six | Recipes 139 Horn of Valhalla, Brass Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Horn Metal - Brass unique Hex of Summoning delicate Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. (See the 5e SRD for more information). Horn of Valhalla, Bronze Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Horn Metal - Bronze unique Hex of Summoning delicate Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 25 Intelligence check Properties: none Description: You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. (See the 5e SRD for more information). Horn of Valhalla, Iron Enchanting [Eclectist] - Master Time: 2,000 hours Value: 70,000 gp Horn Metal - Iron unique Hex of Summoning delicate Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 25 Intelligence check Properties: none Description: You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. (See the 5e SRD for more information). Horizon Bow Enchanting [Implemancer] - Master Time: 1,000 hours Value: 35,000 gp Any Bow Hex of Accuracy delicate Creature Essence - Eagle Eye unique Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Horns of Power Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Hat Creature Essence - Horns unique Hex of Affliction delicate Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Horn of Blasting Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Horn Hex of Injury delicate Elemental Essence - Thunder unique Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

140 Chapter Six | Recipes Chapter Six | Recipes Hot Rod Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Rod Charm of Motion delicate Elemental Source - Fire volatile Tools: smith’s tools, a forge Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Illusionist’s Palette Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Wood Paint fluid, staining Hex of Arcana delicate Tools: painter’s supplies Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Immovable Rod Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Rod Charm of Motion delicate Precious Metal - Lodestone unique Tools: smith’s tools Ability Check: DC 15 Intelligence check Properties: none Description: This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. Infernal Pitchfork (Banned) Enchanting [Implemancer] - Master Time: 2,000 hours Value: 70,000 gp Trident Monster Essence - Fiend Ichor unique Hex of Injury delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Horn of Valhalla, Silver Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Horn Precious Metal - Silver unique Hex of Summoning delicate Tools: carpenter’s tools, woodcarver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. (See the 5e SRD for more information). Horseshoes of a Zephyr Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Horseshoes Feathers delicate Charm of Motion delicate Tools: smith’s tools, a forge Ability Check: DC 25 Intelligence check Properties: none Description: These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. Horseshoes of Speed Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Horseshoes Stimulant Charm of Motion delicate Tools: smith’s tools, a forge Ability Check: DC 20 Intelligence check Properties: none Description: These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.

Chapter Six | Recipes 141 Ioun Stone, Absorption Enchanting [Eclectist, Wardwright] - Master Time: 1,000 hours Value: 35,000 gp Gemstone Ward of Resistance delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When you use an action to toss this pale lavender ellipsoid into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. While this stone orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Ioun Stone, Agility Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Gemstone Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When you use an action to toss this red sphere into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Your Dexterity score increases by 2, to a maximum of 20, while this stone orbits your head. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Instant Fortress (Flexible) Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Rock (Flex: Wood) Charm of Capacity delicate Ward of Protection delicate Tools: mason’s tools, (flex: woodcarver’s tools) Ability Check: DC 20 Intelligence check Properties: none Description: You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. (See the 5e SRD for more information). Flexible Enchantment Options: Cabin: As instant fortress, but uses a 1-inch cube of wood. The cube rapidly grows into a small cottage that is 15 feet on a side, has 8 foot walls, and a peaked roof. The interior is open, with a small fireplace. If a creature fails its saving throw to get out of the way, it takes 5d10 bludgeoning damage, or half as much on a successful one. The cabin is made out of wood treated to be proof against mundane fire. The walls each have 75 hp, and immunity to damage from nonmagical weapons. Intercepting Shield Enchanting [Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Shield Charm of Motion delicate Ward of Protection delicate Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

