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The Ancient Library of Knowledge

The document outlines various magical libraries, each with unique characteristics, NPCs, and quest ideas for role-playing games. It describes enchanting locations such as the Echoing Archives of Eldoria, the Miniature Athenaeum of Bingley, and the Infinite Stacks of Vellumos, highlighting their special features and collections. Additionally, it includes rumors and secrets that can enhance gameplay and storytelling.

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100% found this document useful (4 votes)
2K views104 pages

The Ancient Library of Knowledge

The document outlines various magical libraries, each with unique characteristics, NPCs, and quest ideas for role-playing games. It describes enchanting locations such as the Echoing Archives of Eldoria, the Miniature Athenaeum of Bingley, and the Infinite Stacks of Vellumos, highlighting their special features and collections. Additionally, it includes rumors and secrets that can enhance gameplay and storytelling.

Uploaded by

mcneilcici
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Table Of Contents Cursed Tomes 45

Magical Libraries 4 Sacred Texts 52

The Echoing Archives of Eldoria 5 Codices of Knowledge 54

The Miniature Athenaeum of Bingley 6 Grimoires of Summoning 60

The Infinite Stacks of Vellumos 7 Nonmagical Books 64

The Submerged Scripts of Atlantoria 8 Treatises 65

The Skyward Spire of Scriptoria 9 Narrative Books 69

The Wandering Archives of Nomadia 10 Generic Books 73

The Gilded Halls of Illumina 11 Spells 77

The Shadowed Shelves of Obscura 12 Subclasses 80

The Verdant Vault of Vervain 13 Warlock Patron: The Lich 80

The Chrono Compendium 14 Monsters 83

The Celestial Observatory of Astralis 15 Animated Quills 84

The Labyrinthine Archives of Lorespire 16 Book Mimics 85

Magical Tomes 17 Book Wyrms 86

Magical Tomes Rules 17 Enchanted Tomes 94

Generic Tomes 18 Fable Fiends 95

Manuals of Proficiency 24 Ink Bloats 97

Treatises of Expertise 29 Rune Warden 98

Offensive Tomes 34 Talebound Terrors 100

Defensive Tomes 37 Unstable Magic Surge Table 101

Spellcasting Tomes 41 Acknowledgements and Credits 102

PATREON | DMSLASH The Ancient Library of Knowledge 3


Forbidden Knowledge
Magical Libraries
Certain books in the library are forbidden, locked
Magical libraries are bastions of arcane wisdom
away or guarded by powerful enchantments.
and repositories of ancient knowledge. Presented
Characters might seek this knowledge for personal
below are a few generic magical libraries, along
gain, to fulfill a quest, or to prevent it from falling
with additional role-playing hooks and quest ideas
into the wrong hands.
to include these locations in your games. These

libraries can be treasure troves for characters,


The Library’s Defense
offering unique opportunities for discovery,
The magical library is under threat, either from
learning, and adventure.
external forces seeking its destruction or internal

Descriptions and Characteristics instability threatening its existence. Characters

Enchanted Archives must navigate the library’s defenses, magical traps,

and guardians to save it.


These libraries are alive with magic, where books

float to their shelves, and ancient tomes whisper The Tome That Never Was
secrets to those who listen. Hidden in plain sight or
Characters discover a book that writes itself as they
tucked away in mystical realms, these archives are
read, leading them on a journey that blends reality
guardians of knowledge, accessible only to those
and fiction. This quest blurs the lines between what
who prove their worth or know the right
is written in the book and what happens in the
incantations.
world, challenging the characters’ perception of

The Timeless Repository reality.

Existing in a pocket dimension, this library The Echoes of the Past


contains books from across time and space. Its
The library allows characters to witness historical
shelves shift and change, presenting different
events or enter the stories within its books.
tomes at different times. Here, one might find lost
Characters might explore these events to gather
scrolls of forgotten civilizations or future texts from
information, solve historical mysteries, or change a
civilizations yet to rise.
small piece of history.

The Elemental Library Additional Magical Libraries

Guarded by elemental forces, this library shifts


The following section details a selection of fleshed
between states of earth, fire, air, and water.
out libraries to incorporate into your games. Each
Navigating its ever-changing corridors requires
location offers a description, an extensive list of
both wit and courage. Each section is devoted to
NPCs, special features, and includes rumors and
elemental knowledge, guarded by elemental beings.
secrets surrounding these libraries. These

The Living Library elements can be used to help Game Masters

developing additional quests and adventures.


This organic library grows within a giant tree or a

vast cave system. Its books are living entities, Library Name Page

grown from the very walls and tended by dryads, The Echoing Archives of Eldoria 5
fae, or other nature spirits. The knowledge within is The Miniature Athenaeum of Bingley 6
as wild and untamed as nature itself.
The Infinite Stacks of Vellumos 7
The Submerged Scripts of Atlantoria 8
Role-Playing Hooks and Quest Ideas The Skyward Spire of Scriptoria 9
The Wandering Archives of Nomadia 10
The Librarian’s Request The Gilded Halls of Illumina 11
The characters meet a librarian, a mysterious The Shadowed Shelves of Obscura 12
figure who could be a powerful mage, an ancient The Verdant Vault of Vervain 13
spirit, or a scholarly lich. This librarian might send
The Chrono Compendium 14
them on quests to retrieve lost books, explore
The Celestial Observatory of Astralis 15
The Labyrinthine Archives of Lorespire 16
uncharted sections of the library, or solve riddles

contained within specific tomes.

4 The Ancient Library of Knowledge PATREON | DMSLASH


The Echoing Archives of Eldoria The Starlit Alcove: Beneath the celestial dome, this

Nestled in the heart of a forgotten forest, the space serves as a sanctuary for astrological study.

Echoing Archives of Eldoria is a vast, ancient Here, scholars and mages alike gather, surrounded

library built around and within towering trees. This by intricate astrolabes and ancient star charts,

place is renowned for its expansive collection of delving into the secrets of the cosmos to unlock

mystical tomes, some of which are said to be alive powerful celestial spells.

with the knowledge they contain. Its structure is a


The Rooted Vault: Guarded by ancient treants
mesmerizing blend of nature and arcane
whose roots delve deep into the earth, this
craftsmanship, with bookshelves seamlessly
subterranean chamber is a stronghold for the
integrated into living trees and corridors lit by
library’s most dangerous and forbidden texts. The
glowing runes.
air is thick with magic, and the faint sound of
The library’s main hall is crowned by a massive,
rustling leaves can be heard as the treants whisper
translucent dome, through which one can gaze
to each other, ever watchful of their precious
upon the shifting constellations, believed to
charge.
influence the potency of the spells within the books.

Whispers of past scholars and echoes of ancient


Unique Collection
spells linger in the air, giving the library a haunting
Books that change contents under different
but serene atmosphere.
constellations

NPCs A tome that ages anyone who reads from it

Scrolls that contain spells capable of altering

Aerilyn Starweaver: The High Librarian, a wise the fabric of reality


and ageless elf, known for her profound knowledge

of astral magic and history. She oversees the Rumors and Secrets
operations of the library with a calm and gentle
It’s rumored that a secret passage in the library
demeanor, often seen levitating gently as she
leads to a hidden chamber where the <Codex of
organizes and oversees the vast expanse of
Infinite Realms=, a book containing knowledge
knowledge.
of different dimensions, is kept.

There are whispers about a ghostly librarian


Thornas Inkbeard: The Chief Archivist, a dwarf
who appears to guide lost travelers to the
whose rugged exterior belies a heart of gold. His
knowledge they seek, but at a mysterious price.
beard, ink-stained and braided with beads

containing ancient runes, tells of his lifelong

dedication to the preservation of knowledge.

Known for his hearty laugh and encyclopedic

knowledge of the archives, he is a guardian of

history, tirelessly working to restore and protect the

library’s age-old texts.

Lirielle Whisperwind: A human apprentice, known

for her quick wit and insatiable curiosity. She

assists visitors in navigating the vast collection and

is secretly adept in forbidden magics.

Special Features
The Whispering Chamber: Nestled in a secluded

corner, this room resonates with the low murmurs

of sentient tomes. The books, bound in mystical

hides and inlaid with runes, share their knowledge

with those who show true respect and

understanding of their secrets.

PATREON | DMSLASH The Ancient Library of Knowledge 5


The Miniature Athenaeum of Bingley Whispers abound that Professor Thimblewick

Tucked away in the bustling marketplace of a possesses a magical quill that writes knowledge

quaint town, the Miniature Athenaeum of Bingley is autonomously, but he keeps it concealed,

a charming, tiny library that defies its small size. fearing the consequences if it falls into the

This enchanting nook, no larger than a typical wrong hands.

shop, is brimming with an exquisite collection of

miniature books. Each book, diminutive as a

thimble, is a work of art, encapsulating vast

knowledge in the tiniest of prints.

The interior is akin to a cozy study room, with

shelves stretching to the ceiling, accessible via

ornate ladders and tiny magical lifts. The ambiance

is warm and welcoming, complete with a small

fireplace where a magical flame crackles, never

posing a threat to the precious books.

NPCs
Professor Thimblewick: The venerable gnome

proprietor, a master of miniaturization

enchantments. He’s often seen with oversized

spectacles, a magnifying glass in hand, and a

welcoming smile on his face.

Miri Quickpage: A lively halfling assistant who

oversees the daily operations. Her agility and

detailed knowledge of the tiny tomes make her an

invaluable part of the Athenaeum.

Special Features
The Reading Nook: A cozy corner equipped with

enchanted magnifying glasses and microscopes,

where visitors can comfortably read the tiny texts.

The Enchanted Index: A magical catalog that not

only helps in finding any book within the library but

can also temporarily resize books for easier

reading.

Unique Collection
A series of books detailing the history of

miniature magical creatures.

A minuscule tome that reveals an entire epic,

visible only under special magical lighting.

Microscopic scrolls containing powerful spells,

their potency constrained by their size.

Rumors and Secrets


There’s a rumor that one of the miniature books

is a portal to a tiny, hidden world, accessible

only through the correct page.

6 The Ancient Library of Knowledge PATREON | DMSLASH


The Infinite Stacks of Vellumos Persistent rumors tell of a concealed passage

Nestled in a pocket dimension, accessible only leading to forgotten civilizations or remote

through intricate spells or a secretive portal in worlds, its location known only to Orion the

ancient ruins, is the Infinite Stacks of Vellumos. Timeless.

This vast library transcends the usual limits of

space and time, presenting a maze of endless

shelves floating in an ethereal void, where books,

scrolls, and tomes can be summoned by mere

thought.

The architecture is a mind-bending weave of arcane

symbols and levitating platforms, bathed in the

glow of otherworldly orbs. In this realm, time

distorts, turning hours into minutes – a perfect


sanctuary for scholars seeking uninterrupted study.

NPCs
Orion the Timeless: A celestial custodian, his form

a mesmerizing constellation of stars shaped like a

human. Orion guides visitors through the library’s

boundless halls.

Ezri of the Endless Pages: Once a mortal scholar,

now a spectral librarian, seamlessly woven into the

fabric of the library. She materializes to provide

assistance, her presence as fleeting as the pages

she tends.

Special Features
The Chamber of Echoes: The heart of the library,

where whispers of ancient authors echo, reciting

their timeless works.

The Gallery of Unwritten Futures: A mystical

section where books are perpetually written by

invisible hands, depicting potential futures and

unknown possibilities.

Unique Collection
Scrolls that narrate histories of yet-to-be-

realized universes.

Living books that reshape their narratives based

on the reader’s inner thoughts.

A singular tome chronicling every word ever

spoken, randomly arranged without order.

Rumors and Secrets


Whispered tales suggest a forbidden area deep

within, where knowledge is absolute but could

cost one’s sanity.

PATREON | DMSLASH The Ancient Library of Knowledge 7


The Submerged Scripts of Atlantoria Hushed stories mention a unique book enabling

Deep beneath the waves in a crystal-clear ocean communication with sea creatures, hidden

lies the Submerged Scripts of Atlantoria, an behind a series of enigmatic puzzles and traps.

extraordinary underwater library. This majestic

library is a stunning edifice of coral and enchanted

glass, impervious to the ocean’s pressure and

elements. Bathed in the soft glow of bioluminescent

plants and animals, the library exudes an

otherworldly, tranquil light.

Within, books and scrolls are meticulously

preserved in magically sealed, watertight

compartments. This sanctuary of knowledge

harbors secrets of the ocean’s abyss, forgotten

histories of submerged civilizations, and mystical

spells related to water and marine life.

NPCs
Nerissa, the Tide Sage: A merfolk enchantress and

the chief librarian. Her wisdom encompasses the

vast mysteries of the ocean, safeguarding the

profound secrets hidden beneath the waves.

Captain Jorlan Darksail: Once a pirate, now a

human-merman librarian. He curates surface-world

literature and navigates land-dwellers through the

aquatic library.

Special Features
The Coral Chambers: Unique areas where each

coral formation is infused with knowledge,

accessible by touch to those endowed with aquatic

insight.

The Whirlpool Portal: A magical whirlpool acting

both as a swift conduit to various library sections

and as an emergency egress.

Unique Collection
Ancient stone tablets that chronicle lost

underwater cities and civilizations.

Mystical conch shells that recount tales of the

sea when listened to.

A living manuscript of kelp that continuously

grows, revealing new oceanic knowledge.

Rumors and Secrets


Legend tells of a concealed chamber within the

library, home to the <Pearl of the Depths=, an

object of immense knowledge and power,

guarded by a formidable sea creature.

8 The Ancient Library of Knowledge PATREON | DMSLASH


The Skyward Spire of Scriptoria Whispered tales tell of a <Book of the Boundless

Perched high above, where earth meets sky, stands Skies=, a powerful tome with the ability to

the Skyward Spire of Scriptoria. This towering manipulate weather in an immense area, its last

edifice of knowledge is a feat of magical known whereabouts shrouded in mystery.

engineering, with its structure held aloft by potent

enchantments. It features levitating platforms,

airborne bookshelves, and spiraling staircases that

ascend into the clouds. The library is a repository of

celestial and aerial wisdom, housing rare texts on

air elemental magic, celestial mapping, and the

study of avian species.

Constructed from transparent, enchanted

materials, the spire offers stunning vistas of the

world below. As one ascends, the line between

structure and sky blurs, with the highest levels

literally nestled among the clouds.

NPCs
Zephyrion, the Wind Whisperer: The djinn

custodian of the library, a figure composed of

swirling winds. His expertise lies in the realms of

air magic and cosmic phenomena.

Aeliana Skyreader: An astronomer and librarian of

human origin, she is renowned for her celestial

navigational skills and her profound understanding

of the stars.

Special Features
The Observatory Deck: Positioned at the spire’s

apex, this area is equipped with advanced

telescopes and mystical instruments for

scrutinizing the stars and sky.

The Floating Archives: Unique sections where

tomes and scrolls float in mid-air, reachable only

through flight or magical levitation.

Unique Collection
Scrolls that reveal wind patterns, decipherable

only when aloft.

Ancient celestial charts displaying constellations

long vanished from earthly view.

Musical tomes that emit harmonious tunes as

the wind turns their pages, each melody

encoding different knowledge.

Rumors and Secrets


At the spire’s zenith, a rumored portal to the and

elemental plane of air is said to exist, sealed by

enigmas solvable only through mastering the

spire’s lore.

PATREON | DMSLASH The Ancient Library of Knowledge 9


The Wandering Archives of Nomadia Rumors and Secrets
The Wandering Archives of Nomadia are an Legend has it that a concealed room within the

extraordinary, ever-mobile repository of knowledge. Archives houses the <Atlas of Infinite Paths=, a

Housed within a massive, enchanted caravan, it guide to all conceivable realities, discoverable

traverses various realms and dimensions. The only by the truly lost.

library boasts a dynamic collection, amassing rare Tales circulate of a hidden compartment under

and exotic texts from every corner of the Baelor’s desk that holds a key to a vault

multiverse. Its exterior is a fluid mosaic of containing artifacts from worlds that have

architectural styles, ever-evolving in form and ceased to exist.

structure. A mysterious patron, known only as <The

Internally, the Archives reveal a surprisingly Traveler=, is said to visit occasionally, bringing

expansive space with corridors and rooms that knowledge from realms so strange and distant,

magically adapt in size. Its shelves are filled with they defy understanding.

books and relics from innumerable cultures and

eras, including some from unknown worlds. With

each relocation, the library’s layout transforms,

offering fresh marvels at every juncture.

NPCs
Madame Zara, Keeper of the W andering Tomes:

An enigmatic entity adept in portal magic, guiding

the library through realms. She possesses

centuries of wisdom and an unquenchable thirst for

multiversal knowledge.

Baelor, the Chronicler: A gnome with a penchant

for documenting the library’s journeys and

acquisitions. His enthusiasm for sharing tales of

their escapades and discoveries is infectious.

Special Features
The Portal Chamber: At the caravan’s core lies a

room filled with portals to different times and

places, facilitating the acquisition of new materials

and exploration of distant lands.

The Shifting Shelves: Bookshelves that transform

and reorganize themselves, revealing or concealing

sections based on the library’s current position in

the multiverse.

Unique Collection
An ever-writing book recounting the history of

an enigmatic civilization.

Scrolls decipherable only in a non-linear

temporal framework, offering distinct messages

across various epochs.

A mystical atlas charting lands that flicker in

and out of existence.

10 The Ancient Library of Knowledge PATREON | DMSLASH


The Gilded Halls of Illumina Rumors and Secrets
The Gilded Halls of Illumina, a library of Hidden within the deepest vaults, the <Codex

unparalleled splendor, sits in the heart of a grand Aureus=, a legendary golden book, is said to

city. Constructed entirely from enchanted gold, it hold the forgotten wisdom of an ancient empire.

shines as a beacon of knowledge and luxury. The There are rumors of a clandestine society

library is renowned for its exquisite collection of convening in the Hall of Whispers, their secret

illuminated manuscripts, historical records, and discussions shaping the city’s politics.

artistic masterpieces. Its architecture is a

harmonious blend of opulence and intellectual

pursuit, with expansive halls, soaring vaulted

ceilings, and walls adorned with detailed murals

that celebrate legendary tales and academic

triumphs.

Streams of sunlight filter through stained glass

windows, casting a vibrant spectrum of colors

throughout the interior. The library’s acoustics are

magically enhanced, ensuring privacy and clarity in

every conversation. It serves as a gathering place

for scholars, artists, and the elite, fostering an

environment of learning and cultural exchange.

NPCs
Lady Elentris, the Radiant Scholar: An elf of noble

bearing, she administers the library with elegance

and wisdom. Her expertise spans ancient lore and

the fine arts, and she is dedicated to the cause of

cultural enlightenment and preservation.

Sir Reginald Penbrook: A human historian and

curator, known for his meticulous care of the

library’s vast collections. He has a deep passion for

rare manuscripts and historical documents.

Special Features
The Gallery of Ages: This extensive section houses

a collection of historical artifacts, paintings, and

sculptures, each embedded with enchanting tales.

The Hall of Whispers: A specially designed

chamber for confidential conversations and

clandestine meetings, where sound is magically

confined within its gilded walls.

Unique Collection
Illuminated texts that dynamically alter their

narratives based on the reader’s imagination.

A golden tome continuously documenting the

city’s history as events unfold.

Precious manuscripts adorned with gems that

reveal concealed messages in specific lighting

conditions.

PATREON | DMSLASH The Ancient Library of Knowledge 11


The Shadowed Shelves of Obscura Rumors and Secrets
The Shadowed Shelves of Obscura, shrouded in Whispered tales tell of a concealed passage

mystery and an aura of the arcane, resides in a leading to an underground labyrinth, the

realm bathed in perpetual twilight. On the fringes repository of the library’s most prohibited

of an ancient, mist-enshrouded forest, the library knowledge.

manifests as interconnected gothic towers, veiled in There are murmurs that Mistress Nightshade

fog. It’s a sanctuary of the forbidden and the seeks the <Eternal Codex=, a legendary book

unknown, specializing in dark magic, occult said to bestow dominion over life and death

studies, and clandestine lore. The library absorbs upon its reader.

light itself, compelling visitors to use enchanted

lanterns that cast eerie, spectral glows on the

ancient stonework.

Within its walls, the air is thick with secrecy, each

shadowed nook seeming to hold untold secrets.

The volumes here are bound in unusual materials,

their pages filled with arcane knowledge, some

even whispering their dark secrets to the daring.

NPCs
Mistress Varia Nightshade: The enigmatic head

librarian, a mistress of shadow magic and

concealed wisdom. Her presence is a blend of

allure and foreboding, shrouded in perpetual

twilight.

Eldon Hallow: A reclusive scholar, assistant

librarian, and expert in otherworldly entities and

accursed texts. His mastery of the dark arts is

outstanding.

Special Features
The Cryptic Vault: A fortified repository housing the

library’s most hazardous and cursed tomes,

accessible solely with Mistress Nightshade’s

consent.

The Whispering Gallery: A circular chamber where

the walls themselves murmur with the soft voices

of ancient manuscripts, divulging their secrets to

the attentive listener.

Unique Collection
Books that unveil their mysteries only in the

depths of darkness.

Scrolls with shifting, serpentine script that

transforms as it’s perused.

A grimoire rumored to contain the true names

of formidable demons and spirits.

12 The Ancient Library of Knowledge PATREON | DMSLASH


The Verdant Vault of Vervain Rumors and Secrets
Nestled in the heart of an ancient, enchanted forest, Somewhere within the forest lies the fabled

the Verdant Vault of Vervain stands as a living, <Sapling of Eternal Truth=, a mythical entity

breathing library unlike any other. Here, colossal, said to bestow enlightenment upon those who

sentient trees serve as the repositories of discover it.

knowledge, their leaves inscribed with lore and Rumors abound of a hidden subterranean

learning. Each tree is a pillar of wisdom in its own chamber beneath the forest, home to the most

right, covering diverse domains from herbalism and ancient and potent wisdom, zealously guarded

potion-making to the esoteric depths of druidic lore by the forest itself.

and the history of nature. The branches of these

wise giants weave together to create organic

corridors and cozy reading nooks, illuminated by

the soft glow of bioluminescent fungi and flowers.

The atmosphere is alive with the scents of rich

earth and fresh foliage, the rustling of leaves

forming a tranquil symphony. This living library is

ever-growing, evolving as new wisdom unfurls on

the leaves of the eldest trees.

NPCs
Elder Bramblebark: The venerable treant guardian

of the Vault. He not only communicates with the

sentient trees but also leads seekers to the

knowledge they desire.

Liana Greenwhisper: A young elven druid, assistant

to Bramblebark. Her deep bond with the forest’s

flora and fauna is key to preserving the library’s

natural harmony.

Special Features
The Grove of Whispering Wisdom: A hushed

enclave where the forest’s oldest trees impart

ancient secrets through a living network of roots

and leaves.

The Clearing of Blooming Insights: A verdant

garden cultivating rare magical herbs and plants,

each harboring unique properties and hidden lore.

Unique Collection
Living scrolls of leaves that alter their text with

the changing seasons.

Seeds that sprout into plants with leaf-pages,

each bearing botanical knowledge.

A fruit-bearing tree with inscriptions etched on

each fruit, offering varied wisdom.

PATREON | DMSLASH The Ancient Library of Knowledge 13


The Chrono Compendium Rumors and Secrets
The Chrono Compendium stands as a magnificent Hidden within the Compendium is rumored to

library, a center of learning dedicated to the be the <Chronicle of Infinity=, a forbidden tome

enigmas of time. Positioned at the confluence of with the power to alter and manipulate

temporal ley lines, it exists in a constant state of timelines.

temporal flux. Its architecture is a fusion of various Whispers speak of a concealed portal within the

historical styles, evolving and shifting as one library that offers direct passage to various

traverses its corridors. The walls are adorned with temporal junctures, a path fraught with risk and

clocks and hourglasses of every conceivable design, uncertainty.

some ticking backwards, others leaping forward,

making time’s passage within the library a

capricious journey.

The Compendium’s halls are lined with texts that

delve into time-related mysteries, encompassing

histories from possible futures, alternative pasts,

and parallel realities. More than just a repository,

it’s a place where time can be experienced in a

nonlinear and multifaceted manner.

NPCs
Chronomaster Eon: An ageless custodian of the

Compendium, who fluctuates between the visage of

an elderly sage and a young child. Eon is a virtuoso

of temporal magic and the guardian of the library’s

most potent relics.

Tara Tempus: A human scholar adept in temporal

theories and chronomancy. She serves as a guide

for visitors, helping them navigate the library’s

intricate temporal anomalies.

Special Features
The Hall of Futures: An ever-evolving section where

books from potential future timelines are kept, their

contents shifting as the future unfolds.

The Paradox Room: A chamber where time flows

anomalously, offering scholars the opportunity for

extended study in moments or years in mere hours.

Unique Collection
Tomes that bestow the wisdom of different life

stages upon their readers, aging or rejuvenating

them momentarily.

Scrolls that dynamically document history as it

occurs, their narratives continually adapting.

A collection of diaries from time travelers, filled

with tales from disparate eras and realms.

14 The Ancient Library of Knowledge PATREON | DMSLASH


The Celestial Observatory of Astralis It’s whispered that the Telescope of the

Perched atop a secluded, lofty mountain peak, the Ancients, under a rare cosmic alignment, can

Celestial Observatory of Astralis stands as a unveil mysteries not just of distant stars, but

majestic fusion of a library and a planetarium. This also of time and space.

awe-inspiring structure, dedicated to celestial

studies, astrology, and astral magic, boasts walls of

transparent, star-filled material and a vast dome

that retracts to reveal the night sky in all its glory.

Within this sanctuary, the shelves are lined with

star charts, astral maps, and scrolls chronicling the

dance of celestial bodies. It serves as a haven for

astronomers, astrologers, and mages, all drawn to

the enigmas of the cosmos. The observatory’s walls

are embellished with intricate murals, depicting

constellations and weaving tales of mythical

celestial lore.

NPCs
Master Orion Starwatcher: A revered astronomer

and mage, the custodian of the observatory. He is

deeply versed in celestial phenomena and adept in

the mystical arts of star-based divination.

Celeste Moondreamer: A spirited young

apprentice, proficient in astrological interpretations

and ever-eager to unravel and impart the mysteries

of the night sky.

Special Features
The Cosmic Hall: An expansive gallery featuring an

enchanted ceiling that mirrors the night sky in real

time, displaying the ballet of stars and planets

above.

The Telescope of the Ancients: An age-old,

powerful telescope granting views into distant

galaxies and glimpses into alternate dimensions.

Unique Collection
Scholarly works detailing the birth and demise

of stars, and the genesis of galaxies.

Enchanted scrolls dynamically portraying the

current celestial alignments.

Age-old tomes housing lost astrological

prophecies and arcane celestial incantations.

Rumors and Secrets


Legend has it that Master Starwatcher seeks

the elusive <Harmony of the Spheres=, a

celestial event believed to unlock profound

cosmic energies.

PATREON | DMSLASH The Ancient Library of Knowledge 15


The Labyrinthine Archives of Lorespire Rumors and Secrets
The Labyrinthine Archives of Lorespire, nestled Buried in the depths of the archives is said to be

within the imposing walls of an ancient castle, is a the <Codex of Endless Tales=, a legendary tome

vast and enigmatic library that intertwines encompassing all stories ever narrated and

knowledge with mystery. This immense archive is a those yet to unfold.

bewildering maze, with endless corridors and It’s whispered that Archivist Eldred Mazeheart

concealed chambers laden with books, scrolls, and possesses a secret key to a a hidden section

arcane artifacts. Its architecture is an amalgam of containing knowledge from dimensions yet to be

ancient stonework and magical enhancements, discovered by any known mage.

creating a dynamic space where hallways shift, Legends circulate of a ghostly librarian, a

rooms rotate on whims, and secret passages unlock former keeper of the archives, who now guides

for those who unravel their enigmas. select scholars through the most perplexing

Renowned for its repository of rare and sections of the labyrinth, revealing pathways

extraordinary wisdom, the archives house forgotten that otherwise remain unseen.

histories, esoteric magical theories, and extinct

languages. The labyrinthine layout itself is a trial by

design, ensuring that only the most persistent and

astute seekers unravel its deepest mysteries.

NPCs
Archivist Eldred Mazeheart: The venerable chief

librarian and a wizard of spatial magic. He is the

guardian of the archives, having conceived many of

its magical puzzles and traps.

Mila Pageturner: A young and astute librarian

apprentice. Her intimate knowledge of the archives

makes her an indispensable guide for those

navigating its complex structure.

Special Features
The Rotating Reading Rooms: These enchanted

chambers shift to reveal diverse book collections,

accessible either through time-specific openings or

by solving intricate puzzles.

The Hall of Whispering Echoes: A corridor where

the murmurs of past scholars float through the air,

offering cryptic hints and counsel to attentive

visitors.

Unique Collection
An array of books that defy linear reading, with

pages that transport the reader to various

locations within the library.

Tomes with perpetually rearranging pages,

presenting an ever-evolving body of knowledge.

A magical atlas depicting the archives’ ever-

changing layout, a guide within the labyrinth

itself.

16 The Ancient Library of Knowledge PATREON | DMSLASH


However, Game Masters may choose to enhance
Magical Tomes Rules
immersion by adjusting the time required to study a
When integrating the magical tomes from this
magical book and gains its benefits depending on
compendium into your games, you should consider
its rarity or power level. For example, the study
that their rarity serves as a guideline to compare
time needed for tomes of lower rarity could be
them against other tomes, not against other magic
reduced, extending the time required to study
items. The following tomes are inherently powerful,
tomes of higher rarity in return. Provided below is a
but unlike other items with a similar power level,
table with variant requirements, that can be
they don’t require attunement, allowing characters
ulteriorly adjusted by GMs depending of the
to gain their benefits without the usual restrictions
specific needs of their campaign.
that would come with the usage of other items. The

tomes also provide unique benefits typically not Suggested Variant Timings
available to characters through many means, like
Tome’s Rarity Time Required
gaining new proficiencies, learning new languages, Common 10 hours over 2 days
or acquiring special feats, among other exceptional Uncommon 24 hours over 4 days
abilities. These distinct and varied effects allow for Rare 35 hours over 5 days
an enhanced character development and Very Rare 48 hours over 6 days
customization, granting opportunities to explore Legendary 270 hours over 30 days
new strategies, skills, and paths in the adventurers’
Artifact 600 hours over 60 days
journeys. For these reasons, GMs should not award

an excessive number of tomes during a campaign,


Thematic Skill Checks in Tome Progression
but consider using them as rewards for completing
To make the process of studying a tome more
special encounters or achieving particular feats.
dynamic and interesting, GMs may consider adding
thematic skill checks to the learning process. This
Level Restrictions
approach allows the character’s proficiency and
Given their power, the magic contained in these related skills to influence the effectiveness of this
magical books is not without limitations. To process, introducing a layer of variability and role-
preserve the balance of the game and ensure a playing immersion. For each 8 hour of study, you
structured progression of character development,
can have the character make a skill check that aligns
Game Masters may consider adding level
with the tome’s content (e.g. Nature to learn from a
restrictions to gain the benefits the tomes of
tome detailing natural knowledge). The result of this
specific rarities. Provided below is a table detailing
check will then determine the progress made during
the suggested limits, but please consider that these
that period:
are just guidelines that should be adjusted
1-10: The book’s contents are challenging to grasp
depending on the general scope of your campaign.
for the character, and the hours spent count as
halved towards the total time required to gain the
Level Restrictions
tome’s benefits.
Tome’s Rarity Level Required 11-20: The character makes standard progress, and
Common 1 the hours spent count normally.
Uncommon 3 21-30: The character’s study is very effective,
Rare 5 counting as double the actual time spent learning.
Very Rare 10 31+: The character’s study is outstanding, counting
Legendary 15
as triple the actual time spent learning.
Artifact 17
This method not only makes the learning process
more interactive, but also fun, adding a layer of
Time required to study a Tome
variability based on character strengths and the
Each tome requires an investment of time and
alignment of the tome’s content with their existing
study for the reader to unlock and harness its
proficiencies and skills.
benefits. Since many campaigns often unfold under

pressing threats, the suggested time to learn the

content of a tome is 48 hours over a period of 6

days or fewer, no matter the rarity of the manual.

PATREON | DMSLASH The Ancient Library of Knowledge 17


checks made to influence those whose favor is
Generic Tomes
affected by the observation of proper etiquette,

such as nobles, merchants, or diplomatic figures.


Common
Once the treatise’s magic is used, it regains its

Libram of the Quick Recovery powers after 10 years.

Wondrous item, common


Uncommon
A libram filled with training routines and exercises

that enhance your resilience. If you spend 48 hours Compendium of Martial Arts
over a period of 6 days or fewer studying it, you
Wondrous item, uncommon
gain the ability to recover some of your health with
This weathered compendium holds knowledge of
ease. Once per short rest, you can regain hit points
ancient martial arts techniques. If you spend 48
equal to your Constitution modifier (minimum of 1)
hours over a period of 6 days or fewer studying the
as a bonus action. Once the libram’s magic is used,
compendium and practicing its moves, you gain the
it regains its powers after 10 years.
following benefits:

The Herbalist’s Handbook


You can use Dexterity instead of Strength for
Wondrous item, common
the attack and damage rolls of your unarmed
A beautifully illustrated handbook filled with details
strikes.
on various herbs and their uses. Spending 48 hours
You can roll a d4 in place of the normal damage
over 6 days or fewer studying this book grants you
of your unarmed strike.
advantage on Wisdom (Survival) or Intelligence

(Nature) checks when identifying or using herbs Once the compendium’s magic is used, it regains

and plants for medicinal purposes. Once the its powers after 25 years.

handbook’s magic is used, it regains its powers

after 10 years.

Treatise of the Controlled Breath

Wondrous item, common

This treatise contains meditation and breathing

techniques needed to maintain the breath. If you

spend 48 hours over a period of 6 days or fewer

studying it, you gain the ability to hold your breath

for up to 15 minutes. Once the treatise’s magic is

used, it regains its powers after 10 years.

Manual of the Mountaineer

Wondrous item, common

A detailed manual that imparts essential rts


A
l
t ia
mountaineering skills, packed with valuable

knowledge and insights. Studying it for 48 hours


ar k
M klya
ofy Up
over 6 days or fewer grants the reader advantage

umrt b
on checks made to climb. Once the manual’s magic
di A
en
is used, it regains its powers after 10 years.
p
m
Tome of Basic Etiquette Co
Wondrous item, common

Crafted to instill the fundamental principles of

decorum and grace, this tome encompasses

essential guidelines for comportment in various

social settings, elucidating the rudiments of

courtesy, conversation, and personal presentation.

If you spend 48 hours over 6 days or fewer

immersing yourself in its comprehensive teachings,

you gain advantage on Charisma (Persuasion)

18 The Ancient Library of Knowledge PATREON | DMSLASH


Tome of the Wind Walker Codex of the Watchful Sentry

Wondrous item, uncommon Wondrous item, uncommon

Inscribed with techniques of leveraging air currents This codex offers enhanced techniques for

and subtle foot placements. Studying this scroll for alertness and watchfulness. Studying it for 48

48 hours over a period of 6 days or fewer allows hours over 6 days or fewer gives you advantage on

you to move across difficult terrain without Wisdom (Perception) checks. Once the codex’s

expending extra movement. Once the tome’s magic magic is used, it regains its powers after 25 years.

is used, it regains its powers after 25 years.


Encyclopedia of Perfect Recollection

Glyphs of Magic Detection Wondrous item, uncommon

Wondrous item, uncommon An extensive encyclopedia infused with magic to

A series of musical glyphs that heighten your enhance memory. A reader who spends 48 hours

senses and your ability to detect magical auras. If over 6 days or fewer studying it can perfectly recall

you spend 48 hours over a period of 6 days or fewer any piece of information they have seen or heard

studying them, you gain the ability to cast the detect within the past month, and they gain advantage on

magic spell as a ritual. Once the glyphs’ magic is Intelligence (History) checks to recall information.

used, it regains its powers after 25 years. Once used, the tome regains its powers in 25 years.

Ledger of Lucrative Deals Tome of Environmental Adaptation

Wondrous item, uncommon Wondrous item, uncommon

A leather-bound ledger imbued with mystical runes. This tome contains wisdom regarding survival in

After spending 48 hours over a period of 6 days or extreme conditions. If you spend 48 hours over a

fewer studying this tome, the reader gains an period of 6 days or fewer studying the book’s

uncanny ability to sense the value of things and the contents, you gain advantage on saving throws to

intentions of traders, gaining advantage on avoid exhaustion due to extreme weather

Charisma (Persuasion) checks related to conditions. Once the tome’s magic is used, it

commerce and trade agreements. Once the ledger’s regains its powers after 25 years.

magic is used, it regains its powers after 25 years.


Volume of Awarereness

Grimoire of the Silent Shadows Wondrous item, uncommon

Wondrous item, uncommon Imbibing the knowledge of this volume makes you

A grimoire that delves deep into the secrets of particularly alert to the presence of others. If you

stealth and evasion, it’s filled with techniques for spend 48 hours over a period of 6 days or fewer

moving silently and staying hidden in shadows. studying it, you gain exceptional awareness, and

Spending 48 hours over 6 days or fewer studying you can’t be surprised while you are conscious.

the grimoire allows one to become extremely Once used, the tome regains its powers in 25 years.

stealthy while in shadows, granting advantage on

Dexterity (Stealth) checks made in dim light or Rare


darkness. Once the grimoire’s magic is used, it
Tome of the Iron Will
regains its powers after 25 years.
Wondrous item, rare
Bestiary of Exotic Companions
Reading this tome strengthens the reader’s mental
Wondrous item, uncommon
defenses. If you spend 48 hours over a period of 6

Encased within the leather-bound covers of this days or fewer studying the book’s contents, you

magical bestiary lies the arcane knowledge gain advantage on saving throws against being

required to form a mystical bond with mythical charmed or frightened. Once used, the tome

beasts. By devoting 48 hours over a period of 6 regains its powers after 50 years.

days to study the bestiary’s content, you gain the


Tome of the Night Hunter
ability to summon a beast or CR1/4 or lower as a

loyal companion. This newfound ally can be Wondrous item, rare

summoned at will (as per the find familiar spell), This tome is filled with techniques of nocturnal

serving faithfully and resolutely. Once the bestiary’s predators of various types. If you spend 48 hours

magic is used, it regains its powers after 25 years. over a period of 6 days or fewer studying the book’s

contents and practicing its tecniques, you gain

PATREON | DMSLASH The Ancient Library of Knowledge 19


darkvision out to a range of 60 feet. If you already Very Rare
have darkvision, its range increases by 60 feet

instead. Once the tome’s magic is used, it regains


Tome of Timeless Body

its powers after 50 years. Wondrous item, very rare

This tome is filled with ancient knowledge of


Sentinel’s Codex
physical longevity and health. If you spend 48 hours
Wondrous item, rare
over a period of 6 days or fewer studying the book’s
A celestial manuscript infused with the sagacity of
contents, your body becomes more resilient to the
protective spirits. Devoting 48 hours over a span of
ravages of time, you suffer none of the frailty of old
6 days or fewer immersing oneself in its lore
age, and you can’t be aged magically, but you can
bestows the alertness of a sentinel, heightening
still die of old age. In addition, you no longer need
your senses to impending dangers, and granting
food or water. Once the tome’s magic is used, it
you advantage on initiative rolls. Once the codex’s
regains its powers after 100 years.
magic is used, it regains its powers after 50 years.
Chronicle of the Cautious Step
Almanac of Astral Alignment
Wondrous item, very rare
Wondrous item, rare
This volume contains knowledge of careful
An astral almanac filled with cosmic alignments
movement and positioning. If you spend 48 hours
and energy flows. Spending 48 hours over 6 days
over a period of 6 days or fewer studying the
or fewer studying it allows the reader to align their
chronicle, you gain the ability to take the Disengage
own energies to the stars, gaining the benefits of a
action as a bonus action on your turn. Once the
long rest in half the normal time required once per
tome’s magic is used, it regains its powers after
week. Once the almanac’s magic is used, it regains
100 years.
its powers after 50 years.
Chronicle of Resilient Thought
Tome of Beast Whispering
Wondrous item, very rare
Wondrous item, rare
Reading this chronicle over 48 hours within 6 days
This tome contains ancient languages and tones
or fewer strengthens the mind, granting the reader
understood by beasts. After 48 hours of study over
advantage on saving throws against being
6 days or fewer, you can communicate with beasts
paralyzed or stunned. Once the chronicle’s magic is
as though you shared a language. Once the tome’s
used, it regains its powers after 100 years.
magic is used, it regains its powers after 50 years.
Manual of Skillful Exercise
Manuscript of the Enduring Form
Wondrous item, very rare
Wondrous item, rare
This exceptional manual provides profound
This manuscript contains the secrets to achieve
insights into mastering a particular expertise. If you
and extraordinary bodily fortitude. After 48 hours
spend 48 hours over a period of 6 days or fewer
of study over 6 days or fewer, you gain advantage
studying the tome, you gain one feat of your choice.
on saving throws made to avoid exhaustion. Once
Once the tome’s magic is used, it regains its
the manuscript’s magic is used, it regains its
powers after 100 years.
powers after 50 years.

Manual of Precise Shots


Manual of Skillful Exercise and Feat
Wondrous item, rare Customization
This manual teaches how to perform subtle The Manual of Skillful Exercise is thought to provide
maneuvers and precise ranged strikes. If you spend flexibility in character development. Game Masters
48 hours over a period of 6 days or fewer studying may consider awarding player characters either a
the book’s content, you gain the ability to ignore generic version that allows to choose which feat to
half and three-quarters cover with your ranged learn or a lesser version of named after a particular
weapon attacks. additionally, attacking at long feat, that can be used to learn that specific feat only.
range doesn’t impose disadvantage on your ranged

weapon attack rolls. Once the manuscript’s magic

is used, it regains its powers after 50 years.

20 The Ancient Library of Knowledge PATREON | DMSLASH


Tome of the Reflexive Guard fortified bastion of intellect, granting advantage on

Wondrous item, very rare Intelligence checks and saving throw. Once the

tome’s magic is used, it regains its powers after


Inscribed within this tome are esoteric techniques
100 years.
that attune the mind and body for rapid responses

to threats. By dedicating 48 hours of study over 6 Chronicle of Profound Wisdom


days or fewer, you master the method of
Wondrous item, very rare
harnessing their focused energy to react swiftly in
Crafted with exquisite materials, this scriptorium is
perilous situations. You can expend your bonus
a sanctuary of wisdom. Its pages overflow with
action on your turn to gain an additional reaction
philosophical insights, moral parables, and spiritual
for that round. Once the tome’s magic is used, it
guidance. Engaging with its content for 48 hours
regains its powers after 100 years.
over a period of 6 days illuminates the mind,

Encyclopedia of Enhanced Reflexes granting advantage on Wisdom checks and saving

Wondrous item, very rare throws. Once the tome’s magic is used, it regains

its powers after 100 years.


Bound in material as supple as the wind and

inscribed with lithe scripts of motion, this Volume of Enchanting Charisma


exhaustive guide is dedicated to the honing of
Wondrous item, very rare
reflexes and agility. Through 48 hours of dedicated
Embroidered with silken threads, this magnificent
practice and study over 6 days or fewer, the
tome resonates with allure and persuasion. Its
reader’s senses and reactions become sharpened,
passages explore the art of influence, presence, and
granting advantage on Dexterity checks and saving
magnetic charm. Committing 48 hours of attentive
throws. Once the tome’s magic is used, it regains
study over 6 days bestows the reader with a
its powers after 100 years.
captivating charisma, providing advantage on

Atlas of Unyielding Strength Charisma checks and saving throws. Once the

Wondrous item, very rare tome’s magic is used, it regains its powers after

100 years.
Bound in rugged leather, this tome carries the

weight of physical prowess across its voluminous

pages. Illustrated with rigorous exercises and


Legendary

powerful stances, it demands 48 hours of


Tome of Magic Resistance
disciplined study and practice over 6 days or fewer.
Wondrous item, legendary
The reader is imbued with the raw might of
The lessons in this tome strengthen your mental
legendary heroes, granting a formidable advantage
defenses. If you spend 48 hours over a period of 6
on Strength checks and saving throws. Once the
days or fewer studying the book’s contents, you
tome’s magic is used, it regains its powers after
gain advantage on saving throws against spells and
100 years.
other magical effects. Once the tome’s magic is
Codex of the Vigorous Health used, it regains its powers after 500 years.

Wondrous item, very rare


Atlas of Herculean Will
Encased in enduring materials, this tome pulsates
Wondrous item, legendary
with vigor. It is a reservoir of knowledge on body
This robust atlas is imbued with the raw essence of
fortification, vital energies, and resilience. With 48
physical prowess and indomitable will. If you spend
hours of study spread across a maximum of 6 days,
48 hours over a period of 6 days or fewer studying
the reader’s fortitude is enhanced, granting
the book’s contents, you gain advantage on
advantage on Constitution checks and saving
Strength, Dexterity, and Constitution ability checks
throws. Once the tome’s magic is used, it regains
and saving throws. Once the tome’s magic is used,
its powers after 100 years.
it regains its powers after 500 years.
Archive of Enlightened Mind
Tome of the Ethereal Mind
Wondrous item, very rare
Wondrous item, legendary
Bound in intricate patterns signifying the realms of
Within this ethereal tome are the secrets of mental
thought and knowledge, this lexicon is a haven of
acumen and fortitude, each page shimmering with
intellectual potency. Through 48 hours of engaged
otherworldly knowledge. If you spend 48 hours
study over 6 days, the reader’s mind becomes a

PATREON | DMSLASH The Ancient Library of Knowledge 21


over a period of 6 days or fewer studying the book’s Rarity Varies
contents, you gain advantage on all Wisdom,

Intelligence, and Charisma ability checks and


Tome of the Harmonic Mind

saving throws. Once the tome’s magic is used, it Wondrous item, rarity varies

regains its powers after 500 years. The contents of this tome teach meditation and

mental stabilization techniques. If you spend 48


Manual of Swift Shots
hours over a period of 6 days or fewer studying the
Wondrous item, legendary
book’s contents, you gain a bonus on saving throws
Engraved in this legendary manual are the secrets
against spells.
of lightning-fast archery and thrown weapon

techniques. By dedicating 48 hours to studious Tome’s Rarity Bonus Granted Time Before Recharge

practice and reading over a period of 6 days or Uncommon +1 25 years


fewer, you unlock the ability to unleash a barrage of Rare +2 50 years
swift shots. When you make a ranged weapon
Very Rare +3 100 years
attack on your turn, you can use your bonus action
Tome of Swift Initiative
to make two additional ranged weapon attacks with
Wondrous item, rarity varies
disadvantage. Once the tome’s magic is used, it

regains its powers after 500 years. The enchanted pages of this tome teach the reader

techniques to react quickly in the heat of battle. If


Tome of the Soaring Spirit
you spend 48 hours over a period of 6 days or fewer

Wondrous item, legendary studying the book’s contents and practicing its

This magnificent tome is filled with the ancient guidelines, you gain a bonus to your initiative rolls.

wisdom of the wind and winged creatures. By


Tome’s Rarity Bonus Granted Time Before Recharge
studying its ethereal pages for 48 hours over a span
Uncommon +1 25 years
of 6 days, the reader is bestowed with the ability to
Rare +3 50 years
fly. A pair of ethereal wings sprouts from the
Very Rare +5 100 years
reader’s back, granting them a flying speed equal to

their walking speed. The reader can summon and Grimoire of the Sightless Seer
dismiss these magic wings as a bonus action
Wondrous item, rarity varies
during their turn. Once the tome’s magic is used, it
Cloaked in mysterious runes, this enigmatic tome
regains its powers after 500 years.
is a reservoir of the arcane secrets of perceptual

mastery. Over 48 hours of meticulous study spread


Artifacts
across 6 days unlocks a hidden realm of senses,

Codex of Omniscience granting the reader blindsight out to a range that

varies depending on the grimoire’s rarity.