142 Chapter Six | Recipes Chapter Six | Recipes Ioun Stone, Greater Absorption Enchanting [Eclectist, Wardwright] - Master Time: 1,000 hours Value: 35,000 gp Gemstone Ward of Resistance delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When you use an action to toss this marbled lavender and green ellipsoid into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. While this stone orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Ioun Stone, Insight Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Gemstone Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When you use an action to toss this incandescent blue sphere into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Your Wisdom score increases by 2, to a maximum of 20, while this stone orbits your head. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Ioun Stone, Awareness Enchanting [Eclectist, Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Gemstone Ward of Vigour delicate Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: none Description: When you use an action to toss this dark blue rhomboid into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. You can't be surprised while this stone orbits your head. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Ioun Stone, Fortitude Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Gemstone Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When you use an action to toss this red sphere into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Chapter Six | Recipes 143 Ioun Stone, Mastery Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Gemstone Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When you use an action to toss this pale green prism into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Your proficiency bonus increases by 1 while this stone orbits your head. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Ioun Stone, Protection Enchanting [Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Gemstone Ward of Protection delicatae Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: none Description: When you use an action to toss this dusty rose prism into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. You gain a +1 bonus to AC while this dusty rose prism orbits your head. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Ioun Stone, Intellect Enchanting [Eclectist, Wardwright] - Master Time: 1,000 hours Value: 35,000 gp Gemstone Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When you use an action to toss this marbled scarlet and blue sphere into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Your Intelligence score increases by 2, to a maximum of 20, while this stone orbits your head. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Ioun Stone, Leadership Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Gemstone Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When you use an action to toss this marbled pink and green sphere into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Your Charisma score increases by 2, to a maximum of 20, while this stone orbits your head. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

144 Chapter Six | Recipes Chapter Six | Recipes Ioun Stone, Strength Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Gemstone Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When you use an action to toss this pale blue rhomboid into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Your Strength score increases by 2, to a maximum of 20, while this stone orbits your head. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Ioun Stone, Sustenance Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Gemstone Ward of Vigour delicate Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: none Description: When you use an action to toss this clear spindle into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. You don't need to eat or drink while this clear spindle orbits your head. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Ioun Stone, Regeneration Enchanting [Wardwright] - Master Time: 1,000 hours Value: 35,000 gp Gemstone Ward of Health delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When you use an action to toss this pearly white spindle into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. You regain 15 hit points at the end of each hour this stone orbits your head, provided that you have at least 1 hit point. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Ioun Stone, Reserve Enchanting [Eclectist, Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Gemstone Hex of Arcana delicate Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: none Description: When you use an action to toss this vibrant purple prism into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. This stone stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. Another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Chapter Six | Recipes 145 Javelin of Lightning (Flexible) Enchanting [Implemancer] - Expert Time: 80 hours Value: 350 gp Javelin Elemental Source - Lightning unique, volatile (Flex: Fire unique, volatile or Acid unique, corrosive) Hex of Injury delicate Tools: smith's tools, woodcarver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Flexible Enchanting Options: Fire: As javelin of lightning, but a javelin of fire creates a streak of fire between wielder and target (5ft wide, 5 feet high, up to 120ft long). The fire lingers for two full rounds, disappearing at the end of the wielder’s second turn after using the item. Any creature that starts its turn in the streak of fire, or moves into it for the first time, must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a fail, half on a success. Acid: As javelin of lightning, but where the javelin strikes, a pool of acidic goo covers the ground in a 10 foot radius centered on the target. The pool lingers for two turns, disappearing at the end of the wielder’s second turn after using the item. The thick acid is difficult terrain. Any creature that starts its turn in the goo or moves into it takes 1d6 acid damage. Jester’s Skull (Banned) Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Bone - Humanoid Skull unique Hex of Affliction delicate Tools: woodworker’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Iron Bands of Binding (Banned) Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Iron Bands Hex of Affliction delicate Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn. Iron Flask (Banned) Enchanting [Eclectist] - Master Time: 2,000 hours Value: 70,000 gp Metal - Iron unique Flask Charm of Capacity delicate Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. (See the 5e SRD for more information).

146 Chapter Six | Recipes Chapter Six | Recipes Luck Blade Enchanting [Implemancer] - Master Time: 2,000 hours Value: 70,000 gp Sword (Any) Animal Essence - Rabbit’s Foot unique Hex of Arcana delicate Tools: smith’s tools, a forge Ability Check: DC 25 Intelligence check Properties: none Description: You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. Wish. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. Mace of Disruption Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Mace Hex of Injury delicate Tools: smith’s tools, a forge Ability Check: DC 20 Intelligence check Properties: none Description: When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Judge’s Gavel Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Light Hammer Hex of Arcana delicate Hex of Affliction delicate Tools: carpenter’s tools, woodworker’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Lantern of Revealing Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Lantern delicate Hex of Arcana delicate Tools: glassblower’s tools, a forge Ability Check: DC 15 Intelligence check Properties: none Description: While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. Last Stand Armor Enchanting [Wardwright] - Expert Time: 80 hours Value: 350 gp Armor (Any) Charm of Protection delicate Creature Essence - Boar Blood delicate Tools: smith’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Lead Balloon Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Metal - Lead unique Hex of Affliction delicate Tools: smith’s tools, a forge Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