Wondrous item, artifact

Crafted in the earliest epochs of time by a long- Tome’s Rarity Range Time Before Recharge

forgotten deity of knowledge, this tome is bound in Rare 30 feet 50 years


an iridescent material that shifts and flows like Very Rare 60 feet 100 years
liquid crystal. Its pages seem to be in a state of Legendary 90 feet 500 years
constant flux, revealing glimpses of futures both
The Earth’s Whisper
possible and improbable. By dedicating 48 hours
Wondrous item, rarity varies
over a span of 6 days to unravel the intricate

mysteries within, the reader becomes imbued with A tome covered in scales that echo the essence of

an unmatched prescience, forever seeing brief the deep earth. Readers who spend 48 hours

moments into the future. This permanent insight immersed in its contents over 6 days gain

grants them advantage on attack rolls, ability tremorsense out to a range that varies depending

checks, and saving throws, and they can’t be on the tome’s rarity.

surprised. Additionally, other creatures have


Tome’s Rarity Range Time Before Recharge
disadvantage on attack rolls against the reader.
Rare 30 feet 50 years
Once this artifact bestows its blessing upon an
Very Rare 60 feet 100 years
individual, it suddenly vanishes, perhaps to be
Legendary 90 feet 500 years
rediscovered in another age or another realm,

waiting to grant its gift to another worthy seeker.

22 The Ancient Library of Knowledge PATREON | DMSLASH


Tome of the All-Seeing Libram of Revealing

Wondrous item, rarity varies Wondrous item, rarity varies

Adorned with eyes that seem to flicker with inner An ancient tome filled with rituals and runes that

knowing, this legendary tome holds the essence of open the reader’s eyes to the veiled. When a reader

ultimate visual acuity. Investing 48 hours in its invests 48 hours over 6 days studying its content,

study over 6 days unveils the universe’s fabric, they gain the ability see invisible creatures and

granting the reader truesight out to a range that objects as if they were visible, and you can see into

varies depending on the tome’s rarity. the Ethereal Plane both out to a range that varies

depending on the tome’s rarity. Ethereal creatures


Tome’s Rarity Range Time Before Recharge
and objects appear ghostly and translucent.
Very Rare 30 feet 100 years
Legendary 60 feet 500 years Tome’s Rarity Range Time Before Recharge
Artifact 90 feet 1000 years Rare 30 feet 50 years
Very Rare 60 feet 100 years
Manuscript of the Wind Walker
Legendary 120 feet 500 years
Wondrous item, rarity varies

A lightweight tome inscribed with aerodynamic

runes and teachings of the wind. Readers who

spend 48 hours over a period of 6 days or fewer

studying the manuscript will find themselves lighter

on their feet, gaining increased movement speed.

Tome’s Extra Movement Time Before

Rarity Speed Recharge

Rare +10 feet 50 years


Very Rare +20 feet 100 years
Legendary +30 feet 500 years

Tome of Boundless Attunement

Wondrous item, rarity varies

A mystical manual that explores the limits of

magical connections. Engaging in 48 hours of

rigorous study over 6 days or fewer allows the

reader to increase their attunement limit.


Tome of the All-Seeing
Art by DMSlash on Midjourney/Photoshop
Tome’s Extra Attunement Time Before

Rarity Slots Recharge

Very Rare +1 100 years


Legendary +2 500 years
Artifact +3 1000 years Manuscript of the
Wind Walker
Tome of the Mind Whisperer Art by Midjourney

Wondrous item, rarity varies

A meticulously crafted tome that channels the

ethereal vibrations of thought. Imbuing 48 hours

over a period of 6 days studying this book bestows

upon the reader the mystical art of telepathy, out to

a range that varies depending on the tome’s rarity.

Tome’s Rarity Range Time Before Recharge

Rare 30 feet 50 years


Very Rare 60 feet 100 years
Legendary 120 feet 500 years

PATREON | DMSLASH The Ancient Library of Knowledge 23


Manuals of Proficiency the tome’s magic is used, it regains its powers after

25 years.

Uncommon
Cobbler’s Craftsmanship Journal

The Alchemist’s Grimoire Wondrous item, uncommon

Wondrous item, uncommon This well-worn journal holds the expertise of

Within the pages of this weathered grimoire lie the skilled cobblers, revealing the secrets of

ancient secrets of alchemy, unraveling the shoemaking and leatherwork. If you spend 48

mysteries of transmutation and potion-making. If hours over a period of 6 days or fewer studying the

you spend 48 hours over a period of 6 days or fewer book’s contents and practicing its guidelines, you

studying the book’s contents and practicing its gain proficiency in Cobbler’s Tools. Once the tome’s

guidelines, you gain proficiency in Alchemist’s magic is used, it regains its powers after 25 years.

Supplies. Once the tome’s magic is used, it regains


The Chef’s Cookbook
its powers after 25 years.
Wondrous item, uncommon

The Brewer’s Handbook


Filled with delectable recipes and culinary insights,

Wondrous item, uncommon this tome transforms you into a master chef. If you

Filled with age-old brewing techniques and recipes, spend 48 hours over a period of 6 days or fewer

this handbook reveals the art of crafting exquisite studying the book’s contents and practicing its

ales and potent concoctions. If you spend 48 hours guidelines, you gain proficiency in Cook’s Utensils.

over a period of 6 days or fewer studying the book’s Once the tome’s magic is used, it regains its

contents and practicing its guidelines, you gain powers after 25 years.

proficiency in Brewer’s Supplies. Once the tome’s


The Artisan of Glass
magic is used, it regains its powers after 25 years.
Wondrous item, uncommon

The Scribe’s Calligraphy Guide


This artisan’s guide contains the techniques of

Wondrous item, uncommon master glassblowers, teaching you the art of

Embellished with intricate strokes and artistic shaping delicate glass creations. If you spend 48

wisdom, this calligraphy guide empowers you to hours over a period of 6 days or fewer studying the

create stunning written works. If you spend 48 book’s contents and practicing its guidelines, you

hours over a period of 6 days or fewer studying the gain proficiency in Glassblower’s Tools. Once the

book’s contents and practicing its guidelines, you tome’s magic is used, it regains its powers after 25

gain proficiency in Calligrapher’s Supplies. Once years.

the tome’s magic is used, it regains its powers after


The Jeweler’s Gem Guide
25 years.
Wondrous item, uncommon

Compendium of the Master Carpenter Embellished with shimmering gemstones and

Wondrous item, uncommon precious metalwork, this guide unveils the art of

This comprehensive compendium showcases the jewelry craftsmanship. If you spend 48 hours over a

finest woodworking techniques and carpentry period of 6 days or fewer studying the book’s

craftsmanship. If you spend 48 hours over a period contents and practicing its guidelines, you gain

of 6 days or fewer studying the book’s contents and proficiency in Jeweler’s Tools. Once the tome’s

practicing its guidelines, you gain proficiency in magic is used, it regains its powers after 25 years.

Carpenter’s Tools. Once the tome’s magic is used, it


The Leatherworker’s Handbook
regains its powers after 25 years.
Wondrous item, uncommon

The Explorer’s Cartography Manual This weathered handbook imparts the expertise of

Wondrous item, uncommon skilled leatherworkers, revealing the techniques of

A treasure trove of maps and cartographic crafting fine leather goods. If you spend 48 hours

knowledge, this manual unveils the secrets of over a period of 6 days or fewer studying the book’s

accurate navigation and mapmaking. If you spend contents and practicing its guidelines, you gain

48 hours over a period of 6 days or fewer studying proficiency in Leatherworker’s Tools. Once the

the book’s contents and practicing its guidelines, tome’s magic is used, it regains its powers after 25

you gain proficiency in Cartographer’s Tools. Once years.

24 The Ancient Library of Knowledge PATREON | DMSLASH


The Stonecarver’s Manual The Weaver’s Loom

Wondrous item, uncommon Wondrous item, uncommon

Carved with stone depictions and architectural Adorned with delicate threads and weaving

insights, this manual empowers you to sculpt patterns, this book transforms you into a master

magnificent stoneworks. If you spend 48 hours weaver. If you spend 48 hours over a period of 6

over a period of 6 days or fewer studying the book’s days or fewer studying the book’s contents and

contents and practicing its guidelines, you gain practicing its guidelines, you gain proficiency in

proficiency in Mason’s Tools. Once the tome’s Weaver’s Tools. Once the tome’s magic is used, it

magic is used, it regains its powers after 25 years. regains its powers after 25 years.

The Artist’s Palette Woodcarver’s Handbook

Wondrous item, uncommon Wondrous item, uncommon

Overflowing with vibrant pigments and artistic Within the pages of this artisan’s handbook lies the

inspirations, this book is filled with tips and art of shaping magnificent woodworks. If you spend

guidelines to enhance your artistic talents. If you 48 hours over a period of 6 days or fewer studying

spend 48 hours over a period of 6 days or fewer the book’s contents and practicing its guidelines,

studying the book’s contents and practicing its you gain proficiency in Woodcarver’s Tools. Once

guidelines, you gain proficiency in Painter’s the tome’s magic is used, it regains its powers after

Supplies. Once the tome’s magic is used, it regains 25 years.

its powers after 25 years.


Codex of Strategic Mastery

The Potter’s Clay Compendium Wondrous item, uncommon

Wondrous item, uncommon This detailed codex is filled with strategies, rules,

This definitive compendium holds the techniques of and historical analyses of various games from

master potters, teaching you the art of shaping different cultures. Diagrams of board layouts,

exquisite clay works. If you spend 48 hours over a pieces, and movements fill the pages, along with

period of 6 days or fewer studying the book’s commentary on winning strategies and common

contents and practicing its guidelines, you gain pitfalls. If you spend 48 hours over a period of 6

proficiency in Potter’s Tools. Once the tome’s days or fewer studying the codex’s contents and

magic is used, it regains its powers after 25 years. practicing its guidelines, you gain proficiency in a

Gaming Set of your choice. Once the codex’s magic


The Blacksmith’s Forge
has been used, it regains its powers after 25 years.
Wondrous item, uncommon
Melodious Manuscript
This fiery books describes the art of blacksmithing,

guiding you to craft exceptional metalworks. If you Wondrous item, uncommon

spend 48 hours over a period of 6 days or fewer This enchanting manuscript contains sheet music,

studying the book’s contents and practicing its exercises, and techniques for playing various

guidelines, you gain proficiency in Smith’s Tools. musical instruments. If you spend 48 hours over a

Once the tome’s magic is used, it regains its period of 6 days or fewer studying the manuscript’s

powers after 25 years. contents and practicing its guidelines, you gain

proficiency in a Musical Instrument of your choice.


The Master Tinkerer’s Guide
Once the manuscript’s magic has been used, it
Wondrous item, uncommon
regains its powers after 25 years.
Filled with ingenious contraptions and mechanical
The Herbalist’s Green Tome
insights, this guide empowers you to tinker with

intricate devices. If you spend 48 hours over a Wondrous item, uncommon

period of 6 days or fewer studying the book’s Bound in vines and leaves, this tome holds the

contents and practicing its guidelines, you gain wisdom of nature and the secrets of herbal

proficiency in Tinker’s Tools. Once the tome’s remedies. If you spend 48 hours over a period of 6

magic is used, it regains its powers after 25 years. days or fewer studying the book’s contents and

practicing its guidelines, you gain proficiency in

Herbalism Kit. Once the tome’s magic is used, it

regains its powers after 25 years.

PATREON | DMSLASH The Ancient Library of Knowledge 25


The Navigator’s Celestial Atlas Master Thief’s Manual

Wondrous item, uncommon Wondrous item, rare

This atlas is filled with star charts and ancient Filled with intricate diagrams and secrets of the

maritime routes, guiding seafarers across craft, this manual holds the wisdom of expert

mysterious waters. If you spend 48 hours over a thieves. If you spend 48 hours over a period of 6

period of 6 days or fewer studying the atlas’s days or fewer studying the book’s contents and

contents and practicing its guidelines, you gain practicing its guidelines, you gain proficiency in

proficiency in Navigator’s Tools. Once the atlas’s Sleight of Hand. Once the tome’s magic is used, it

magic is used, it regains its powers after 25 years. regains its powers after 50 years.

The Poisoner’s Shadow Ledger The Shadows’ Whisper

Wondrous item, uncommon Wondrous item, rare

Veiled in secrecy, this ledger contains recipes for This dark tome contains elusive methods and

deadly toxins and antidotes, along with methods of strategies for blending with the shadows. If you

their discreet application. If you spend 48 hours spend 48 hours over a period of 6 days or fewer

over a period of 6 days or fewer studying the studying the book’s contents and practicing its

ledger’s contents and practicing its guidelines, you guidelines, you gain proficiency in Stealth. Once

gain proficiency in Poisoner’s Kit. Once the ledger’s the tome’s magic is used, it regains its powers after

magic is used, it regains its powers after 25 years. 50 years.

The Rogue’s Lockpick Codex Compendium of Arcane Lore

Wondrous item, uncommon Wondrous item, rare

This codex is replete with diagrams of locks and Filled with arcane symbols and cryptic insights,

mechanisms, teaching the art of undetected entry this compendium unveils the mysteries of magic. If

and escape. If you spend 48 hours over a period of you spend 48 hours over a period of 6 days or fewer

6 days or fewer studying the codex’s contents and studying the book’s contents and practicing its

practicing its guidelines, you gain proficiency in guidelines, you gain proficiency in Arcana. Once

Thieves’ Tools. Once the codex’s magic is used, it the tome’s magic is used, it regains its powers after

regains its powers after 25 years. 50 years.

Rare Chronicles of Ages Past

Wondrous item, rare


Tome of Unyielding Strenght
These ancient scrolls hold the annals of time,
Wondrous item, rare
recounting forgotten events and ancient
This ancient tome is filled with tales of legendary
knowledge. If you spend 48 hours over a period of
feats of physical prowess and exercises designed to
6 days or fewer studying the book’s contents and
push the boundaries of the body’s strength. If you
practicing its guidelines, you gain proficiency in
spend 48 hours over a period of 6 days or fewer
History. Once the tome’s magic is used, it regains
studying the book’s contents and practicing its
its powers after 50 years.
guidelines, you gain proficiency in Athletics. Once

the tome’s magic is used, it regains its powers after


The Investigator’s Parchment

50 years. Wondrous item, rare

This parchment is filled with techniques employed


The Acrobat’s Codex
by seasoned investigators to unravel mysteries. If
Wondrous item, rare
you spend 48 hours over a period of 6 days or fewer
The pages of this beautifully illustrated codex
studying the book’s contents and practicing its
depict awe-inspiring acrobatic displays and
guidelines, you gain proficiency in Investigation.
techniques honed by aerial masters. If you spend
Once the tome’s magic is used, it regains its
48 hours over a period of 6 days or fewer studying
powers after 50 years.
the book’s contents and practicing its guidelines,

you gain proficiency in Acrobatics. Once the tome’s

magic is used, it regains its powers after 50 years.

26 The Ancient Library of Knowledge PATREON | DMSLASH


Primordial Chronicles you spend 48 hours over a period of 6 days or fewer

Wondrous item, rare studying the book’s contents and practicing its

guidelines, you gain proficiency in Perception.


Encrypted with the wisdom of ancient druids, these
Once the tome’s magic is used, it regains its
chronicles unlock the secrets of the natural world.
powers after 50 years.
If you spend 48 hours over a period of 6 days or

fewer studying the book’s contents and practicing Wilderness Survival Guide
its guidelines, you gain proficiency in Nature. Once
Wondrous item, rare
the tome’s magic is used, it regains its powers after
This comprehensive guide contains knowledge
50 years.
from master wilderness explorers. If you spend 48

Sacred Scrolls hours over a period of 6 days or fewer studying the

Wondrous item, rare book’s contents and practicing its guidelines, you

gain proficiency in Survival. Once the tome’s magic


These sacred scrolls are inscribed with divine
is used, it regains its powers after 50 years.
teachings and the lore of celestial beings. If you

spend 48 hours over a period of 6 days or fewer The Master of Disguise


studying the book’s contents and practicing its
Wondrous item, rare
guidelines, you gain proficiency in Religion. Once
Concealing secrets of illusion and deception, this
the tome’s magic is used, it regains its powers after
tome transforms you into a master of disguise. If
50 years.
you spend 48 hours over a period of 6 days or fewer

The Beastmaster’s Guide studying the book’s contents and practicing its

Wondrous item, rare guidelines, you gain proficiency in Deception. Once

the tome’s magic is used, it regains its powers after


This ancient tome holds the knowledge of
50 years.
legendary beastmasters and their bonds with

creatures. If you spend 48 hours over a period of 6 The Dread Lord’s Codex
days or fewer studying the book’s contents and
Wondrous item, rare
practicing its guidelines, you gain proficiency in
Veiled in darkness, this codex grants the
Animal Handling. Once the tome’s magic is used, it
knowledge of the ominous art of intimidation. If you
regains its powers after 50 years.
spend 48 hours over a period of 6 days or fewer

Volume of Intuition studying the book’s contents and practicing its

Wondrous item, rare guidelines, you gain proficiency in Intimidation.

Once the tome’s magic is used, it regains its


Illuminated with meditative practices, this volume
powers after 50 years.
sharpens one’s intuition and perception. If you

spend 48 hours over a period of 6 days or fewer The Bard’s Performances


studying the book’s contents and practicing its
Wondrous item, rare
guidelines, you gain proficiency in Insight. Once the
Filled with captivating tales and mesmerizing
tome’s magic is used, it regains its powers after 50
techniques, this scroll elevates your artistic talents.
years.
If you spend 48 hours over a period of 6 days or

The Healer’s Handbook fewer studying the book’s contents and practicing

Wondrous item, rare its guidelines, you gain proficiency in Performance.

Once the tome’s magic is used, it regains its


Enriched with the knowledge of renowned healers,
powers after 50 years.
this handbook imparts the secrets of restorative

arts. If you spend 48 hours over a period of 6 days


The Persuader’s Pleadings
or fewer studying the book’s contents and
Wondrous item, rare
practicing its guidelines, you gain proficiency in
Etched with the art of charm and influence, this
Medicine. Once the tome’s magic is used, it regains
book endows you with the gift of persuasion. If you
its powers after 50 years.
spend 48 hours over a period of 6 days or fewer
The Watcher’s Observations studying the book’s contents and practicing its

Wondrous item, rare guidelines, you gain proficiency in Persuasion.

Filled with observational techniques, this tome Once the tome’s magic is used, it regains its

hones your senses and sharpens your awareness. If powers after 50 years.

PATREON | DMSLASH The Ancient Library of Knowledge 27


Rarity Varies Artifact

Lexicon of Many Languages Lexicon of Forgotten Languages

Wondrous item, rarity varies Wondrous item, artifact

A lexicon filled with scripts, phrases, and Intricately bound and encrusted with symbols that

grammatical rules from different languages. If you flirt with the edges of comprehension, this manual

spend 48 hours over a period of 6 days or fewer is filled with ancient pages that carry the weight of

studying the lexicon’s scripts and practicing its languages long erased from the annals of existence,

guidelines, you learn a certain number of standard waiting to reverberate once again through the many

languages, depending on the lexicon’s rarity. voices of the worthy. If you spend 48 hours over a

period of 6 days or fewer studying the lexicon’s


Tome’s Languages Time Before
scripts and practicing its guidelines, you learn a
Rarity Learned Recharge
forgotten language. Once the lexicon’s magic is
Uncommon 1 25 years
used, it regains its powers after 1000 years.
Rare 2 50 years
Very Rare 3 100 years

Lexicon of Exotic Languages The Lexicon of Forgotten Languages as a


Plot Device
Wondrous item, rarity varies
The Lexicon of Forgotten Languages is not merely a
A lexicon filled with scripts, phrases, and
tool for character development, but can also
grammatical rules of exotic languages. If you spend constitute an important plot device. For instance,
48 hours over a period of 6 days or fewer studying acquiring a similar item might be the key to
the lexicon’s scripts and practicing its guidelines, unlocking the mysteries of an ancient text,
you learn a certain number of exotic languages, interpreting ominous prophecies, or communicating
depending on the lexicon’s rarity. with long-forgotten beings or races. Utilizing the
Lexicon, adventurers might find themselves on a
Tome’s Languages Time Before
quest to decipher ancient engravings that hold the
Rarity Learned Recharge
keys to forgotten kingdoms or concealed
Rare 1 50 years
catacombs. This magical tome can be tailored to
Very Rare 2 100 years
suit the specific needs of your campaign. The
Legendary 3 500 years
language contained within its pages can be as
esoteric as the tongue of an extinct civilization, the
secret language of a cryptic cult, or the language of a
distant realm or plane. Including the Lexicon in your
campaign can provide an exciting quest for the
characters, who might need to seek out this rare
book to uncover crucial knowledge, opening up a
multitude of narrative possibilities.

Lexicon of Forgotten languages


Art by Lars Rune Illustrations

28 The Ancient Library of Knowledge PATREON | DMSLASH


expertise in Cartographer’s Tools. Once the tome’s
Treatises of Expertise
magic is used, it regains its powers after 50 years.

Rare The Master Cobbler’s Legacy

Wondrous item, rare


The Alchemist’s Magnum Opus
This well-worn legacy holds the expertise of skilled
Wondrous item, rare
cobblers, revealing the pinnacle of shoemaking
Within the pages of this weathered tome lie the
craftsmanship. If you spend 48 hours over a period
secrets of advanced alchemy, unlocking the highest
of 6 days or fewer studying the book’s contents and
level of mastery over elixirs and concoctions. If you
practicing its guidelines, you gain expertise in
spend 48 hours over a period of 6 days or fewer
Cobbler’s Tools. Once the tome’s magic is used, it
studying the book’s contents and practicing its
regains its powers after 50 years.
guidelines, you gain expertise in Alchemist’s
The Culinary Masterpiece
Supplies. Once the tome’s magic is used, it regains

its powers after 50 years. Wondrous item, rare

Overflowing with gastronomic wonders and


The Brewmaster’s Secret Techniques
culinary brilliance, this masterpiece transforms you
Wondrous item, rare
into a culinary virtuoso. If you spend 48 hours over
Filled with arcane brewing techniques and guarded
a period of 6 days or fewer studying the book’s
recipes, this handbook unveils the hidden arts of
contents and practicing its guidelines, you gain
crafting exceptional brews. If you spend 48 hours
expertise in Cook’s Utensils. Once the tome’s magic
over a period of 6 days or fewer studying the book’s
is used, it regains its powers after 50 years.
contents and practicing its guidelines, you gain
The Glassblower’s Artistry Guide
expertise in Brewer’s Supplies. Once the tome’s

magic is used, it regains its powers after 50 years. Wondrous item, rare

This artisan’s guide contains the techniques of


The Master Calligrapher’s Manuscript
master glassblowers, teaching you the art of
Wondrous item, rare
shaping delicate glass creations. If you spend 48
Embellished with intricate strokes and artistic
hours over a period of 6 days or fewer studying the
insights, this manuscript teaches you how to
book’s contents and practicing its guidelines, you
achieve supreme mastery in calligraphy. If you
gain expertise in Glassblower’s Tools. Once the
spend 48 hours over a period of 6 days or fewer
tome’s magic is used, it regains its powers after 50
studying the book’s contents, you gain expertise in
years.
Calligrapher’s Supplies. Once the tome’s magic is
The Jeweler’s Expert Eye
used, it regains its powers after 50 years.

Wondrous item, rare


The Grand Carpentry Compendium
Embellished with shimmering gemstones and
Wondrous item, rare
precious metalwork, this guide unveils the art of
This comprehensive compendium holds the
jewelry craftsmanship. If you spend 48 hours over a
wisdom of master carpenters, elevating your
period of 6 days or fewer studying the book’s
woodworking skills to unparalleled heights. If you
contents and practicing its guidelines, you gain
spend 48 hours over a period of 6 days or fewer
expertise in Jeweler’s Tools. Once the tome’s magic
studying the book’s contents and practicing its
is used, it regains its powers after 50 years.
guidelines, you gain expertise in Carpenter’s Tools.
The Leatherworker’s Definitive Guide
Once the tome’s magic is used, it regains its

powers after 50 years. Wondrous item, rare

This definitive guide imparts the expertise of


The Explorer’s Cartography Atlas
skilled leatherworkers, revealing the techniques of
Wondrous item, rare
crafting extraordinary leather goods. If you spend
A treasure trove of cartographic knowledge and
48 hours over a period of 6 days or fewer studying
ancient maps, this atlas guides you to become a
the book’s contents and practicing its guidelines,
cartographic virtuoso. If you spend 48 hours over a
you gain expertise in Leatherworker’s Tools. Once
period of 6 days or fewer studying the book’s
the tome’s magic is used, it regains its powers after
contents and practicing its guidelines, you gain
50 years.

PATREON | DMSLASH The Ancient Library of Knowledge 29


The Stone Shaper’s Opus The Weaver’s Masterpiece

Wondrous item, rare Wondrous item, rare

Carved with stone depictions and architectural Adorned with delicate threads and weaving

insights, this opus empowers you to sculpt patterns, this masterpiece transforms you into a

magnificent stoneworks. If you spend 48 hours master weaver. If you spend 48 hours over a period

over a period of 6 days or fewer studying the book’s of 6 days or fewer studying the book’s contents and

contents and practicing its guidelines, you gain practicing its guidelines, you gain expertise in

expertise in Mason’s Tools. Once the tome’s magic Weaver’s Tools. Once the tome’s magic is used, it

is used, it regains its powers after 50 years. regains its powers after 100 years.

The Artistic Palette The Woodcarver’s Magnum Opus

Wondrous item, rare Wondrous item, rare

This book filled with artistic inspirations and Within the pages of this artisan’s opus lies the art

examples elevates your artistic talents to of shaping magnificent woodworks. If you spend 48

extraordinary levels. If you spend 48 hours over a hours over a period of 6 days or fewer studying the

period of 6 days or fewer studying the book’s book’s contents and practicing its guidelines, you

contents and practicing its guidelines, you gain gain expertise in Woodcarver’s Tools. Once the

expertise in Painter’s Supplies. Once the tome’s tome’s magic is used, it regains its powers after

magic is used, it regains its powers after 50 years. 100 years.

The Potter’s Artisan Manual Grandmaster’s Codex of Strategy

Wondrous item, rare Wondrous item, rare

This artisan’s manual holds the techniques of An elaborate codex imbued with the knowledge of

master potters, unveiling the art of shaping legendary game masters, strategists, and tacticians.

exquisite clay works. If you spend 48 hours over a Each page is meticulously crafted, with golden

period of 6 days or fewer studying the book’s inlays and intricate illustrations depicting various

contents and practicing its guidelines, you gain high-level strategies and game plays. If you spend

expertise in Potter’s Tools. Once the tome’s magic 48 hours over a period of 6 days or fewer studying

is used, it regains its powers after 50 years. the codex’s contents and practicing its guidelines,

you gain expertise in a Gaming Set of your choice.


The Master Smith’s Forge
Once the codex’s magic has been used, it regains
Wondrous item, rare
its powers after 50 years.
This book describes the art of blacksmithing,
Manuscript of Harmonic Mastery
guiding you to craft unique metalworks. If you

spend 48 hours over a period of 6 days or fewer Wondrous item, rare

studying the book’s contents and practicing its A manuscript swirling with divine melodies and

guidelines, you gain expertise in Smith’s Tools. enriched with musical legends. If you spend 48

Once the tome’s magic is used, it regains its hours over a period of 6 days or fewer studying the

powers after 50 years. manuscript’s contents and practicing its guidelines,

you gain expertise in a Musical Instrument of your


The Tinkerer’s Inventor’s Manual
choice. Once the manuscript’s magic has been
Wondrous item, rare
used, it regains its powers after 50 years.
Filled with ingenious contraptions and mechanical
The Herbalist’s Enchanted Compendium
insights, this manual empowers you to tinker with

intricate devices. If you spend 48 hours over a Wondrous item, rare

period of 6 days or fewer studying the book’s Enveloped in a mystical aura, this compendium

contents and practicing its guidelines, you gain contains advanced knowledge of herbs and their

expertise in Tinker’s Tools. Once the tome’s magic potent uses. If you spend 48 hours over a period of

is used, it regains its powers after 50 years. 6 days or fewer studying the book’s contents and

practicing its guidelines, you gain expertise in

Herbalism Kit. Once the compendium’s magic is

used, it regains its powers after 50 years.

30 The Ancient Library of Knowledge PATREON | DMSLASH


The Navigator’s Starbound Tome The Master Illusionist’s Manual

Wondrous item, rare Wondrous item, very rare

This tome, bound in celestial maps, holds the Concealed within this manual are the deceptive

deepest secrets of celestial navigation and secrets of master illusionists and their deft hands.

exploration. If you spend 48 hours over a period of If you spend 48 hours over a period of 6 days or

6 days or fewer studying the tome’s contents and fewer studying the book’s contents and practicing

practicing its guidelines, you gain expertise in its guidelines, you gain expertise in Sleight of

Navigator’s Tools. Once the tome’s magic is used, it Hand. Once the tome’s magic is used, it regains its

regains its powers after 50 years. powers after 100 years.

The Poison Master’s Secret Codex The Cloaked Whisper

Wondrous item, rare Wondrous item, very rare

Shrouded in mystery, this codex delves into This mysterious tome imparts the ancient arts of

advanced poison crafting, teaching you the art of stealth and subterfuge, allowing you to blend

creating and detecting deadly substances. If you seamlessly into the shadows. If you spend 48 hours

spend 48 hours over a period of 6 days or fewer over a period of 6 days or fewer studying the book’s

studying the codex’s contents and practicing its contents and practicing its guidelines, you gain

guidelines, you gain expertise in Poisoner’s Kit. expertise in Stealth. Once the tome’s magic is used,

Once the codex’s magic is used, it regains its it regains its powers after 100 years.

powers after 50 years.


The Arcane Illumination

The Master Thief’s Lockpicking Manual Wondrous item, very rare

Wondrous item, rare Embellished with arcane symbols and profound

This manual contains the highest level of stealth knowledge, this tome unveils the mysteries of

and lock manipulation techniques, making you an magic. If you spend 48 hours over a period of 6

unparalleled master of thievery. If you spend 48 days or fewer studying the book’s contents and

hours over a period of 6 days or fewer studying the practicing its guidelines, you gain expertise in

manual’s contents and practicing its guidelines, you Arcana. Once the tome’s magic is used, it regains

gain expertise in Thieves’ Tools. Once the manual’s its powers after 100 years.

magic is used, it regains its powers after 50 years.


Chronicles of the Ages

Wondrous item, very rare


Very Rare
These ancient scrolls hold the annals of time,
Tome of Herculean Prowess recounting forgotten events and recording the

Wondrous item, very rare history of civilizations. If you spend 48 hours over a

This ancient tome chronicles the incredible feats of period of 6 days or fewer studying the book’s

legendary athletes and unveils the secrets of contents and practicing its guidelines, you gain

exceptional physical prowess. If you spend 48 expertise in History. Once the tome’s magic is

hours over a period of 6 days or fewer studying the used, it regains its powers after 100 years.

book’s contents and practicing its guidelines, you


Compendium of the True Detective
gain expertise in Athletics. Once the tome’s magic
Wondrous item, very rare
is used, it regains its powers after 100 years.
This meticulously detailed codex contains the
Codex of the Aerial Virtuoso techniques employed by seasoned investigators to

Wondrous item, very rare unravel the most complex mysteries. If you spend

Filled with breathtaking aerial maneuvers and 48 hours over a period of 6 days or fewer studying

techniques, this codex unveils the artistry of the the book’s contents and practicing its guidelines,

aerial virtuosos. If you spend 48 hours over a you gain expertise in Investigation. Once the tome’s

period of 6 days or fewer studying the book’s magic is used, it regains its powers after 100 years.

contents and practicing its guidelines, you gain

expertise in Acrobatics. Once the tome’s magic is

used, it regains its powers after 100 years.

PATREON | DMSLASH The Ancient Library of Knowledge 31


The Nature’s Whisper even the subtlest of details. If you spend 48 hours

Wondrous item, very rare over a period of 6 days or fewer studying the book’s

contents and practicing its guidelines, you gain


Encrypted with the wisdom of ancient druids, these
expertise in Perception. Once the tome’s magic is
chronicles unlock the secrets of the natural world.
used, it regains its powers after 100 years.
If you spend 48 hours over a period of 6 days or

fewer studying the book’s contents and practicing The Survivalist’s Guide
its guidelines, you gain expertise in Nature. Once
Wondrous item, very rare
the tome’s magic is used, it regains its powers after
This comprehensive guide contains knowledge
100 years.
from master wilderness explorers, empowering you

Sacred Scriptures to survive in even the harshest environments. If you

Wondrous item, very rare spend 48 hours over a period of 6 days or fewer

studying the book’s contents and practicing its


Filled with divine teachings and the lore of celestial
guidelines, you gain expertise in Survival. Once the
beings, these sacred scriptures hold the essence of
tome’s magic is used, it regains its powers after
faith. If you spend 48 hours over a period of 6 days
100 years.
or fewer studying the book’s contents and

practicing its guidelines, you gain expertise in The Veilweaver’s Codex


Religion. Once the tome’s magic is used, it regains
Wondrous item, very rare
its powers after 100 years.
Concealed within the pages of this ancient codex

The Beast Tamer’s Guide are the secrets to hide your true intentions. If you

Wondrous item, very rare spend 48 hours over a period of 6 days or fewer

studying the book’s contents and practicing its


This ancient tome holds the knowledge of
guidelines, you gain expertise in Deception. Once
legendary beast tamers and their bonds with
the tome’s magic is used, it regains its powers after
creatures. If you spend 48 hours over a period of 6
100 years.
days or fewer studying the book’s contents and

practicing its guidelines, you gain expertise in Dreadlord’s Tome of Intimidation


Animal Handling. Once the tome’s magic is used, it
Wondrous item, very rare
regains its powers after 100 years.
Shrouded in darkness, the teachings of a dreadlord

The Mind’s Inner Insight contained in this tome grant you knowledge in the

Wondrous item, very rare art of intimidation. If you spend 48 hours over a

period of 6 days or fewer studying the book’s


Illuminated with meditative practices, this volume
contents and practicing its guidelines, you gain
sharpens one’s intuition and perception. If you
expertise in Intimidation. Once the tome’s magic is
spend 48 hours over a period of 6 days or fewer
used, it regains its powers after 100 years.
studying the book’s contents and practicing its

guidelines, you gain expertise in Insight. Once the


Maestro’s Symphony of Performance
tome’s magic is used, it regains its powers after
Wondrous item, very rare
100 years.
Overflowing with captivating tales and
The Healer’s Ultimate Tome mesmerizing techniques, this symphony elevates

Wondrous item, very rare your artistic talents to new heights. If you spend 48

Enriched with the knowledge of renowned healers hours over a period of 6 days or fewer studying the

and their life-saving practices, this tome unlocks book’s contents and practicing its guidelines, you

the secrets of restorative arts. If you spend 48 gain expertise in Performance. Once the tome’s

hours over a period of 6 days or fewer studying the magic is used, it regains its powers after 100 years.

book’s contents and practicing its guidelines, you

gain expertise in Medicine. Once the tome’s magic

is used, it regains its powers after 100 years.

The Watchful Gaze

Wondrous item, very rare

Filled with exercises to heighten awareness and

sharpen senses, this tome allows you to perceive

32 The Ancient Library of Knowledge PATREON | DMSLASH


Enchantor’s Persuasion Grimoire

Wondrous item, very rare

Adorned with the art of charm and influence, this

grimoire bestows upon you unparalleled persuasive

abilities. If you spend 48 hours over a period of 6

days or fewer studying the book’s contents and

practicing its guidelines, you gain expertise in

Persuasion. Once the tome’s magic is used, it

regains its powers after 100 years.

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PATREON | DMSLASH The Ancient Library of Knowledge 33


Tome of the Apex Predator
Offensive Tomes
Wondrous item, rare

A tactical treatise on exploiting the enemy’s


Common
unreadiness. Spending 48 hours over a period of 6

Codex of the Swift Arrow days or fewer studying the tome grants you

Wondrous item, common advantage on attack rolls against enemies that have

not yet acted in combat. Once the tome’s magic is


This codex is filled with archery techniques to
used, it regains its powers after 50 years.
throw arrows as swift as the wind. Dedicating 48

hours of study over 6 days or fewer grants the Tome of the Warrior’s Stance
reader the ability to make a ranged attack as a
Wondrous item, rare
bonus action after using the Dash action on their
This tome offers insights into various combat
turn. The tome regains its magic after 10 years.
stances. Studying this tome for 48 hours over 6

Grimoire of the Weighted Blade days or fewer allows you to gain the benefit of one

Wondrous item, common Fighting Style of your choice. Once the tome’s

magic is used, it regains its powers after 50 years.


This grimoire describes techniques to cripple foes

during combat. By studying its contents for 48


Grimoire of the Reckless Charge
hours over 6 days or fewer, you gain the ability to
Wondrous item, rare
halve the movement speed of a creature after
This grimoire describes combat styles that mirror
hitting it with a melee attack once per short rest.
the ferocity of a charging boar. By spending 48
The grimoire regains its magic after 10 years.
hours over 6 days studying its content, you gain the

ability to deal an additional 1d6 damage of the


Uncommon
weapon type (e.g. bludgeoning, piercing, or

Tome of Initiative Onslaught slashing) when you hit with a melee weapon attack

after moving at least 20 feet in a straight line. Once


Wondrous item, uncommon
the tome’s magic is used, it regains its powers after
A martial manuscript teaching the art of seizing the
50 years.
initiative. Studying this tome for 48 hours over a

period of 6 days or fewer allows you to make a


Very Rare
single weapon attack as a reaction when you roll

for initiative, before any combat turn occurs. The Tome of Encircled Fury
tome’s magic replenishes after 25 years.
Wondrous item, very rare

Volume of Feral Momentum A tome of battle philosophy for overcoming

Wondrous item, uncommon numerical odds. Studying this for 48 hours over a

period of 6 days or fewer grant you advantage on all


A volume describing the importance of mantaining
your melee weapon attacks when two or more
momentum in close-quarters combat. By studying it
enemies are within 5 feet of you. Once the tome’s
for 48 hours over 6 days the reader gains the ability
magic is used, it regains its powers after 100 years.
to forego any movement during their turn to make a

melee weapon attack as a bonus action once per

Volume of Fer
long rest. Once the volume’s magic is used, it
al Momentu
Art by Valadzionak_ m
regains its powers after 25 years. volha

Rare

Tome of Movement Anticipation

Wondrous item, rare

This book holds the secrets of anticipating

opponents’ movements in battle. If you spend 48

hours over a period of 6 days or fewer studying the

book’s contents, you gain advantage on opportunity

attacks. The tome regains its magic after 50 years.

34 The Ancient Library of Knowledge PATREON | DMSLASH


Lesser Manual of Precise Assault Tome of Lethal Critical

Wondrous item, very rare Wondrous item, legendary

An ominous manual containing the secrets of This tome unveils the secrets of striking foes with

precision in offense. Readers who practice the unrelenting precision. Those who practice its

manual’s guidelines for 48 hours over 6 days are teachings for 48 hours over 6 days find that their

graced with an enhanced critical hit range, as their critical strikes are immensely more powerful,

weapon attacks score a critical hit on a roll of 19 or gaining the ability to maximize their weapon

20. Once the tome’s magic is used, it regains its damage dices on a critical hit with a melee attack.

powers after 100 years. The tome regains its magic after 500 years.

Tome of Brutal Critical Artifact


Wondrous item, very rare
Tome of the Infinite Blades
This tome unveils the secrets of striking foes with
Wondrous item, artifact
brutal ferocity. Those who practice its teachings for
Ancient scripts of unyielding ferocity adorn the
48 hours over 6 days find that their critical strikes
pages of this unparalleled tome, woven with the
are more brutal, gaining the ability to roll an
essence of countless battles and duels. Legends
additional weapon damage die when determining
speak of its ability to sharpen the mind and body of
the extra damage for a critical hit with weapon
its reader, allowing a seamless flow of relentless
attacks. Once the tome’s magic is used, it regains
attacks during the heat of combat. By studying the
its powers after 100 years.
book’s contents for 48 hours over a period of 6 days
Ledger of the Mighty Thunderclap or fewer, you gain the ability to make an additional

Wondrous item, very rare weapon attack when you take the Attack action on

This ledger vibrates with the subdued roars of your turn. Once the tome’s magic is used, it regains

distant thunderstorms, teaching you how to its powers after 1000 years.

summon one. Studying it for 48 hours over 6 days


Grimoire of the Vampiric Blade
enables the reader to emit a strong, thunderous
Wondrous item, artifact
wave when they take the Attack action on their
This macabre grimoire teaches how to sap the life
turn, dealing 1d6 thunder damage to all enemies
essence of creatures with close attacks. Each time
within 5 feet of them. Its magic returns after 25
you land a melee weapon attack, you regain hit
years. Once the tome’s magic is used, it regains its
points equal to half the damage dealt by the attack,
powers after 100 years.
as your weapon leechs the life force from the

target. Once the tome’s magic is used, it regains its


Legendary
powers after 1000 years.

Greater Manual of Precise Assault

Wondrous item, legendary

An ominous manual containing the secrets of

precision in offense. Readers who immerse

themselves for 48 hours over 6 days are graced Grimoire of the


with an enhanced critical hit range, as their weapon Vampiric Blade
attacks score a critical hit on a roll of 18-20. Once
Art by Midjourney

the tome’s magic is used, it regains its powers after

500 years.

Tome of Relentless Retaliation

Wondrous item, legendary

A tome holding the sacred art of retaliation within

its pages. One who immerses themselves in its lore

for 48 hours across 6 days becomes a conduit of its

retributive power. When hit by an attack, they can

immediately make a melee weapon attack against

the attacker as a reaction. Once the tome’s magic is

used, it regains its powers after 500 years.

PATREON | DMSLASH The Ancient Library of Knowledge 35


Rarity Varies Tome of Elemental Fury

Wondrous item, rarity varies


Tome of the Retaliatory Thorns
Veiled within this tome are the primal essences of
Wondrous item, rarity varies
the elements. Studying this tome for 48 hours over

Scripted within these pages are teachings detailing 6 days allows you to forge a mystical bond with the

how to retaliate against foes with ethereal thorns. essence of an element of your choice. Choose one

By studying the tome for 48 hours over 6 days or of the following damage types: acid, cold, fire,

fewer, the reader gains the ability to deal piercing lightning, or thunder. Your weapon attacks are

damage to each attacker hitting them with a melee empowered by the associated element, dealing

attack. This effect can occur only once per turn, and additional damage of the chosen type on a hit. The

the damage dealt depends on the tome’s rarity. damage depends on the tome’s rarity.

Tome’s Rarity Damage Dealt Time Before Recharge Tome’s Rarity Damage Dealt Time Before Recharge
Rare 1d4 50 years Rare 1d4 50 years
Very Rare 1d6 100 years Very Rare 1d6 100 years
Legendary 1d8 500 years Legendary 1d8 500 years

Tome of Enhanced Strikes

Wondrous item, rarity varies

A powerful volume detailing various ways to

enhance weapon mastery. Studying this tome for

48 hours over 6 days grants a bonus to your

weapon attack rolls depending on the tome’s rarity.


Tome of Elemental Fury
Art by DMSlash on Midjourney/Photoshop
Tome’s Rarity Bonus Granted Time Before Recharge

Rare +1 50 years
Very Rare +2 100 years
Legendary +3 500 years

Lesser Catalogue of the Weaponmaster

Wondrous item, rarity varies

A catalogue full of various fighting techniques and

weapon knowledge. Studying this tome for 48

hours over 6 days or fewer grants the reader

proficiency with a number of simple weapons of

their choice depending on the tome’s rarity.

Tome’s Number of Time Before

Rarity Weapons Recharge

Common 1 10 years
Uncommon 2 25 years
Rare 3 50 years

Greater Catalogue of the Weaponmaster

Wondrous item, rarity varies

A catalogue full of various fighting techniques and

weapon knowledge. Studying this tome for 48

hours over 6 days or fewer grants the reader

proficiency with a number of martial weapons of

their choice depending on the tome’s rarity.

Tome’s Number of Time Before

Rarity Weapons Recharge

Uncommon 1 25 years
Rare 2 50 years
Very Rare 3 100 years

36 The Ancient Library of Knowledge PATREON | DMSLASH


Tome of the Tenacious Soul
Defensive Tomes
Wondrous item, uncommon

This tome carries the secret to defy death’s grasp


Common
temporarily. Studying this tome for 48 hours over 6

Volume of Rapid Recovery days or fewer grants the reader the ability to drop

Wondrous item, common to 1 hit point when reduced to 0 once per long rest,

provided the damage doesn’t kill them outright.


This volume contains knowledge that accelerates
The tome regains its magical energy after 25 years.
natural healing. Reading it for 48 hours over 6 days

or fewer allows the reader to regain an additional

hit point each time they spend an hit die during a


Rare

short rest. Once the volume’s magic is used, it


Ledger of Ethereal Dodging
regains its powers after 10 years.
Wondrous item, rare

Tome of Safe Fall This ledger contains knowledge and wisdom about

Wondrous item, common evading powerful attacks. Studying it for 48 hours

This volume contains knowledge essential to over 6 days grants the reader the ability to nimbly

ensure a safer landing when falling. Those who dodge out of the way of certain area effects. When

study its contents for 48 hours over 6 days or fewer subjected to an effect that allows a Dexterity saving

gain the ability to take half damage from falls of throw for half damage, the reader takes no damage

100 feet or less. Once the tome’s magic is used, it on a successful save, and only half damage on a

regains its powers after 10 years. failed save. The ledger regains its magic after 50

years.

Uncommon
Manuscript of the Wind’s Evasion

Libram of Fortification Wondrous item, rare

Wondrous item, uncommon A manuscript imbued with the essence of wind and

evasion. Readers who spend 48 hours over 6 days


A tome containing ancient secrets of bodily
studying this work gain the ability to take the
protection. Reading this book for 48 hours over 6
Dodge action as a bonus action a number of times
days or fewer allows the reader to gain temporary
equal to their Dexterity modifier (minimum of
hit points equal to their Constitution modifier when
once), regaining any expended uses of this ability
they finish a long rest. Once the libram’s magic is
when they finish a long rest. Once the manuscript’s
used, it regains its powers after 25 years.
magic is used, it regains its powers after 50 years.
Book of Stalwart Stance

Wondrous item, uncommon

A book that reinforces one’s stance in battle.

Spending 48 hours over 6 days studying it provides

the reader advantage on saving throws against

being knocked prone or moved against their will.

Once the book’s magic is used, it regains its powers

after 25 years.

Tome of Careful Dungeon Delving

Wondrous item, uncommon

This tome contains knowledge to become alert to

the hidden traps often found in many dungeons.