Chapter Six | Recipes 147 Mantle of Spell Resistance Enchanting [Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Cloak Ward of Resistance delicate Tools: weaver’s tools Ability Check: DC 20 Intelligence check Properties: none Description: You have advantage on saving throws against spells while you wear this cloak. Manual of Bodily Health Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Book Charm of Improvement delicate Tools: calligrapher’s tools Ability Check: DC 25 Intelligence check Properties: none Description: This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Manual of Gainful Exercise Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Book Charm of Improvement delicate Tools: calligrapher’s tools Ability Check: DC 25 Intelligence check Properties: none Description: This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Mace of Smiting Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Mace Hex of Accuracy delicate Tools: smith’s tools, a forge Ability Check: DC 20 Intelligence check Properties: none Description: You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Mace of Terror (Banned) Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Mace Hex of Affliction delicate Tools: smith’s tools, a forge Ability Check: DC 20 Intelligence check Properties: none Description: This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. Magnetic Shield Enchanting [Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Shield Ward of Protection delicate Precious Metal - Lodestone unique Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

148 Chapter Six | Recipes Chapter Six | Recipes Medallion of Thoughts (Banned) Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Amulet Hex of Arcana delicate Tools: jeweler’s tools Ability Check: DC 15 Intelligence check Properties: none Description: The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. Minstrel’s Hat Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Hat Charm of Improvement delicate Bells Tools: weaver’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Mirror of Life Trapping (Banned) Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Mirror (Any) Charm of Capacity delicate Hex of Summoning delicate Tools: jeweler’s tools Ability Check: DC 25 Intelligence check Properties: none Description: When this 4-foot tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. (See the 5e SRD for more information). Manual of Golems (Restricted) Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Book Hex of Summoning delicate Tools: calligrapher’s tools Ability Check: DC 125 8 Intelligence check Properties: none Description: This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. (See the 5e SRD for more information). Manual of Quickness of Action Enchanting [Eclectist] - Master Time: 1,000 hours Value: 35,000 gp Book Charm of Improvement delicate Tools: calligrapher’s tools Ability Check: DC 25 Intelligence check Properties: none Description: This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Mask of Refreshing Sleep Enchanting [Wardwright] - Expert Time: 80 hours Value: 350 gp Rock - Clay unique Charm of Vigour delicate Tools: potter’s tools Ability Check: DC 15 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Martyr’s Armor Enchanting [Wardwright] - Master Time: 1,000 hours Value: 35,000 gp Armor (Any) Ward of Health delicate Potion of Healing fluid Tools: smith’s tools Ability Check: DC 25 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium

Chapter Six | Recipes 149 Necklace of Fireballs Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Necklace (Any) Hex of Arcana delicate Elemental Source - Fire unique, volatile Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Necklace of Prayer Beads (Flexible) Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Necklace (Any) (Flex: Bracelet, Any) Prayer Beads Hex of Arcana delicate Tools: jeweler’s tools Ability Check: DC 20 Intelligence check Properties: none Description: This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. (See the 5e SRD for more information). Flexible Enchantment Options: Bracelet: A bracelet of prayer beads takes half as much time to create as a necklace, but only has 1d2 beads. Necromancer’s Mask (Banned) Enchanting [Implemancer] - Artisan Time: 400 hours Value: 11,000 gp Stone - Clay unique Hex of Arcana delicate Creature Essence - Ghost Ectoplasm delicate Tools: smith’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Mob Torch (Banned) Enchanting [Eclectist] - Artisan Time: 400 hours Value: 11,000 gp Torch Charm of Vigour delicate Tools: woodcarver's tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Mycelial Plate Enchanting [Wardwright] - Artisan Time: 400 hours Value: 11,000 gp Armor (Any Light or Hide) Ward of Protection delicate Wood - Any Fungus unique Tools: carpenter’s tools, leatherworker’s tools, woodworker’s tools Ability Check: DC 20 Intelligence check Properties: none Description: See Chapter 7 Magic Item Compendium Necklace of Adaptation Enchanting [Eclectist] - Expert Time: 80 hours Value: 350 gp Necklace (Any) Charm of Improvement delicate Tools: jeweler’s tools Ability Check: DC 15 Intelligence check Properties: none Description: While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).


(ENG) D&D 5a Ed. - The Ultimate Guide To Alchemy, Crafting & Enchanting - Flip eBook Pages 101-150 (2024)

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