Studying this tome for 48 hours over 6 days or

fewer grants the reader advantage on saving

throws made to avoid or resist traps and resistance

to the damage dealt by traps. Once the tome’s

magic is used, it regains its powers after 25 years. Libram


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PATREON | DMSLASH The Ancient Library of Knowledge 37


Manuscript of Stone’s Fortitude Tome of Self-Guardianship

Wondrous item, rare Wondrous item, very rare

Rooted in the toughness of the earth, this This tome teaches the art of self-preservation in the

manuscript harbors the secret of enduring severe face of danger. After dedicating 48 hours of study

attacks. Studying this text for 48 hours over a over 6 days or fewer, you gain the ability to use

period of 6 days allows the reader to use their your reaction to impose disadvantage on attack

reacton to reduce the damage taken from an attack rolls made against you. Once the tome’s magic has

by 1d12 + Constitution modifier once per short been utilized, it will take 100 years to regain its

rest. Once the tome’s magic is used, it regains its powers.

powers after 50 years.


Codex of the Body’s Harmony

Wondrous item, very rare


Very Rare
A codex that speaks of aligning the body’s agility
Tome of Elemental Resistance with its resilience. Studying this tome for 48 hours

Wondrous item, very rare over 6 days grants the reader an AC of 10 +

Within this tome lies the knowledge to defend Dexterity modifier + Constitution modifier while

oneself against the elements. Choose one of the not wearing armor. Once the tome’s magic is used,

following damage types: acid, cold, fire, lightning, it regains its powers after 100 years.

or thunder. Spending 48 hours over a period of 6


Tome of the Unarmored Ascetic
days or fewer studying the tome grants you
Wondrous item, very rare
resistance to that damage type. Once the tome’s
Filled with ancient martial arts techniques and
magic is used, it regains its powers after 100 years.
spiritual shielding chants. Spending 48 hours over
Scripture of the Mindful Guardian 6 days studying this tome grants the reader an AC

Wondrous item, very rare of 10 + Dexterity modifier + Wisdom modifier while

Absorbing the contents of this scripture enhances not wearing armor. Once the tome’s magic is used,

your protective instincts. If you spend 48 hours it regains its powers after 100 years.

over a period of 6 days or fewer studying it,


Compendium of Force Warding
whenever an ally within 5 feet of you is the target of
Wondrous item, very rare
an attack, you can use your reaction to impose
This compendium is filled with knowledge and
disadvantage on the attack roll. Once the tome’s
mystical techniques regarding the ability to ward
magic is used, it regains its powers after 100 years.
against strong impacts. After studying it for 48
Treatise of the Stoic Mind hours over 6 days or fewer, you gain resistance to

Wondrous item, very rare force damage. Once the compendium’s magic has

A tome infused with the essence of mental been utilized, it will take 100 years to regain its

resilience. Those who spend 48 hours over a period powers.

of 6 days or fewer absorbing its contents gain a


Archive of Ethereal Resistance
stronger mental fortitude, granting them resistance
Wondrous item, very rare
to psychic damage and advantage on saving throws
An archive concentrating on the subtleties of planar
against spells and effects that would read or
resistances. A 48-hour study over 6 days grants the
influence their thoughts. Once the tome’s magic is
reader resistance to necrotic and radiant damage.
used, it regains its powers after 100 years.
The archive’s divine essence is regained after 100

Volume of the Adamantine Body years.

Wondrous item, very rare

A volume that grants insights into achieving an

invulnerable physique. After studying for 48 hours

over 6 days or fewer, the reader’s skin hardens,

becoming similar to adamantine and turning any

critical hit against them into a normal hit. Once the

tome’s magic is used, it regains its powers after

100 years.

38 The Ancient Library of Knowledge PATREON | DMSLASH


Legendary Book of Light’s Grace

Wondrous item, legendary


Scroll of Enduring Heroes
Adorned with holy runes, this book grants the favor
Wondrous item, legendary
of divine lights. Reading this book for 48 hours over

A scroll containing tales of legendary heroes and 6 days allows the reader to create a 10-foot radius

their enduring feats. Readers who spend 48 hours of bright light around them, granting all allies in the

over 6 days or fewer studying the scroll will find area a +1 bonus to AC and saving throws. This aura

their life force bolstered, gaining temporary hit can be created and dismissed by the reader as a

points equal to their level each time they finish a bonus action during their turn. Once the book’s

short or a long rest. These temporary hit points last magic is used, it regains its powers after 500 years.

until the reader’s next short or long rest. Once the


Volume of the Ethereal Guardian
tome’s magic is used, it regains its powers after

500 years. Wondrous item, legendary

This volume carries spells and incantations that


Codex of Divine Protection
blur the physical form. After studying it for 48
Wondrous item, legendary
hours over 6 days, the reader can, as a bonus

Sacred texts and divine symbols adorn this tome, action, gain a +2 bonus to AC until the start of their

acting as a bastion of protective magic. Readers next turn. Once the tome’s magic is used, it regains

who commit 48 hours over 6 days to its study gain its powers after 500 years.

the ability to cast the divine word spell (save DC


Tome of Legendary Resilience
22) once per long rest without expending a spell
Wondrous item, legendary
slot. Additionally, you gain advantage on saving

throws against spells and effects caused by Woven with heroic resilience, this exceptional tome

celestial, fiends, or undead. Once the tome’s magic grants legendary resistance. By dedicating 48

is used, it regains its powers after 500 years. hours to its study over 6 days or fewer, the reader

gains the ability to automatically succeed on a


Tome of Ephemeral Escape
saving throw that they have failed once per long
Wondrous item, legendary
rest. Once the tome’s magic is used, it regains its

Within this tome lie the secrets of transient escape, powers after 500 years.

allowing the reader to slip through the fabric of

space as a reaction to impending harm. Spending Artifact


48 hours over 6 days studying the tome imbues the

reader with the ability to teleport to a point they can


Codex of Limited Arcane Immunity

see up to 60 feet away from them as a reaction Wondrous item, artifact

immediately after taking damage. This ethereal A magnificent artifact granting powerful defenses

escape can be utilized a number of times equal to against magic. By studying the codex for 48 hours

the reader’s proficiency bonus, recharging after a over 6 days, the reader becomes immune to spells

long rest. Once the tome’s magic is used, it regains of 4th level or lower unless they wish to be affected

its powers after 500 years. by them. Additionally, they also gain advantage on

saving throws against all other spells and magical

effects. Once the codex’s magic is used, it regains

its powers after 1000 years.

Tome of Ethereal Resilience

Wondrous item, artifact

Encrypted with divine resilience and celestial

protection, this tome is a wellspring of defensive

enlightenment. Readers who devoutly study its


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Vo PATREON | DMSLASH The Ancient Library of Knowledge 39
Rarity Varies Codex of the Scaled Skin

Wondrous item, rarity varies


Tome of the Stalwart Defender
A mystical codex that contains enchantments for
Wondrous item, rarity varies
enhancing one’s natural defenses. Investing 48

This tome is filled with strategies and techniques hours in study over 6 days allows the reader to gain

for enduring various attacks. Studying it for 48 a scaled skin, granting an AC depending on the

hours over 6 days or fewer grants you a bonus to codex’s rarity while not wearing any armor. The

your AC depending on the tome’s rarity while reader can use a shield and still gain this benefit.

wearing armor or wielding a shield.


Tome’s Time Before

Tome’s Rarity Bonus Granted Time Before Recharge Rarity Unarmored AC Recharge

Very Rare +1 100 years Rare 12 + your Dexterity 50 years


Legendary +2 500 years modifier
Artifact +3 1000 years Very Rare 15 + your Dexterity 100 years
modifier
Manual of the Iron Bulwark Legendary 18 + your Dexterity 500 years
Wondrous item, rarity varies modifier
This manual is full of teachings that explains how
Tome of Resilient Vitality
to deflect strikes that would kill others. Spending
Wondrous item, rarity varies
48 hours studying it over 6 days grants the reader

the ability to reduce the damage they take from This tome contains health exercises and dietary

guidelines. If you spend 48 hours over 6 days or


bludgeoning, piercing, and slashing damage from

nonmagical attacks by an amount depending on the fewer studying the book, you gain an amount of

additional hit points per level depending on the


manual’s rarity. This benefit can only be used while

wearing heavy armor. tome’s rarity.

Tome’s Additional Hit Points Time Before


Tome’s Damage Time Before
Rarity per Level Recharge
Rarity Reduction Recharge

Rare 2 50 years Rare 1 50 years


Very Rare 5 100 years Very Rare 2 100 years
Legendary 8 500 years Legendary 3 500 years

Tome of Spell Turning Book of Natural Defense

Wondrous item, rarity varies Wondrous item, rarity varies

A scripture that enhances the reader’s natural


This tome contains ancient secrets of deflecting

magical assaults. After studying this tome for 48 defensive capabilities. Studying it for 48 hours over

6 days or fewer grants you a bonus to your AC


hours over 6 days, the reader gains the ability to

reflect a spell targeting only them (not in an area of depending on the tome’s rarity while not wearing

any armor.
effect) as a reaction once per long rest. The spell

has no effect on them, targeting the caster instead,


Tome’s Rarity Bonus Granted Time Before Recharge
using the lot level, spell save DC, attack bonus, and
Very Rare +1 100 years
spellcasting ability of the caster. The maximum
Legendary +2 500 years
level of the spell that can be reflected depends on Artifact +3 1000 years
the tome’s rarity.

Tome’s Maximum Spell Time Before

Rarity Level Recharge

Uncommon 1st 25 years


Rare 3rd 50 years
Very Rare 5th 100 years
Legendary 7th 500 years
Artifact 9th 1000 years

40 The Ancient Library of Knowledge PATREON | DMSLASH


Tome of Arcane Siphoning
Spellcasting Tomes
Wondrous item, uncommon

This robust tome contains tales of mages who


Common
withstood immense damage and incredible

Tome of Swift Cantrips adversities. After spending 48 hours over a period

Wondrous item, common of 6 days or fewer studying the tome, when the

reader casts a spell, they gain temporary hit points


Infused with alacrity, this tome teaches quick
equal to the spell’s level. These temporary hit
casting techniques. After dedicating 48 hours over
points last for 1 minute. Once the tome’s magic is
6 days or fewer to study the tome, the reader can
used, it regains its powers after 25 years.
cast a cantrip that has a casting time of 1 action as

a bonus action once per long rest. Once the tome’s Tome of Augmented Healing
magic is used, it regains its powers after 10 years.
Wondrous item, uncommon

Tome of Cantrip Versatility The pages of this tome are imbued with

Wondrous item, common rejuvenating energies and holistic knowledge. A

reader who spends 48 hours over a period of 6 days


This tome is filled with various alternative casting
or fewer studying the book augments their healing
techniques for cantrips. After spending 48 hours
spells. Whenever the reader casts a spell that
over a period of 6 days or fewer studying the tome,
restores hit points, they regain a number of hit
the reader can replace one cantrip they know from
points equal to the spell’s level. The tome’s magic
their class list with another from the same list. This
is restored after 25 years.
change lasts until the reader chooses to revert it

after finishing a long rest. Once the tome’s magic is

used, it regains its powers after 10 years.

Tome of Elemental Cantrips

Wondrous item, common

A tome focused on elemental usage in cantrips.

After 48 hours of study over 6 days or fewer, the

reader can change the damage type of a damaging

cantrip to acid, cold, fire, lightning, or thunder once

per long rest. Once the tome’s magic is used, it

regains its powers after 10 years.

Uncommon

Tome of Extended Cantrips

Wondrous item, uncommon

This tome contains insights into stretching the

range of basic spells. Spending 48 hours over 6

days or fewer allows the reader to double the range

of their damaging cantrips. Once the tome’s magic

is used, it regains its powers after 25 years.

Tome of Augmented Healing


Tome of Quickened Spells Art by DMSlash on Midjourney/Photoshop

Wondrous item, uncommon

Enclosed within are methods for swift spellcasting.

If studied for 48 hours over 6 days or fewer, it

allows the reader to cast a spell that has a casting

time of 1 action as a bonus action once per long

rest. Once the tome’s magic is used, it regains its

powers after 25 years.

PATREON | DMSLASH The Ancient Library of Knowledge 41


Rare damage of the chosen type ignore resistance and

treat immunity as resistance. Once the tome’s


Grimoire of the Timebender magic is used, it regains its powers after 100 years.

Wondrous item, rare


Tome of Chromatic Spells
Filled with cryptic runes, this tome synchronizes
Wondrous item, very rare
with the flow of time. A spellcaster who studies it
This colorful tome is filled with prism-like pages
for 48 hours over a period of 6 days or fewer gains
that refract light in strange patterns. A spellcaster
the ability to manipulate time slightly. Once per
who reads this for 48 hours over 6 days or fewer
long rest, when casting a spell that has a casting
gains an understanding of chromatic diversity in
time of 1 bonus action, the reader can choose to
magic. When casting a damaging spell, the caster
cast it as a reaction instead. Once the tome’s magic
can alter the damage type of the spell to acid, cold,
is used, it regains its powers after 50 years.
fire, lightning, poison, or thunder. The spellcaster
Tome of Unwavering Concentration can use this ability a number of times equal to their

Wondrous item, rare proficiency bonus, regaining any expended use

This tome is saturated with exercises and runes when finishing a long rest. Once the tome’s magic

meant to enhance mental focus. A reader who is used, it regains its powers after 100 years.

studies the book for 48 hours over a period of 6


Tome of Cantrip Mastery
days or fewer gains advantage on Constitution
Wondrous item, very rare
saving throws to maintain concentration on spells.
A tome of incredible arcane insight, it supercharges
Once the tome’s magic is used, it regains its
the fundamental spells of the reader. After
powers after 50 years.
absorbing its contents for 48 hours over 6 days or
Tome of the Prepared Mind fewer, the reader’s cantrips ascend in power.

Wondrous item, rare Whenever the reader casts a cantrip that deals

This tome is filled with various mental exercises damage, they can add their spellcasting ability

and arcane theories. A spellcaster who spends 48 modifier to the damage. Once the tome’s magic is

hours over a period of 6 days or fewer studying the used, it regains its powers after 100 years.

tome can prepare one additional spell of each spell


Tome of Arcane Recuperation
level they can cast. Once the tome’s magic is used,
Wondrous item, very rare
it regains its powers after 50 years.
This tome is embossed with mystical runes that
Tome of Mirrored Spells shimmer with a soft, arcane luminescence. A

Wondrous item, rare spellcaster who devotes 48 hours over a period of 6

This tome is infused with the essence of twinned days or fewer unraveling its mysteries gains a

magic. A spellcaster who spends 48 hours over a nuanced understanding of their own arcane

period of 6 days or fewer studying the book gains reservoir. Whenever the reader casts a spell of 1st

the ability to mirror a portion of their spells. Once level or higher, they can roll a d20, immediately

per long rest, when casting a spell that targets only regaining the expended slot on a 20. Once the

one creature and doesn’t have a range of self, the tome’s magic is used, it regains its powers after

reader can target a second creature in range with 100 years.

the same spell. Once the tome’s magic is used, it

regains its powers after 50 years. Legendary

Tome of Arcane Fluidity


Very Rare
Wondrous item, legendary

Tome of Elemental Mastery Inscribed within this tome are methods that refine

Wondrous item, very rare the caster’s control and flexibility over their spells.

Bound in materials from various elemental planes, Spending 48 hours over 6 days or fewer studying

this tome has a fervent energy. A spellcaster who the tome allows the spellcaster to become adept in

reads this book for 48 hours over a period of 6 days modifying their spells, gaining the ability to cast

or fewer gains mastery over elemental spells. They spells that would normally require a bonus action

can choose one elemental type (acid, cold, fire, as a reaction instead. Once the tome’s magic is

lightning, or thunder). Spells they cast that deal used, it regains its powers after 500 years.

42 The Ancient Library of Knowledge PATREON | DMSLASH


Tome of Elevated Spellcasting Tome of Chaotic Magic

Wondrous item, legendary Wondrous item, artifact

Encrypted within the pages of this tome is the This tome seethes with unbridled chaotic energies,

secret to unlocking the heightened potentials of its pages almost seeming to squirm and writhe. A

spells. A spellcaster who studies this tome for 48 spellcaster who dedicates 48 hours over a period of

hours over a period of 6 days or fewer will be able 6 days or fewer unraveling its chaotic secrets is

to cast their spells at one level higher than the spell infused with an overwhelming arcane volatility.

slot expended, up to a maximum of 9th level. Once Once per short or long rest, when casting a spell,

the tome’s magic is used, it regains its powers after the reader can choose to unleash raw magical

500 years. chaos. Creatures affected by the caster’s spell are

automatically overwhelmed, becoming confused as


Tome of Cosmic Energy
per the confusion spell until the end of their next
Wondrous item, legendary
turn (no saving throw allowed). Once the tome’s
Cosmic energy burns within the pages of this tome,
magic is used, it regains its powers after 1000
waiting to be unleashed. A spellcaster who spends
years.
48 hours over a period of 6 days or fewer studying
Tome of Unstable Magic
the book gains the ability to infuse their spells with

arcane potency. Once per short or long rest, the Wondrous item, artifact

caster can choose to maximize the damage of a Bound in mystic runes and vibrant, unpredictable

spell that deals damage, instead of rolling for energies, this tome is a conduit of unstable magic.

damage. Once the tome’s magic is used, it regains A spellcaster who immerses themselves in the

its powers after 500 years. study of this book for 48 hours over a period of 6

days or fewer gains a unique mastery over unstable

Artifact magic. Every time the reader casts a spell of 1st

level or higher, they must roll a d20. On a roll of 20,


Tome of Eldritch Dominance
the fabric of magic warps as a unstable magic surge
Wondrous item, artifact
is unleashed. However, due to the peculiar

The power flowing within this tome bends the knowledge imparted by the tome, the caster can

fabric of magic to the wielder’s intent. After tame the surge. Instead of rolling on the Unstable

studying it for 48 hours over 6 days or fewer, a Magic Surge Table, the caster can choose the

spellcaster’s offensive spells become remarkably result, selecting a specific effect to unleash. Once

potent. Every spell attack roll they make is rolled the tome’s magic is used, it regains its powers after

with advantage, and creatures have disadvantage 1000 years.

on saving throws against their spells. Once the

tome’s magic is used, it regains its powers after Rarity Varies


1000 years.
Tome of Expanded Arcane Reservoir
Tome of Temporal Arcana
Wondrous item, rarity varies
Wondrous item, artifact
A magnificent tome imbued with the essence of
This tome is intertwined with the fabric of time,
pure magical energies, each page resonating with
imbued with rhythms of arcane ebb and flow. A
arcane power. Readers who spend 48 hours over 6
spellcaster who spends 48 hours over a period of 6
days or fewer absorbing its content increase the
days or fewer studying the book gains a unique
maximum number of their spell slots by one for
control over their spells’ durations. The reader
each level they can cast, up to a maximum level
gains the ability to double the duration of spells
determined by the tome’s rarity.
they cast (up to a maximum of 24 hours). The

reader can use this feature a number of times equal Tome’s Rarity Bonus Granted Time Before Recharge

to their proficiency bonus, and regain any expended


Uncommon 1st 25 years
uses when it finishes a long rest. Once the tome’s
Rare 2nd 50 years
Very Rare 3rd 100 years
magic is used, it regains its powers after 1000
Legendary 4th 500 years
years.
Artifact 5th 1000 years

PATREON | DMSLASH The Ancient Library of Knowledge 43


Tome of Arcane Echoes Tome of Precise Casting

Wondrous item, rarity varies Wondrous item, rarity varies

An ethereal tome whose pages shimmer with This tome, filled with meticulously detailed arcane

glowing, ghostly runes. Readers who immerse diagrams, enhances the precision of spellcasting.

themselves in its contents for 48 hours over a Readers who dedicate 48 hours over 6 days or gain

period of 6 days or fewer are imbued with the a bonus to their spell attack rolls depending on the

ability to echo their spells. When the reader casts a tome’s rarity.

spell of a maximum level depending on the tome’s


Tome’s Rarity Bonus Granted Time Before Recharge
rarity, they can choose to have the spell echo. The
Rare +1 50 years
echo causes the spell to be cast again at the start of
Very Rare +2 100 years
the reader’s next turn, targeting the same area or
Legendary +3 500 years
creatures (no spell slot, components, or actions

required). The echoed spell doesn’t require Tome of Spell Mastery


concentration or any additional spell slots, and the
Wondrous item, rarity varies
reader can use this effect one per long rest.
Bound in a cover that shimmers with an array of

Tome’s Maximum Spell Time Before arcane symbols, this tome enhances the mastery of

Rarity Level Recharge spells. A reader who spends 48 hours over a period

Uncommon 1st 25 years of 6 days or fewer studying the tome gains a bonus

Rare 3rd 50 years to their spell attack rolls and spell save DC

Very Rare 5th 100 years depending on the tome’s rarity.


Legendary 7th 500 years
Artifact 9th 1000 years Tome’s Rarity Bonus Granted Time Before Recharge

Very Rare +1 100 years


Tome of Resurgent Arcana Legendary +2 500 years
Wondrous item, rarity varies
Artifact +3 1000 years
A tome infused with the essence of raw magical

energy, bound within cryptic runes and mystic

diagrams. A reader who spends 48 hours over a

period of 6 days or fewer studying the tome

absorbs a portion of this arcane essence. As an


ation
action, the reader can harness this magic to regain
A m plifrications
ell ust
of Sp une Ill
Tomret by Lars R
spell slots of a maximum combined level depending

on the tome’s rarity. Once used, this ability cannot A


be used again until the reader finishes a long rest.

Tome’s Combined Slot Time Before

Rarity Level Recharge

Uncommon 1st 25 years


Rare 3rd 50 years
Very Rare 5th 100 years
Legendary 7th 500 years
Artifact 9th 1000 years

Tome of Spell Amplification

Wondrous item, rarity varies

A powerful tome radiating potent magical energy.

Readers who spend 48 hours over 6 days or fewer

delving into its contents gain a bonus to their spell

save DC depending on the tome’s rarity.

Tome’s Rarity Bonus Granted Time Before Recharge

Rare +1 50 years
Very Rare +2 100 years
Legendary +3 500 years

44 The Ancient Library of Knowledge PATREON | DMSLASH


Cursed Tomes Common

Atlas of the Astray


A Note on the Rarity of Cursed Tomes Wondrous item (cursed), common
The rarity of these cursed tomes does not strictly
An atlas filled with maps of various realms and
correspond to the power or boon granted by the
regions. A reader who studies the book for 48
tome. Instead, it is an indication of the potency and
hours over 6 days or fewer believes they gain
resilience of the tome’s curse. A tome with a higher
advantage on checks made to navigate or
rarity signifies a curse that is particularly strong,
determine their location. However, the atlas
malicious, or difficult to remove. These grimoires
often allure readers with promises of immense misguides the reader, always giving slightly

power or extraordinary boons. However, the catch incorrect paths or directions, causing the reader to

lies in the devastating curses that accompany these become lost or find themselves in unexpected

boons, often outweighing the benefits and bringing predicaments. Once the curse takes effect, the

doom upon the reader. Some tomes even promise tome regains its powers after 10 years.

blessings that will not be bestowed upon the The Botanist’s Curse
unfortunate reader. Unlike the other tomes, it is
Wondrous item (cursed), common
suggested for GMs to ignore the normal level
restrictions for books of other types. A cursed tome A luxurious tome filled with vibrant illustrations

might offer seemingly unparalleled boons, making and knowledge of various flora. Readers who study

them tempting for characters of all levels. But this book for 48 hours over a period of 6 days or

beware, for such unrestricted power often comes fewer believe they gain proficiency in the Nature

with curses of equal magnitude, ensuring that the skill. However, plants in the reader’s vicinity

user pays a high price for meddling with the tome’s inexplicably wilt or become sickly, and any

dark magic. attempts to cultivate or nurture plants fail

miserably, as though the reader has been cursed

with a black thumb. The curse remains until

removed by a remove curse spell or similar magic.


Cursed Tomes as Plot Devices
Once the curse takes effect, the tome regains its
The curses of the tomes detailed in this section can
powers after 10 years.
act as powerful plot devices. For instance, a
character might think to gain a new power, only to Canticle of Dissonance
discover they also inherited a debilitating curse. It is
Wondrous item (cursed), common
suggested for Game Masters to weave the effects of
A musical manuscript that seems filled with
cursed tomes in their campaign’s narrative.
enchanting melodies and harmonies. Spending 48

hours studying the manuscript over 6 days or fewer

leads the reader to believe they gain proficiency

with a musical instrument of their choice. However,

whenever they try to play the instrument, dissonant

and unsettling sounds emanate from it, causing

discomfort to listeners and embarrassment to the

player. The curse remains until removed by a

remove curse spell or similar magic. Once the

curse takes effect, the tome regains its powers after

10 years.

The Beginner’s Luck

Wondrous item (cursed), common

A primer that appears to teach the basics of

gambling games. After studying it for 48 hours over

6 days or fewer, the reader believes they’ve gained

proficiency with playing card sets or dice.

Unfortunately, the curse ensures that the reader is

stray
extraordinarily unlucky in gambling, often losing in

a s o f theoA y
At rt by Midj ne
surprising and unfortunate ways. The curse
l u r
A

PATREON | DMSLASH The Ancient Library of Knowledge 45


remains until removed by a remove curse spell or or fewer makes the reader believe they gain

similar magic. Once the curse takes effect, the tome advantage on Intelligence checks to recall

regains its powers after 10 years. information about undead creatures. However, the

reader becomes paranoid, suffering disadvantage


Brewer’s Folly
on saving throws against being frightened, and they
Wondrous item (cursed), common
continually feel a ghostly chill, as if being watched
A detailed guide on brewing various potions and
by unseen eyes. The curse remains until removed
elixirs. Readers who spend 48 hours over 6 days or
by a remove curse spell or similar magic. Once the
fewer studying the guide believe gain proficiency in
curse takes effect, the tome regains its powers after
Brewer’s Supplies. Unfortunately, any drink they
25 years.
brew taste horrifically bad or induce mild nausea,
Grimoire of Fleeting Shadows
even if technically successful. The curse remains

until removed by a remove curse spell or similar Wondrous item (cursed), uncommon

magic. Once the curse takes effect, the tome A mysterious grimoire that is covered in runes that

regains its powers after 10 years. shimmer with shadowy energies. A reader who

studies the book for 48 hours over 6 days or fewer

Uncommon gains the ability to cast the minor illusion cantrip at

will. However, the illusion is somewhat


Ledger of the Unlucky Mage
unconvincing and flickers in and out of existence,
Wondrous item (cursed), uncommon making it easier to discern it as false (Investigation

A curious tome that is filled with miscellaneous checks against this illusion are made with

magical knowledge. After studying this ledger for advantage). The curse remains until removed by a

48 hours over a period of 6 days or fewer, the remove curse spell or similar magic. Once the

reader gains the ability to cast the mage hand curse takes effect, the tome regains its powers after

cantrip at will, which does not count against the 25 years.

number of cantrips they know. However, the mage


Manual of Forgotten Languages
hand is somewhat disobedient and has a 25%
Wondrous item (cursed), uncommon
chance to perform the opposite action of what was

commanded (pushing instead of pulling, opening A comprehensive manual that appears to teach

instead of closing, etc.). The curse remains until various exotic and ancient languages. A reader who

removed by a remove curse spell or similar magic. studies the book for 48 hours over 6 days or fewer

Once the curse takes effect, the tome regains its believes they gain proficiency in a language of their

powers after 25 years. choice. However, every time the reader attempts to

communicate in this language, they unknowingly


Scribe’s Bane
intersperse phrases and words from a chaotic and
Wondrous item (cursed), uncommon
demonic tongue, often altering the message’s intent

This tome is filled with secrets to improving one’s or causing misunderstandings. The curse remains

writing and scribing skills. A reader who studies until removed by a remove curse spell or similar

the book for 48 hours over 6 days or fewer gains magic. Once the curse takes effect, the tome

proficiency in the Calligrapher’s Supplies. regains its powers after 25 years.

However, any text or transcriptions created by the


Tome of Misguided Trust
reader is plagued with unsettling, inexplicable
Wondrous item (cursed), uncommon
errors and disturbing doodles that appear

spontaneously, potentially rendering the work A tome about interpersonal skills and trust-

useless or conveying a different message building. Readers who study the tome for 48 hours

altogether. The curse remains until removed by a over 6 days or fewer believe they gain advantage on

remove curse spell or similar magic. Once the Charisma (Persuasion) checks. However, the curse

curse takes effect, the tome regains its powers after makes their words seem suspicious or off-putting,

25 years. granting listeners advantage on Insight checks

against them. The curse remains until removed by


Chronicle of Chilling Tales
a remove curse spell or similar magic. Once the
Wondrous item (cursed), uncommon
curse takes effect, the tome regains its powers after

A creepy tome filled with horrifying tales and grim 25 years.

folklore. Reading this book for 48 hours over 6 days

46 The Ancient Library of Knowledge PATREON | DMSLASH


The Mendicant’s Almanac only to them. To others, the illusions do not exist,

Wondrous item (cursed), uncommon making the spells ineffective in practical use.

Additionally, the reader becomes increasingly


A book full of tips and tricks for finding and
paranoid, doubting the reality of their
identifying valuables. Readers who study it for 48
surroundings. The curse remains until removed by
hours over 6 days or fewer believe they gain an
a greater restoration spell or similar magic. Once
incredible ability to appraise the value of goods.
its treacherous magic has been unleashed, the
However, their appraisals are consistently off and
codex vanishes into thin air.
overestimate the value of items, leading to poor

trade deals and financial losses. The curse remains Sigil of the Wild
until removed by a remove curse spell or similar
Wondrous item (cursed), rare
magic. Once the curse takes effect, the tome
A tome infused with the raw essence of the natural
regains its powers after 25 years.
world. Those who study the tome for 48 hours over

Enchanter’s Enigma 6 days or fewer gain the ability to cast the conjure

Wondrous item (cursed), uncommon animals spell once per long rest without expending

a spell slot. However, the beasts summoned by this


A detailed guide on the art of enchanting items.
spell are uncontrollable and act as if affected by the
After studying the book for 48 hours over 6 days or
confusion spell at the start of each of their turns.
fewer, the reader gains the ability to identify magic
The curse remains until removed by a greater
items by studying them over a short rest. However,
restoration spell or similar magic. Once the curse
the curse leads them to always perceive an
takes effect, the tome regains its powers after 50
additional, nonexistent magical property on the
years.
items, leading to misconceptions and mistakes. The

curse remains until removed by a remove curse The Oracle’s Misfortune


spell or similar magic. Once the curse takes effect,
Wondrous item (cursed), rare
the tome regains its powers after 25 years.
An ancient tome believed to unlock the secrets of

foresight. Those who study the tome for 48 hours


Rare
over 6 days or fewer believe they gain the ability to

Tome of False Promises cast the divination spell once per long rest.

However, the answers given by this spells are


Wondrous item (cursed), rare
invariably misleading, guiding the reader toward
Appearing as a tome filled with enlightening
doom and misfortune. The curse remains until
knowledge, this cursed book offers great boons at a
removed by a greater restoration spell or similar
terrible cost. When a reader spends 48 hours over
magic. Once the curse takes effect, the tome
a period of 6 days or fewer studying the tome, they
regains its powers after 50 years.
feel a surge of power and believe they have been

granted a remarkable ability, such as a feat or an Lexicon of Lost Love

attribute increase. In truth, the tome curses the


Wondrous item (cursed), rare
reader, causing them to have disadvantage on
A tragic lexicon that seems imbued with the
saving throws against spells and other magical
essence of lost love and sorrow. Studying it for 48
effects. The curse remains until removed by a
hours over 6 days grants the reader the ability to
greater restoration spell or similar magic. Once the
cast the geas spell once without expending a spell
curse takes effect, the tome regains its powers after
slot. However, the curse makes the affected
50 years.
individual obsessive and a desperate lover of the

The Illusory Codex caster. The curse remains until removed by a

greater restoration spell or similar magic. Once the


Wondrous item (cursed), rare
curse takes effect, the tome regains its powers after
Bound in mysterious materials, this codex seems
50 years.
filled with spells of illusion and mastery over

reality. A spellcaster who spends 48 hours over a

period of 6 days or fewer studying the codex

believes the effect of their illusion spells is

enhanced. However, the curse within the tome

makes all illusions created by the reader visible

PATREON | DMSLASH The Ancient Library of Knowledge 47


Tome of Unpredictable Size character who studies the book for 48 hours over a

Wondrous item (cursed), rare period of 6 days or fewer believes they have gained

the ability to summon a powerful ally of CR 20 or


A curious tome encrypted with runes and glyphs
lower (of the DM’s choice) as an action once.
that dance off the pages, illustrating the volatile
However, the summoned entity is hostile and
nature of size manipulation. Readers who dare to
immediately attempts to attack the summoner or
unveil its secrets over 48 hours across 6 days gain
escape to wreak havoc. The curse of the grimoire
the ability to cast the enlarge/reduce spell once per
also causes the summoned creature to gain
long rest without expending a spell slot. However,
advantage on any attack roll against the reader.
the tome’s curse reveals itself during the casting.
After unveiling its curse, the grimoire vanishes,
Rather than allowing the caster to choose the
reappearing somewhere else after 100 years to
effect, the outcome is determined randomly. Upon
deceive another unsuspecting reader.
casting the spell, roll a d4. On a roll of 1 or 2, the

target is enlarged; on a roll of 3 or 4, the target is The Necronomicon’s Doppelganger


reduced. The curse remains until removed by a
Wondrous item (cursed), very rare
greater restoration spell or similar magic. Once the
This cursed tome mimics the appearance and
curse takes effect, the tome regains its powers after
contents of a genuine necromantic grimoire.
50 years.
Readers spending 48 hours over a period of 6 days

Tome of the Uncontrollable Arcane or fewer believe they acquire the knowledge to

Wondrous item (cursed), rare raise the dead or command undead creatures. In

reality, the curse causes any undead creatures


A mysterious tome filled with intricate arcane
raised or commanded by the reader to have a deep
diagrams and formulas. A spellcaster who studies
desire to harm the reader. The creatures will seek
the tome for 48 hours over 6 days or fewer gains
opportunities to betray or attack the reader
the ability to cast one 4th level spell or lower they
whenever possible. The curse remains until
know without expending a spell slot once per long
removed by a greater restoration spell or similar
rest. However, each time this ability is used, there
magic. After the curse has manifested for the first
is a 50% chance that the spell will target a random
time, the Necronomicon withers away, leaving only
creature within range or have an unpredictable
a pile of ashes behind.
effect determined by the GM (like unleashing an

Unstable Magic Surge). The curse remains until Codex of the Unbound Elemental
removed by a greater restoration spell or similar
Wondrous item (cursed), very rare
magic. Once the curse takes effect, the tome
This mysterious tome grants its reader the arcane
regains its powers after 50 years.
knowledge of elemental manipulation. After

Manuscript of the Unsettled Mind studying the book for 48 hours over 6 days or

Wondrous item (cursed), rare fewer, the reader gains the ability to cast the

conjure elemental spell once per long rest without


This tome is a chaotic collection of disturbing
expending a spell slot or needing any material
images and erratic text. Reading it for 48 hours
component, but each time the spell is cast in this
over 6 days or fewer grants the ability to cast the
way, there is a 10% chance that the summoned
confusion spell (save DC 17) once per long rest
elemental will break free from the caster’s control
without expending a spell slot. However, the caster
and become hostile toward the caster and their
also suffers the effects of this spell (no saving
allies (roll at the start of each of the summoned
throws allowed). The curse remains until removed
elemental’s turns). This curse can’t be removed by
by a greater restoration spell or similar magic.
any mean short of a greater restoration spell. Once
Once the curse takes effect, the tome regains its
the curse takes effect, the tome regains its powers
powers after 50 years.
after 100 years.

Grimoire of Fading Reality


Very Rare
Wondrous item (cursed), very rare
Grimoire of Betrayed Souls
This ominous grimoire whispers of realities beyond

Wondrous item (cursed), very rare understanding. A character who reads the book

This sinister grimoire seems to offer the secret to gains to cast the plane shift spell once per long rest

summoning and binding powerful creatures. A without expending a spell slot or needing any

48 The Ancient Library of Knowledge PATREON | DMSLASH


material component. However, when used, there’s Codex of Concealed Frailty

a 30% chance that the spell will malfunction, Wondrous item (cursed), very rare

transporting the caster to a random plane of


This ominous codex promises the secrets of
existence instead of the intended destination. This
resilience, suggesting that readers will develop an
curse can’t be removed by any mean short of a
uncanny ability to withstand physical harm. Those
greater restoration spell. Once the curse takes
who dedicate 48 hours of study over 6 days or
effect, the tome regains its powers after 100 years.
fewer feel toughened, believing they’ve gained

Libram of Distorted Dominion resistance to bludgeoning, piercing, and slashing

damage from nonmagical attacks. Instead, the


Wondrous item (cursed), very rare
curse within the codex weaves a deceptive frailty,
An intricately adorned libram filled with texts and
making the reader vulnerable to these types of
runes that revolve around control and dominance.
damage. The curse remains until removed by a
A character who studies this libram for 48 hours
greater restoration spell or similar magic. Once the
over 6 days or fewer can cast the dominate monster
tome’s magic is used, the tome regains its powers
(save DC 19) spell once per long rest without
after 100 years.
expending a spell slot. However, every time the

spell is cast, there’s a 25% chance that the Chronicle of False Fortunes

spellcaster become dominated by the target Wondrous item (cursed), very rare

instead, following the same rules of the spell. This


Adorned with runes of prosperity, this chronicle
curse can’t be removed by any mean short of a
seems to bestow good fortune and luck. After
greater restoration spell. Once the tome’s magic is
reading it for 48 hours over 6 days or fewer, one
used, the tome regains its powers after 100 years.
believes they have obtained the Lucky feat. In

Grimoire of the Ghastly Gourmand reality, the curse within the chronicle distorts luck’s

weave, causing the reader to suffer disadvantage on


Wondrous item (cursed), very rare
all ability checks and saving throws. The curse
A cursed tome covered in leathery hide, containing
remains until removed by a greater restoration
forbidden culinary rituals and spells. Reading it for
spell or similar magic. Once the tome’s magic is
48 hours over 6 days or fewer grants the ability to
used, the tome regains its powers after 100 years.
cast the heroes’ feast spell once per long rest

without using a spell slot or needing any material Tome of Deceptive Durability

component. However, each feast conjured in this Wondrous item (cursed), very rare

way has a 25% chance that the meal is tainted with


A seemingly powerful tome promising the secret to
energies from the Shadowfell, causing each
an enduring body capable of withstanding the
creature that partakes in the feast to gain a level of
harshest conditions. The reader who spends 48
exhaustion that can’t be removed for 7 days. This
hours over a period of 6 days or fewer studying this
curse can’t be removed by any mean short of a
tome believes that they have been granted
greater restoration spell. Once the tome’s magic is
immunity to poison and disease. However, the true
used, the tome regains its powers after 100 years.
curse is revealed during hardship. The reader

Lexicon of the Lurking Lich becomes vulnerable to poison and necrotic

damage, suffering disadvantage on saving throws


Wondrous item (cursed), very rare
against being poisoned. The curse remains until
A sinister tome bound in mysterious materials,
removed by a greater restoration spell or similar
containing the secrets of liches. Studying the
magic. Once the tome’s magic is used, the tome
lexicon for 48 hours over 6 days or fewer grants the
regains its powers after 100 years.
ability to cast the finger of death spell (save DC 19)

once per long rest without expending a spell slot. Vellum of Elemental Protection

However, each use of this ability also grants the Wondrous item (cursed), very rare

caster a curse of decaying health, reducing their hit


This enchanted vellum seems to be a treasure trove
points maximum by the damage dealt until the
of protective wards and runes. Readers who devote
caster takes a long rest. The curse remains until
48 hours over 6 days or fewer studying its contents
removed by a greater restoration spell or similar
believe they’ve been imbued with resilience against
magic. Once the tome’s magic is used, the tome
the elements. In truth, the vellum’s curse makes the
regains its powers after 100 years.
reader vulnerable to all elemental damage types

PATREON | DMSLASH The Ancient Library of Knowledge 49


(fire, cold, lightning, acid, and thunder). The curse can’t be removed by any mean short of a wish spell.

remains until removed by a greater restoration Once the curse takes effect, the tome regains its

spell or similar magic. Once the tome’s magic is powers after 500 years.

used, the tome regains its powers after 100 years.


Libram of Lunacy

Wondrous item (cursed), legendary


Legendary
A chaotic tome that whispers madness to anyone
Lexicon of Lost Sanity who dares read its pages. A reader who spends 48

Wondrous item (cursed), legendary hours over 6 days or fewer studying this libram

An eerily exquisite lexicon that seems to be a gains the ability to cast the weird spell (save DC 22)

gateway to unrivaled arcane knowledge. A once per long rest without using a spell slot.

spellcaster who spends 48 hours over 6 days or However, the caster is plagued by constant

fewer studying the lexicon believes they acquire the unsettling nightmares, causing the benefits of a

knowledge of a powerful, previously unknown spell. long rest to only be gained after spending 24 hours

The curse of the lexicon unfolds as the caster resting. This curse can’t be removed by any mean

attempts to use the newfound spell. Instead of the short of a wish spell. Once the curse takes effect,

expected effect, the spell backfires and has no the tome regains its powers after 500 years.

effect, causing a Wild Magic surge, and the caster

suffers a level of exhaustion. After enduring this


Artifact

effect, each time the reader casts a spell before


Codex of the Cursed Crusader
finishing a long rest, they take 1d10 necrotic
Wondrous item (cursed), artifact
damage per level of that spell. This damage can’t
This codex is adorned with heroic imagery and
be reduced or prevented in any way. In addition,
tales of valor. Readers who spend 48 hours over 6
their Strength drops to 3, if it isn’t 3 or lower
days or fewer studying it believe that they’ve been
already, for 2d4 days. For each of those days that
bestowed with legendary combat prowess. The
the reader spends resting and doing nothing more
curse, however, reveals itself on the battlefield. The
than light activity, their remaining recovery time
reader’s weapon attacks become heavy, dealing
decreases by 2 days. This curse can’t be removed
half damage on a hit. This curse can’t be removed
by any mean short of a wish spell. Once the curse
by any mean short of a wish spell. Once the curse
takes effect, the lexicon crumbles into dust.
takes effect, the tome regains its powers after 1000
Codex of Consuming Fire
years.

Wondrous item (cursed), legendary


The Ironclad Tome of Titans
Adorned with runes of power, this codex promises
Wondrous item (cursed), artifact
knowledge of the most potent fire spells. A
Encased in metal, this formidable tome grants the
spellcaster who studies the book for 48 hours over
reader titanic strength. After 48 hours of study over
6 days or fewer believes they unlock the secrets of
6 days or fewer, the reader’s Strength score
devastating pyromancy. The curse of this tome is
increases by 4, up to a maximum of 24. Yet, the
cruel, causing any fire spell cast by the reader to
tome’s curse reveals a brutal backlash: the reader’s
deal half of the spell’s damage to the caster. This
speed is halved and can’t be increased in any way,
curse can’t be removed by any mean short of a wish
and they become vulnerable to psychic damage as
spell. Once the curse takes effect, the codex erupts
the mental strain of controlling such power takes
in flames and turns to ash.
its toll. This curse can’t be removed by any mean
Grimoire of the Chaotic Winds
short of a wish spell. Once the curse takes effect,

Wondrous item (cursed), legendary the tome regains its powers after 1000 years.

A book containing the secrets of manipulating the


The Lexicon of the Timeless Sage
weather. Readers who study the grimoire for 48
Wondrous item (cursed), artifact
hours over 6 days or fewer gain the ability to cast
This cryptic lexicon seemingly holds the wisdom of
the control weather spell once per long rest.
eternity. After 48 hours of study over 6 days or
However, the weather changes are extreme and
fewer, the reader’s Intelligence and Wisdom scores
unpredictable, and can lead to natural disasters
both increase by 4, up to a maximum of 24. The
such as tornadoes, hurricanes, or blizzards that
curse, however, disrupts the flow of time around
affect the entire area, making it perilous. This curse

50 The Ancient Library of Knowledge PATREON | DMSLASH


the reader. They age at an accelerated rate, Rarity Varies
maturing one year for every day that passes, and

their Strength and Dexterity scores are both


Codex of Unforeseen Consequences

reduced by 4, up to a minimum of 1. This curse Wondrous item (cursed), rarity varies

can’t be removed by any mean short of a wish spell. This ancient codex is filled with shifting scripts and

Once the curse takes effect, the tome regains its unpredictable magical essence. After 48 hours of

powers after 1000 years. study over 6 days or fewer, the reader must make a

certain number of rolls on both the Minor


Lexicon of the Stone’s Embrace
Beneficial Properties table and the Minor
Wondrous item (cursed), artifact
Detrimental Properties table, depending on the
Crafted from granite pages that flex like paper, this
tome’s rarity. The properties acquired from the
lexicon grants the reader the resilience of stone.
codex are always active for the reader as if they
After 48 hours of study over 6 days or fewer, the
were permanently attuned to an artifact bearing
reader gains resistance to bludgeoning, piercing,
those properties. The detrimental properties
and slashing damage from nonmagical attacks. The
remains until removed by a greater restoration
curse, however, gradually petrifies the reader. Each
spell or similar magic.
morning, there’s a 5% chance they turn to stone

until the next sunset. This curse can’t be removed Tome’s Rarity Number of Rolls Time Before Recharge

by any mean short of a wish spell. Once the curse Uncommon 1 25 years
takes effect, the tome regains its powers after 1000 Rare 2 50 years
years.
Very Rare 3 100 years

Codex of Endless Halls Tome of Mutable Fate

Wondrous item (cursed), artifact Wondrous item (cursed), rarity varies

With pages resembling intricate labyrinths, this This tome is inscribed with cryptic runes and holds

codex grants its reader the ability to create illusory the essence of mutable destiny. After 48 hours of

mazes. After 48 hours of study over 6 days or study over 6 days or fewer, the reader must make a

fewer, the reader gains the ability to cast the maze certain number of rolls on both the Major

spell once per day without expending a spell slot. Beneficial Properties table and the Major

The curse ensnares the reader’s mind in endless Detrimental Properties table, depending on the

corridors: each time they use this ability, they must tome’s rarity. The properties acquired from the

succeed on a DC 22 Intelligence saving throw or be codex are always active for the reader as if they

trapped in a mental labyrinth and be stunned for were permanently attuned to an artifact bearing

1d4 rounds. This curse can’t be removed by any those properties. This curse can’t be removed by

mean short of a wish spell. Once the curse takes any mean short of a wish spell.

effect, the tome regains its powers after 1000


Tome’s Rarity Number of Rolls Time Before Recharge
years.
Rare 1 50 years
Tome of the Damned Pharaoh Very Rare 2 100 years
Legendary 3 500 years
Wondrous item (cursed), artifact

Wrapped in ancient linens and covered in

hieroglyphs, this tome carries the curse of a

thousand-year-old pharaoh. The reader who spends

48 hours over a period of 6 days or fewer studying

the tome believes they’ve learnt ancient secrets

concerning life and death. But the creature is

cursed with the touch of the undead, causing their

Constitution score to decrease by 2, and starts

aging at twice the normal rate. Moreover, healing

spells and potions used on the reader now heal half

as much as they normally would, and they gain

vulnerability to radiant damage. This curse can’t be


Tome of the Unforeseen
removed by any mean short of a wish spell. Once Consequences
Art by Lars Rune Illustrations
the curse takes effect, the tome crumbles into dust.

PATREON | DMSLASH The Ancient Library of Knowledge 51


Sacred Texts Artifacts

Text of Divine Mercy


Sacred Texts and Divine Resonances Wondrous item (sacred text), artifact
Sacred Texts are divine manuscripts containing
Adorned with celestial symbols of forgiveness and
heavenly wisdom and extraordinary powers tethered
grace, the text radiates a soft glow, encouraging
to the deities and the upper planes. Unlike common
empathy and compassion.
magical tomes, these texts do not simply impart
knowledge or abilities through study. Instead, they Divine Resonance: As an action, you can unleash a

forge a divine bond between the reader and the divine aura of mercy. For 1 minute, each creature

celestial realms, allowing the character to channel of your choice within 30 feet that you can see must

divine aspects and virtues. Reading a Sacred Text is make a DC 25 Wisdom saving throw or be

a spiritual journey that requires devout meditation charmed for 1 hour, ceasing all hostilities and

and prayer over a period of 6 days. Completing this aggressions and incapable of attacking other

ritual purifies the reader’s soul and opens a divine creatures or targeting them with harmful abilities

conduit. The reader gains a unique divine boon or magical effects. This charm ends prematurely

which reflects a virtue or aspect of the divine (e.g., for a creature if that creature is attacked by a foe.

Mercy, Justice, Wisdom). Each Sacred Text also has Recharge: Perform significant acts of mercy or
a divine resonance that can be invoked to perform reconciliation that promote peace and
miraculous feats. This divine resonance is a unique understanding.
ability related to the text’s aspect and can be used
once, recharging only after the wielder performs a Codex of Celestial Justice

significant deed that resonates with the tome’s Wondrous item (sacred text), artifact

divine aspect, up to the Game Master’s discretion. Etched with divine laws and judgements, this codex

The Sacred Texts choose their readers, revealing exudes an aura of divine authority and justice.
their divine secrets only to those deemed worthy of Divine Resonance: As a bonus action during your
their celestial trust. Once their divine magic is turn, you can present the codex and invoke divine
exhausted, they retreat into a celestial hibernation
justice, forcing a creature that you can see within
for a millennium before they can unveil their divine
60 feet of you to make a DC 25 Constitution saving
mysteries again. This ensures that their profound
throw. On a failed save, the target takes 10d10
celestial gifts are preserved, guarded against
radiant damage and is stunned for 1 minute. On a
misuse, and bestowed only upon those souls whose
success, it takes half damage and is not stunned.
virtue resonates with celestial essence.
Recharge: Bring to justice a significant force of evil

or corruption in a manner that aligns with divine

justice.

Scroll of Holy Wisdom

Wondrous item (sacred text), artifact

Illuminated with divine prophecies and celestial

insights, studying this scroll enhances spiritual

wisdom and foresight.

Divine Resonance: As an action, you gain the

benefits of the foresight spell for 24 hours.

Recharge: Undertake a quest or task that

significantly promotes your divine wisdom and

understanding in the world.

Tome of the Guardian Angel

Wondrous item (sacred text), artifact

Sacred scripts within this tome allow communion

Text of Divine Mercy


with celestial guardians, who bestow protection.

Art by Lars Rune Illustrations Divine Resonance: As an action, you can summon a

guardian angel. The guardian acts as a guardian

52 The Ancient Library of Knowledge PATREON | DMSLASH


spirit, protecting you and your allies, and fighting Sacred Sermon of Protection

by your side for 1 hour or until reduced to 0 hit Wondrous item (sacred text), artifact

points. This celestial creature uses the statistics of


The pages or this tome shimmer with ethereal
a Planetar.
shields, and the words echo the celestial vows of

Recharge: Perform acts of significant protection, protection against the darkness.


safeguarding the innocent or defenseless from
Divine Resonance: As an action, you can summon a
harm.
divine barrier to protect your allies. For 1 minute,

The Scripture of Healing Hands you and friendly creatures within 30 feet of you

gain resistance to all damage types. You must be


Wondrous item (sacred text), artifact
conscious to grant this bonus.
This scripture resonates with divine energies of
Recharge: Protect the weak and safeguard holy
healing, restoration, and life.
places against the forces of evil and darkness.
Divine Resonance: As an action, you channel divine

energy to restore hit points equal to double your hit The Codex of Heavenly Realms

point maximum, divided as you choose among any Wondrous item (sacred text), artifact
number of creatures within 30 feet of you.
Containing ethereal scriptures and divine

Recharge: Perform acts of healing, care, and constellations, this codex aligns realms, opening
significant life-restoration, aligning with the divine gates to celestial domains and divine paths.

essence of life.
Divine Resonance: As an action, you can

The Book of Divine Light momentarily align the earthly plane with a celestial

realm. You create a gate that lasts for 1 minute,


Wondrous item (sacred text), artifact
leading to a specific location in a heavenly realm as
Radiating celestial light, this book embodies divine
determined by the GM.
purity and the vanquishing of darkness.
Recharge: Perform acts that greatly further the
Divine Resonance: As an action, you can unleash a
cause of a divine realm, or engage in monumental
120-foot cone of divine light. Each creature of your
acts of interplanar diplomacy.
choice in that area must make a DC 25

Constitution saving throw. On a failed save, a

creature takes 12d8 radiant damage and is blinded

for 1 minute. On a successful save, it takes half as

much damage and isn’t blinded. Undead and fiends

have disadvantage on this saving throw. A creature

blinded by this spell makes another Constitution

saving throw at the end of each of its turns. On a

successful save, it is no longer blinded. This effect

also dispels any darkness in its area that was

created by a spell.

Recharge: Vanquish significant darkness or evil, or

restore light and hope in a monumental way.

Scriptures of Unwavering Faith

Wondrous item (sacred text), artifact

Inscribing divine resilience and spiritual

steadfastness, these scriptures forge a soul of

unwavering faith.

Divine Resonance: As an action, you can bless up

to ten creatures of your choice within 30 feet of

you, granting them immunity to being frightened

and charmed for 1 hour. A blessed target also gain

a +2 bonus to their AC and saving throws for the

duration.

Recharge: Act in a way that significantly upholds

and defends one’s faith against major adversities.

PATREON | DMSLASH The Ancient Library of Knowledge 53


advantage on Wisdom (Survival) checks in swamp
Codices of Knowledge
terrains. Once the tome’s magic is used, it regains

its powers after 10 years.


Common
Codex of the Underground Depths
Codex of the Enchanted Canopy
Wondrous item, common
Wondrous item, common
Shadowy sketches imbue the reader with
Depicting lush foliage and diverse fauna, this tome
knowledge of survival in underground locations.
attunes its reader to forest terrains. Studying this
Studying it for 48 hours over 6 days or fewer, the
codex for 48 hours over 6 days or fewer grants the
reader gains advantage on Wisdom (Survival)
reader advantage on Wisdom (Survival) checks
checks in cave or cavern terrains. Once the tome’s
made in forest terrains. Once the tome’s magic is
magic is used, it regains its powers after 10 years.
used, it regains its powers after 10 years.

Codex of the Frozen Expanse

Wondrous item, common

Imbued with the chill of the tundra, this tome

guides survival in snowy terrains. After studying for

48 hours over 6 days or fewer, the reader gains

advantage on Wisdom (Survival) checks made in

snowy terrains. Once the tome’s magic is used, it

regains its powers after 10 years.

Codex of the Lofty Peaks

Wondrous item, common

Filled with rocky landscapes and high-altitude

wisdom, this tome is a guide to mountain terrains.

Studying it for 48 hours over 6 days or fewer grants

the reader advantage on Wisdom (Survival) checks

made in mountain terrains. Once the tome’s magic

is used, it regains its powers after 10 years.

Codex of the Desert Mirage

Wondrous item, common

Hot sands and shimmering horizons fill this tome, Codex of the Underground Depths
attuning the reader to desert terrains. Studying it
Art by DMSlash on Midjourney/Photoshop

for 48 hours over 6 days or fewer gives the reader

advantage on Wisdom (Survival) checks made in


Codex of the Verdant Plains
desert terrains. Once the tome’s magic is used, it
Wondrous item, common
regains its powers after 10 years.
Embellished with vast landscapes and rolling hills,
Codex of the Ocean’s Whisper this tome aids survival in the plains. After 48 hours

Wondrous item, common of study over 6 days or fewer, the reader gains

This tome carries the essence of the ocean and its advantage on Wisdom (Survival) checks made in

creatures, guiding navigation on water. After plain terrains. Once the tome’s magic is used, it

studying for 48 hours over 6 days or fewer, the regains its powers after 10 years.

reader gains advantage on Wisdom (Survival)


Codex of the Volcanic Ashes
checks while navigating on water. Once the tome’s
Wondrous item, common
magic is used, it regains its powers after 10 years.
Encrusted with scorched pages, this tome assists
Codex of the Swamp’s Embrace
survival in volcanic terrains. Studying it for 48

Wondrous item, common hours over 6 days or fewer grants the reader

Filled with murky illustrations, this tome imparts advantage on Wisdom (Survival) checks in volcanic

survival knowledge for swamp terrains. Studying it terrains. Once the tome’s magic is used, it regains

for 48 hours over 6 days or fewer grants the reader its powers after 10 years.

54 The Ancient Library of Knowledge PATREON | DMSLASH


Uncommon Codex of Fey Mysteries

Wondrous item, uncommon


Codex of Abyssal Whispers
Adorned with shifting, ethereal images of the
Wondrous item, uncommon
Feywild, this tome grants knowledge of the fey

Dark runes and otherworldly symbols fill this tome, creatures. A character who studies this for 48

imbuing the reader with knowledge of demons. A hours over a period of 6 days or fewer gains

reader who studies the tome for 48 hours over a advantage on Wisdom (Survival) and Charisma

period of 6 days or fewer gains advantage on (Persuasion) checks when dealing with fey

Intelligence (Arcana) and Wisdom (Insight) checks creatures. The tome regains its powers after 25

when interacting with demons. Once the tome’s years once its magic is used.

magic is used, it regains its powers after 25 years.


Codex of Monstrosities
Codex of Celestial Oracles
Wondrous item, uncommon

Wondrous item, uncommon


Pages covered in depictions of bizarre and

Radiant scriptures adorn the pages of this tome, horrifying creatures grant knowledge of

providing insight into the divine beings of the upper monstrosities. Studying it for 48 hours over 6 days

planes. A character who spends 48 hours over a or fewer gives the reader advantage on Wisdom

period of 6 days or fewer studying the tome gains (Survival) and Intelligence (Nature) involving

advantage on Intelligence (Religion) checks monstrosities. Once the tome’s magic is used, it

relating to celestial beings and their divine regains its powers after 25 years.

domains. Once the tome’s magic is used, it regains


Codex of the Restless Dead
its powers after 25 years.
Wondrous item, uncommon
Codex of Dragon Lore
This tome is filled with secrets of the undead,
Wondrous item, uncommon
guiding one in defending against them. Studying it

Ancient scales seem to shimmer across the tome’s for 48 hours over a period of 6 days or fewer grants

cover, revealing the secrets of dragons. Spending the reader advantage on Wisdom (Religion) checks

48 hours over a period of 6 days or fewer studying involving undead creatures. Once the tome’s magic

the tome grants the reader advantage on is used, it regains its powers after 25 years.

Intelligence (History) and Intelligence (Nature)

checks involving dragons. Once the tome’s magic is

used, it regains its powers after 25 years.

Codex of Elemental Tides

Wondrous item, uncommon

This tome holds the essence of elemental forces,

guiding readers in understanding their chaotic

nature. Studying the tome for 48 hours over a

period of 6 days or fewer grants the reader

advantage on Intelligence (Arcana) and Intelligence

(Nature) checks involving elementals. Once used,

the tome regains its powers after 25 years.

Codex of Devilish Tactics

Wondrous item, uncommon

Hellish images and fiendish symbols fill this tome,

guiding one in understanding the devils. A reader

who studies this for 48 hours over a period of 6 Codex of Celestial Oracles
days or fewer gains advantage on Intelligence Art by Midjourney/Photoshop

(Arcana) checks aand Wisdom (Insight) checks

when interacting with devils. Once the tome’s

magic is used, it regains its powers after 25 years.

PATREON | DMSLASH The Ancient Library of Knowledge 55


Codex of the Otherworldly Realms oozes. Once the tome’s magic is used, it regains its

Wondrous item, uncommon powers after 25 years.

Cryptic symbols and bizarre diagrams fill this tome, Codex of Verdant Wisdom
enlightening the reader about aberrations. After
Wondrous item, uncommon
studying it for 48 hours over 6 days or fewer, the
Filled with botanical illustrations, this tome grants
reader gains advantage on Intelligence (Arcana)
insights into plant creatures. A reader who spends
and Intelligence (Nature) checks involving
48 hours over 6 days or fewer studying it gains
aberrations. Once the tome’s magic is used, it
advantage on Intelligence (Nature) and Wisdom
regains its powers after 25 years.
(Survival) checks involving plant creatures. Once

Codex of Beast Mastery the tome’s magic is used, it regains its powers after

Wondrous item, uncommon 25 years.

Vivid illustrations of wildlife inhabit this tome,

granting understanding of beasts. A reader who


Rare

studies the tome for 48 hours over 6 days or fewer


Codex of Astral Navigation
gains advantage on Wisdom (Animal Handling) and
Wondrous item, rare
Intelligence (Nature) checks involving beasts. Once
Adorned with celestial maps and astral pathways,
the tome’s magic is used, it regains its powers after
this tome imparts knowledge of navigating the
25 years.
Astral Plane. Readers who dedicate 48 hours over
Codex of Constructed Guardians
6 days or fewer studying the book’s content gain

Wondrous item, uncommon advantage on checks related to astral navigation.

Blueprints and arcane runes fill this tome, detailing Once the tome’s magic is used, it regains its

the creation and understanding of constructs. powers after 50 years.

Studying it for 48 hours over 6 days or fewer grants


Codex of the Ancestral Spirits
the reader advantage on Intelligence (Arcana)
Wondrous item, rare
checks involving constructs. Once the tome’s magic
Bound in ethereal chains, this tome holds the
is used, it regains its powers after 25 years.
wisdom of ancestral spirits. Studying it for 48
Codex of Titanic Legends
hours over 6 days or fewer grants the reader

Wondrous item, uncommon advantage on Wisdom (Insight) checks when

Runes of ancient power embellish this tome, communicating with spirits and the undead, and

holding the secrets of giants. A reader who studies they can cast the speak with dead spell without

the tome for 48 hours over 6 days or fewer gains expending a spell slot once per long rest. Once

advantage on Intelligence (History) and Intelligence used, the tome regains its powers after 50 years.

(Nature) checks involving giants. Once the tome’s


Codex of the Arcane Architect
magic is used, it regains its powers after 25 years.
Wondrous item, rare
Codex of the Common Folk
Embedded with blueprints of magical constructs

Wondrous item, uncommon and arcane architecture. A reader who spends 48

This tome holds knowledge about various hours over 6 days or fewer studying the tome gains

humanoid races and cultures. After 48 hours of advantage on Intelligence (Arcana) checks related

study over 6 days or fewer, the reader gains to identifying and understanding magical

advantage on Charisma (Persuasion) and constructs, traps, and architecture. Once the tome’s

Intelligence (History) checks involving humanoids. magic is used, it regains its powers after 50 years.

Once the tome’s magic is used, it regains its


Codex of Eldritch Symbols
powers after 25 years.
Wondrous item, rare
Codex of Oozing Menace
Filled with mysterious symbols and cryptic

Wondrous item, uncommon writings, this tome enhances the understanding of

A viscous residue seems to cover the tome, imbuing arcane sigils. After 48 hours of study over 6 days or

the reader with knowledge of oozes. Studying it for fewer, the reader gains advantage on Intelligence

48 hours over 6 days or fewer grants the reader (Arcana) checks when deciphering arcane symbols,

advantage on Intelligence (Nature) checks involving runes, or glyphs, and they can cast the detect magic

56 The Ancient Library of Knowledge PATREON | DMSLASH


spell at will. Once the tome’s magic is used, it expending spell slots. Additionally, they gain

regains its powers after 50 years. advantage on Dexterity (Stealth) checks. Once

used, the tome regains its powers after 50 years.


Codex of Revealing

Wondrous item, rare


Codex of the Battle Mind

A tome imbued with discerning magic, aiding in Wondrous item, rare

revealing the arcane. Those who study this tome Encased with runes of war and tactics, this tome

for 48 hours over a period of 6 days or fewer gain emboldens the reader’s mind against the chaos of

an innate sense for magical discrepancies. The battle. Readers who immerse themselves in its

reader can cast the identify and detect magic spells contents for 48 hours over 6 days or fewer gain

at will, and they gain advantage on saving throws advantage on saving throws against being charmed

against illusions. The tome’s mystic insight renews or frightened. They also gain the ability to cast the

after 50 years. heroism spell once per long rest without using a

spell slot. Once the tome’s magic is used, it regains


Codex of the Lorekeeper
its powers after 50 years.
Wondrous item, rare
Codex of the Elements
Filled with sagely writings, this codex bestows a

wellspring of knowledge. Readers who spend 48 Wondrous item, rare

hours over a 6-day period or less studying the tome This tome is inscribed with elemental runes. After

gain the ability to cast the legend lore spell once studying this book for 48 hours within a 6-day

per week without expending a spell slot. They also period, the reader gains advantage on saving

gain advantage on Intelligence (History) and throws against spells and effects that deal acid,

Intelligence (Arcana) checks related to recalling cold, fire, lightning, or thunder damage. The tome

and discovering ancient knowledge. The codex regains its elemental essence after 50 years.

regains its magic after 50 years.


Codex of the Ethereal Weave

Codex of Elemental Mastery Wondrous item, rare

Wondrous item, rare This enigmatic tome is filled with translucent pages

This tome crackles with elemental energy. A reader that seem to flicker between the material and

who devotes 48 hours over 6 days or fewer absorbs ethereal planes. A reader who spends 48 hours

its contents, gaining the ability to cast the conjure over a 6-day period studying the tome gains

elemental spell once per week without using a spell advantage on checks related to recalling

slot or any material component. Additionally, the informations about the Ethereal Plane and its

reader has advantage on saving throws against inhabitants. They also learn to cast the blink spell

spells and other effects from elementals. Once once per long rest without expending a spell slot.

used, the tome regains its powers after 50 years. Once the tome’s magic is used, it regains its

powers after 50 years.


Codex of the Planeswalker

Wondrous item, rare


Very Rare
Scribed with multi-dimensional runes, the tome

unveils the secrets of planes. With 48 hours of Codex of Temporal Insights

study over 6 days or fewer, the reader gains the Wondrous item, very rare

ability to cast the plane shift spell once per week The clockwork-engraved tome offers insights into

without expending a spell slot and without needing the fabric of time. After 48 hours of study over a 6-

any material component. The tome’s planar magic day period, the reader gains the ability to cast slow

renews after 50 years. and haste each once per long rest without using a

spell slot. They also gain advantage on saving


Codex of the Whispering Shadows
throws against effects that magically alter time.
Wondrous item, rare
Once the tome’s magic is used, it regains its
Bound in shadows, this cryptic tome whispers the
powers after 100 years.
secrets of stealth and silence. After studying this

book for 48 hours within a 6-day period, the reader

gains the ability to cast the pass without trace and

invisibility spells each once per long rest without

PATREON | DMSLASH The Ancient Library of Knowledge 57


Codex of the Shifting Sands studying it over 6 days imbues the reader with

Wondrous item, very rare mastery over elemental forces. The reader can cast

the control water, control weather, earthquake, and


Adorned with sands that continuously shift across
fire storm spells (save DC 22), each once per week
its cover, this tome grants the reader insights into
without expending a spell slot. Once the tome’s
the fluidity of battle. Readers who study the tome
magic is used, it regains its powers after 500 years.
for 48 hours over 6 days gain advantage on saving

throws against being grappled, restrained, or Codex of the Timekeeper


paralyzed. Additionally, they can cast freedom of
Wondrous item, legendary
movement once per long rest without expending a
Pages within this tome appear to turn backward
spell slot. Once the tome’s magic is used, it regains
and forward in an endless loop. Studying this tome
its powers after 100 years.
for 48 hours over 6 days imbues the reader with

Codex of the Empathetic Healer mastery over time’s flow. They can cast the time

Wondrous item, very rare stop spell once per day without using a spell slot,

and they gain advantage on Intelligence (History)


A gentle aura surrounds this tome, with pages soft
checks related to historical events and time
as the most delicate silk. Those who study this
periods. Once the tome’s magic is used, it regains
book for 48 hours within a 6-day span gain a
its powers after 500 years.
deeper empathy towards the living. They receive

advantage on Wisdom (Medicine) checks and can Codex of Dimensional Understanding


cast the greater restoration spell once per long rest
Wondrous item, legendary
without using a spell slot or material components.
Encoded with multi-dimensional diagrams and
The tome regains its powers after 100 years.
texts, this tome grants insight into the planes. After

Codex of the Astral Voyager studying it for 48 hours over 6 days or fewer, the

Wondrous item, very rare reader can identify any planar portal and its

destination, as well as understand the basic


Cosmic runes adorn this tome, guiding the reader
principles and hazards of the destination plane.
through the mysteries of the Astral Plane. A
Once the tome’s magic is used, it regains its
character who studies the tome for 48 hours over 6
powers after 500 years.
days gains advantage on Intelligence (Arcana)

checks related to the Astral Plane and astral Codex of the Cosmic Arcana
projection. They also learn to cast the astral
Wondrous item, legendary
projection spell once per week without using a spell
Enshrouded in the essence of the cosmos, this
slot. Once the tome’s magic is used, it regains its
tome contains arcane knowledge from beyond the
powers after 100 years.
stars. Readers who spend 48 hours over a 6-day

Codex of Divine Insight period studying the tome gain the ability to cast the

Wondrous item, very rare wish spell once per week without expending a spell

slot. The reader also gains advantage on


This tome is blessed with divine wisdom, its pages
Intelligence (Arcana) checks related to extraplanar
glowing softly. A reader who studies it for 48 hours
entities and cosmic phenomena. Once the tome’s
within a 6-day period gains a profound
magic is used, it regains its powers after 500 years.
understanding of divine magic. They gain

advantage on Wisdom (Religion) checks related to Codex of Transmutation Mastery


gods and divine realms. Addiitonally they can cast
Wondrous item, legendary
the commune spell once per day without expending
Emblazoned with mutable runes, this tome grants
a spell slot and needing any material component.
mastery over the art of transmutation. Readers who
The divine essence of the tome is renewed every
absorb its contents over 48 hours within 6 days can
100 years.
cast the true polymorph spell once per week

without expending a spell slot. Additionally, the


Legendary
level of all transmutation spells cast by the reader

Codex of Elemental Command is always increased by 1, up to a maximum of 9th

level. Once the tome’s magic is used, it regains its


Wondrous item, legendary
powers after 500 years.
Runes of fire, water, earth, and air etch the pages of

this monumental tome. Spending 48 hours

58 The Ancient Library of Knowledge PATREON | DMSLASH


Codex of Abjuration Mastery level of all evocation spells cast by the reader is

Wondrous item, legendary always increased by 1, up to a maximum of 9th

level. The tome regains its powers after 500 years.


Wrapped in runes of protection and warding, this

tome is a font of abjurative power. Readers who Codex of Illusion Mastery


dedicate 48 hours within 6 days to this codex gain
Wondrous item, legendary
the ability to cast the prismatic wall spell (save DC
Covered in shifting, ethereal designs, this tome is a
22) once per week. Additionally, the level of all
wellspring of illusion magic. Readers who navigate
abjuration spells cast by the reader is always
its illusions for 48 hours over 6 days gain the ability
increased by 1, up to a maximum of 9th level. Once
to cast the weird spell (save DC 22) once per week
used, the tome regains its powers after 500 years.
without expending a spell slot. Additionally, the

Codex of Conjuration Mastery level of all illusion spells cast by the reader is

Wondrous item, legendary always increased by 1, up to a maximum of 9th

level. Once the tome’s magic is used, it regains its


Infused with the essence of otherworldly realms,
powers after 500 years.
this tome enables superior conjuration abilities.

Readers who study the tome for 48 hours over 6 Codex of Necromancy Mastery
days gain the ability to cast the gate spell once per
Wondrous item, legendary
week without expending a spell slot or material
Bound in morbid runes, this tome is a nexus of
components. Additionally, the level of all
necromantic energy. Readers who immerse
conjuration spells cast by the reader is always
themselves in its dark knowledge for 48 hours over
increased by 1, up to a maximum of 9th level. Once
6 days gain the ability to cast the finger of death
used, the tome regains its powers after 500 years.
spell (spell save DC 22) once per long rest without

Codex of Divination Mastery expending any spell slot. Additionally, the level of

Wondrous item, legendary all necromancy spells cast by the reader is always

increased by 1, up to a maximum of 9th level. Once


Imbued with the essence of foresight, this tome
the tome’s magic is used, it regains its powers after
unveils the mysteries of divination. Readers who
500 years.
study its cryptic pages for 48 hours over 6 days

gain the ability to cast the foresight spell once per

week without expending a spell slot. Additionally,


Artifact

the level of all divination spells cast by the reader is


Codex of the Boundless Mind
always increased by 1, up to a maximum of 9th
Wondrous item, artifact
level. Once the tome’s magic is used, it regains its
Inscribed with runes of unwavering focus, this
powers after 500 years.
tome is a reservoir of mental fortitude. Readers
Codex of Enchantment Mastery who immerse themselves in its potent knowledge

Wondrous item, legendary for 48 hours over 6 days gain the ability to

Adorned with captivating patterns, this tome concentrate on two spells simultaneously. When

ensnares the mind with potent enchantment magic. the reader takes damage, they must make a

Readers who submerge themselves in its separate Constitution saving throw to mantain

entrancing words for 48 hours within 6 days gain concentration for each spell. Once used, the tome

the ability to cast the power word: kill spell once regains its powers after 1000 years.

per week without expending a slot. Additionally, the

level of all enchantment spells cast by the reader is

always increased by 1, up to a maximum of 9th

level. The tome regains its powers after 500 years.

Codex of Evocation Mastery

Wondrous item, legendary

Radiating with raw arcane fury, this tome pulses

with evocative force. Readers who bask in its power

for 48 hours over 6 days gain the ability to cast the

meteor swarm spell (save DC 22) once per week

without expending a spell slot. Additionally, the

PATREON | DMSLASH The Ancient Library of Knowledge 59


Lesser Codex of the Undying
Grimoires of Summoning
Wondrous item, rare

This ominous codex is imbued with secrets of


Rare
summoning the lesser spirits of the undead.

Lesser Codex of Celestial Summoning Readers who painstakingly dedicate 48 hours

Wondrous item, rare across 6 days or fewer to mastering its dark rituals

acquire the ability to conduct a 1-hour ceremony.


This ethereal codex contains rituals to summon
This ceremony invokes an undead entity of CR 5 or
lesser celestial beings. Readers who spend 48
lower, pledging it to the summoner’s will for up to
hours over a period of 6 days or fewer studying the
24 hours or until it succumbs to eternal rest. Once
codex’s summoning techniques, gain the ability to
its ancient energies are deployed, the codex
perform a 1-hour ritual to summon a celestial of CR
withdraws into a veil of shadows, regaining its
5 or lower. The summoned celestial remains under
strength over a bleak period of 50 years.
your control for up to 24 hours or until it drops to 0

hit points. This ritual can be performed once, after Lesser Codex of Otherworldly Beings
which the codex regains its powers after 50 years.
Wondrous item, rare

Lesser Codex of Demonic Summoning This arcane codex encompasses cryptic

Wondrous item, rare methodologies for beckoning lesser beings of

aberrant origins. A meticulous study, spanning 48


This foreboding codex is filled with dark rituals to
hours within a maximum of 6 days, unravels the
summon lesser demonic beings. Those who
capacity to perform a 1-hour summoning ritual.
immerse themselves in 48 hours of study within a
The ritual manifests an aberration of CR 5 or
span of 6 days acquire the knowledge to conduct a
lower, submitting it to the caster’s dominion for up
1-hour ritual that summons a demon of CR 5 or
to 24 hours or until its expulsion from this reality.
lower. The summoned demon is subjugated to the
Following its utilization, the codex recoils into
summoner’s will for up to 24 hours or until it falls
cosmic obscurity, revitalizing its enigmatic energies
to 0 hit points. This formidable ritual can be
over a cycle of 50 years.
performed once, necessitating 50 years for the

codex to regain its powers.

Lesser Codex of Infernal Summoning

Wondrous item, rare

A profound compilation of infernal rituals, this

codex enables the summoning of lesser infernal

beings. Dedication of 48 hours of study across 6

days imparts the expertise to enact a 1-hour ritual,

beckoning a devil of CR 5 or lower into servitude.

The devil remains under the summoner’s

command for a period of up to 24 hours, or until its

hit points are depleted. The codex’s energies can

be invoked once, taking 50 years to replenish.

Lesser Codex of Elemental Conjuring

Wondrous item, rare

Crafted with elemental enchantments, this codex

g
ndynins
provides the methodologies to conjure lesser

t h e U
tio
x of ustra
elemental beings. A total of 48 hours of study over

6 days is required to master the techniques to


e r Codse Rune Ill
Lessrt by Lar
execute a 1-hour ritual, bringing forth an elemental A
of CR 5 or lower. The conjured elemental aligns

with the summoner for up to 24 hours or until its

essence is extinguished. The elemental energies

within the codex can be accessed once,

rejuvenating over a span of 50 years.

60 The Ancient Library of Knowledge PATREON | DMSLASH


Very Rare Lesser Codex of the Undying

Wondrous item, very rare


Greater Codex of Celestial Summoning
Within this forbidding codex lie enhanced
Wondrous item, very rare
necromantic rituals for invoking the formidable

In this divine codex lie enhanced rituals to summon spirits of the undead. Consecrating 48 hours within

potent celestial beings. By dedicating 48 hours of a span of 6 days or fewer to its arcane mastery

intensive study over 6 days, the practitioner gains empowers the reader to enact a 1-hour ritual. The

the capability to perform a 1-hour ritual, performed rite calls forth an undead being of CR 10

summoning forth a celestial of up to CR 10. The or lower, bound to serve the summoner for a period

celestial serves loyally for up to 24 hours or until it extending up to 24 hours or until forcefully

is vanquished. The celestial energies encapsulated returned to oblivion. Expending its mighty energies

within the codex are available for a single use, necessitates the codex to languish in shadows,

requiring a century to restore their vitality. gradually recuperating its forces over 100 years.

Greater Codex of Demonic Summoning Lesser Codex of Otherworldly Beings

Wondrous item, very rare Wondrous item, very rare

This malevolent codex harbors advanced rituals for This enriched codex emanates a mystifying aura,

invoking strong demonic entities. A rigorous 48- enclosing elevated rites for invoking superior

hour study over 6 days allows the adept to master a aberrations from the obscure realms of existence. A

1-hour ritual, commanding a demon of up to CR 10 devoted engagement of 48 hours of study within a

to emerge. This formidable demon pledges its confined 6-day period unlocks the secrets to enact a

allegiance for a period of 24 hours or until it is 1-hour summoning ritual. This profound invocation

defeated. The arcane essence of the codex is calls forth an aberration of CR 10 or lower, enlisted

reserved for a singular use, mandating 100 years to in the caster’s service for a maximum tenure of 24

regain its lost powers. hours or until its banishment. Post its mystical

exertion, the codex loses its powers, replenishing


Greater Codex of Infernal Summoning
them over 100 years.
Wondrous item, very rare

This codex, rich in infernal lore, unveils refined

rituals for summoning robust infernal beings. A

commitment of 48 insightful hours over 6 days

bestows the knowledge necessary for a powerful 1-

hour summoning ritual, calling forth a devil of up to

CR 10. The summoned devil remains a faithful

servant for 24 hours or until it succumbs. The

infernal magic of this codex can be invoked once,

necessitating 100 years to fully rekindle.

Greater Codex of Elemental Conjuring

Wondrous item, very rare

This enchanting codex encompasses advanced

rituals to conjure formidable elemental entities.

Engaging in 48 hours of absorption within a 6-day

duration grants mastery over a 1-hour ritual,

summoning a robust elemental of up to CR 10. The


ing
summoned elemental remains an ally for 24 hours
t h e Undyns
x of stratio
or until its dissolution. The elemental power within
t e r CodeRune Illu
Grea by Lar
the codex can be wielded once, with a 100-year
s
Art
period required for its energies to recuperate.

PATREON | DMSLASH The Ancient Library of Knowledge 61


Legendary Ultimate Codex of the Undying

Wondrous item, legendary


Ultimate Codex of Celestial Summoning
This transcendent codex harbors the epitome of
Wondrous item, legendary
necromantic rites, capable of summoning the most

This ethereal codex contains rituals to summon potent spirits of the undead. Engulfing oneself in

powerful celestial beings. If you spend 48 hours 48 intensive hours of study across a restricted span

over a period of 6 days or fewer studying the codex of 6 days or fewer unlocks the apex of its dark

and mastering its summoning techniques, you gain sorceries. The acolyte is then qualified to perform

the ability to summon a celestial of CR16 or lower once a paramount 1-hour ritual, compelling the

for up to 24 hours as part of a 1-hour summoning presence of an undead entity of CR 16 or lower.

ritual. The creature remains under your control The ethereal servant is tethered to the summoner’s

until it drops to 0 hit points or the time expires. edicts for up to 24 hours or until its inevitable

Once the codex’s magic is used, it regains its demise. Once the codex’s magic is used, it regains

powers after 500 years. its powers after 500 years.

Ultimate Codex of Demonic Summoning Ultimate Codex of Otherworldly Beings

Wondrous item, legendary Wondrous item, legendary

This ethereal codex contains rituals to summon The codex stands as a paragon of arcane artifacts,

powerful demonic beings. If you spend 48 hours preserving the zenith of rituals that summon the

over a period of 6 days or fewer studying the codex mightiest aberrations from realms beyond

and mastering its summoning techniques, you gain comprehension. Immerging oneself in 48 profound

the ability to summon a demon of CR16 or lower hours of study within an encapsulated 6-day

for up to 24 hoursas part of a 1-hour summoning duration, bestows the acumen to initiate a 1-hour

ritual that can be performed once. The creature pivotal summoning rite once. The ultimate ritual

remains under your control until it drops to 0 hit conjures an aberration of CR 16 or lower, swearing

points or the time expires. Once the codex’s magic its allegiance to the summoner for up to 24 hours

is used, it regains its powers after 500 years. or until its unworldly essence is dismissed. Once

the codex’s magic is used, it regains its powers


Ultimate Codex of Infernal Summoning
after 500 years.
Wondrous item, legendary

This ethereal codex contains rituals to summon

powerful infernal beings. If you spend 48 hours

over a period of 6 days or fewer studying the codex

and mastering its summoning techniques, you gain

the ability to summon a devil of CR16 or lower for

up to 24 hours as part of a 1-hour summoning

ritual that can be performed once. The creature

remains under your control until it drops to 0 hit

points or the time expires. Once the codex’s magic

is used, it regains its powers after 500 years.

Ultimate Codex of Elemental Conjuring

Wondrous item, legendary

This ethereal codex contains rituals to conjure

powerful elemental beings. Spending 48 hours over


ngs
a period of 6 days or fewer studying the tome
y Beoi p
dl sh
allows you to summon an elemental of CR 16 or
orl hoto
rw ey/P
lower for up to 24 hours as part of a 1-hour
Othejourn
f d
x o nM
i
odelash o
summoning ritual. The creature remains under

e C
t M S
ima by D
your control until it drops to 0 hit points or the time

expires that can be performed once. The tome


Ult Art
regains its magic after 500 years.

62 The Ancient Library of Knowledge PATREON | DMSLASH


The Demonic Grimoire
Grimoires of Summoning of Artifact Rarity
Wondrous item, artifact
The grimoires detailed in the following section
Bound in demonic fervor, this potent grimoire
require a ritual to summon powerful creatures. This festers with the chaos of the Abyss. Immersion into

ritual typically necessitates an entire hour of a 48-hour study within the cursed confines of 6

focused casting. However, the ritual’s duration can days permits the accursed rite of beckoning a

be adjusted for dramatic purposes or to serve as a Balor. The conjured chaos incarnate bends to your

dark will for a tumultuous 24 hours before


narrative plot device within the context of the game,
retreating. The arcane symphony of the grimoire
making this process a particularly significant and resonates once in the abyssal eternity, requiring a

weighted event in a campaign, maybe enacted by a millennium to replenish its chaotic essence.

villain looking to unleash the wrath of a fierce and The Infernal Codex of the Pit Fiend
mighty monster on the world. Wondrous item, artifact

Bound in blood-soaked leather and inscribed with

runes of darkness, the codex possesses the fearful,


Artifact
devilish aura. By committing 48 hours of intense

The Book of Dragons study over a course of 6 days or fewer, the

Wondrous item, artifact summoner gains the ominous ability to summon a

Pit Fiend. A harrowing one-hour ritual brings forth


Encased within draconic scales, this supreme tome
the fiend, whose ferocious allegiance lasts for 24
carries the essence of draconic mastery. Devoting
hours or until its banishment back to the infernal
48 hours within a concise span of 6 days or fewer
realms. A thousand years of cosmic realignment is
unveils the secret to summoning an Ancient
necessitated to refresh the codex’s daunting power.
Dragon of your choice. The summoned dragon

soars at your command, loyal until its last breath or


The Kraken’s Abyssal Grimoire
the passage of 24 hours. This ancient ritual can be
Wondrous item, artifact
used once, and the Book of Dragons needs a
Bound in dark, oceanic depths and inscribed with
millennium to rejuvenate its boundless energies.
eldritch runes, this grimoire holds the secret to the

The Seraphic Scriptures deep sea’s terror. Over a 48-hour study in 6 days or

Wondrous item, artifact fewer, it unveils the ritual to summon a Kraken.

This colossal leviathan obeys your commands,


Radiating divine brilliance, the pages of this
wreaking havoc for 24 hours before returning to its
sublime scripture illuminate the path to celestial
abyssal domain. The summoning can be performed
dominion. In 48 focused hours spread across 6
once, after which the grimoire slumbers for a
days or fewer, one can unveil the rite to call forth a
thousand years, gathering its unfathomable
Solar. This radiant being serves with unwavering

energies.
obedience for a day before ascending to its ethereal

abode. The scripture’s celestial rite is a singular


The Lich’s Eternal Codex
gift, demanding a thousand years of heavenly cycles
Wondrous item, artifact
for its powers to be reignited.
Encrusted with gemstones that pulse with necrotic

The Titanic Chronicles energy, this codex contains the arcane wisdom of

Wondrous item, artifact ages. By devoting 48 hours over a maximum of 6

days to its study, one can unlock the secret to


Adorned with runes of timeless potency, this
summoning a powerful Lich. The lich serves
chronicle pulsates with ancient titanic forces. A
faithfully for 24 hours before returning to its crypt
journey of 48 hours through its runes within the
(or unleashing vengeance upon its summoner).
confines of 6 days heralds the arrival of a mighty
This dark ritual can be conducted once, and the
Tarrasque. This wild and fierce beast is loyal to its

codex requires a millennium to recharge its deathly


summoner, enduring in service until death or the
magic.
turn of a day. The chronicle’s primeval invocation is

legendary, reviving its titanic resonance after a

cyclical odyssey of a thousand years.

PATREON | DMSLASH The Ancient Library of Knowledge 63


Personal Quests for Knowledge: Characters might
Nommagical Books
seek specific books to gain knowledge about their
The nonmagical tomes detailed in the following
heritage, fulfill a personal vendetta, or achieve a
section are a wide array of books, ranging from
personal goal.
historical accounts, mythical tales, and practical

guides, to mysterious diaries, magical bestiaries, Cultural Exchange: Characters can learn about

and everything in between. These books are other races and cultures through these tomes,

designed to add layers of lore and intrigue to your aiding in diplomatic interactions and cross-cultural

game, providing an additional layer of immersion in understanding.

any fantasy world. These tomes can be found in the

libraries of grand castles, the dusty shelves of an The Forbidden Manuscript: Characters come

old wizard’s study, or even among the loot in a across a book that is said to contain dangerous

dragon’s hoard. While these books are not knowledge or forbidden magic, adding depth

inherently magical, they hold a wealth of through the characters’ moral choices with the

knowledge that can be invaluable to characters ethical dilemma of using or destroying such

who take the time to study them. knowledge.

Mechanical Benefits of Tomes and Books Quest Ideas


As a Game Master, you may consider granting The Hunt for a Rare Book: Characters are hired to

minor benefits to characters who dedicate find a rare tome that holds crucial information for

significant time to studying a specific tome. For an NPC, leading them to explore forgotten ruins,

example, a character who spends ample time negotiate with shady dealers, or compete with rival

poring over a beastiary could gain advantage on treasure hunters.

History or Nature checks when recalling


Unraveling a Mystery: A book contains the first clue
information about the creatures detailed within its
in a series of riddles and puzzles that lead
pages. Similarly, a character who studies a
characters on a sprawling adventure across the
collection of nautical charts might gain proficiency
land.
or advantage in tasks related to sea navigation. It’s

important to note that, due to the non-magical


Saving the Knowledge: Characters must recover a
nature of these books, the time required for a
stolen tome from a band of thieves before its
character to gain such benefits should be
knowledge is lost or falls into the wrong hands.
considerably longer than that required for studying

magical tomes. The knowledge gained is through


The Librarian’s Legacy: The characters learn of a
dedicated study and research, without the aid of
legendary librarian who vanished mysteriously,
enchantments or arcane shortcuts.
leaving behind riddles or clues in various books.

Including Nonmagical Books in your Unraveling these clues could lead to a hidden

Campaign section of the library, a secret collection, or the

truth about the librarian’s fate.


Incorporating these tomes into your game not only

provides opportunities for character development


The Competition of Lore: Characters are drawn
but also serves as a tool for the Game Master to
into a competition or tournament where their
introduce new plot hooks, mysteries, and
knowledge of various books is tested against other
challenges. Whether used as key elements in a
scholars, mages, or adventurers.
quest, sources of hidden knowledge, or simply as

flavor to enrich the game world, these books can


The Cursed Volume: A book is rumored to bring
prove versatile additions to any campaign.
misfortune or a curse upon its readers. The

Role-Playing Hooks characters must investigate the truth behind these

rumors, dealing with those affected by the book’s


The Scholar’s Debate: Characters can use
curse, and possibly seeking a way to lift or break
knowledge from these books to engage in
the curse.
intellectual debates, enhancing their reputation in

scholarly circles.

64 The Ancient Library of Knowledge PATREON | DMSLASH


Treatises Table
d100 Book Title and Content

01 Arcane Fundamentals : An introductory guide to basic spells and magical theories. Authored by Marvolo the
Mystic, a wizard celebrated for his accessible approach to arcane teachings.
02 Herbalism for Beginners: Comprehensive guide detailing common herbs and their uses in medicine and

magic. Written by Belladona Leafwalker, a revered herbalist known for her deep connection with nature.
03 Legends of the Elder Dragons: A collection of myths and stories about powerful ancient dragons. Compiled by

Grendar Firequill, a sage renowned for his obsession with draconic lore.
04 The Rogue’s Handbook: Covers techniques and strategies for thieves and assassins, including lock picking and

stealth. Authored by Silas Nightshade, a master rogue with a mysterious past.


05 Enchantment Essentials: An overview of enchanting items and weapons, discussing methods, materials, and

magical theories. Written by Elandra Moonwhisper, known for her innovative and powerful enchantments.
06 The Art of War: A treatise on military tactics and strategies by General Garrick Stonehand, a tactical genius

with years of battle experience.


07 Dwarven Smithing Techniques: Secrets of dwarven metalworking, including alloys and craftsmanship.

Authored by Thorin Gravelbeard, a master blacksmith admired in dwarven kingdoms.


08 Elvish Poetry: A compilation of ancient elvish poems exploring themes of nature and eternity. Curated by

Lysanthir Starweaver, a celebrated elvish bard known for his lyrical prowess.
09 Gnomish Inventions: An illustrated guide to gnomish devices, detailing their innovative design and function.

Authored by Bimble Tinkerspark, a gnome inventor famous for her ingenious gadgets.
10 Songs of the Sea: Sea shanties and tales of pirates and ocean adventures. Compiled by Captain Eliza

Stormsong, a legendary sailor with a wealth of maritime lore.


11 The Wizard’s Almanac: This publication includes astronomical charts and magical phenomena. Compiled by

Zanthar the Wise, a wizard known for his study of the cosmos and arcane patterns.
12 Guide to the Underworld: Information about the underworld and its inhabitants. Written by Aric Shadowalker,

an explorer known for his daring expeditions into the unknown.


13 Tales of the Fey: Stories about the fey and their realm, exploring their whimsical and perilous nature. Authored

by Feylinn Silverglade, a fey scholar with a unique perspective on her own kind.
14 Monster Bestiary: Detailed descriptions of various monsters, including their behaviors and weaknesses.

Compiled by Bram Ironfist, a seasoned monster hunter with a wealth of field experience.
15 Ancient Runes Deciphered: A guide to understanding and utilizing ancient runes. Authored by Emeric the

Runekeeper, a scholar dedicated to the study of arcane symbols.


16 Potion Brewing: Recipes and techniques for creating magical potions. Written by Morgana Brewmaster, a witch

famous for her exotic and effective potions.


17 The Planeswalker’s Guide: Information about different planes of existence and interplanar travel. Authored by

Nariel Starbound, a renowned explorer of the multiverse.


18 Necromancy for the Curious: An introduction to necromancy, discussing basic concepts and ethical

considerations. Written by Lazarus Morgrave, a necromancer known for his unorthodox practices.
19 History of the Great Empires: A comprehensive history of the rise and fall of empires, exploring their political

and cultural aspects. Authored by Professor Aldric Historia, a historian specializing in empire studies.
20 Celestial Patterns: A study of stars and constellations, discussing their magical and prophetic significance.

Authored by Celestia Starwatcher, an astrologer known for her celestial insights and accurate predictions.
21 Mysteries of the Deep: An exploration of ocean depths, detailing mythical sea creatures and underwater

civilizations. Written by Marinus Deepwalker, a renowned marine explorer.


22 Culinary Delights of the Realms: A collection of exquisite and exotic recipes from various cultures. Authored by

Chef Gaston LeGourmet, known for his adventurous palate and culinary expertise.
23 The Bard’s Journey: A memoir filled with tales of adventure, love, and music. Penned by Lyriana Songheart, a

bard whose travels have become legendary.


24 The Alchemist’s Codex: Advanced theories and experiments in alchemy, including transmutation and elixir

crafting. Authored by Alaric the Alchemist, a pioneer in alchemical research.


25 Beasts of Burden and Companionship: A guide to domesticating and training various creatures for

companionship and aid. Written by Kaela Beastfriend, a ranger known for her bond with wildlife.
26 Intrigue and Espionage: A manual on the art of espionage, including codes, disguises, and counterintelligence.

Authored by Eris Shadowveil, a spy whose name is whispered in many circles.


27 The Mystic’s Guide to the Astral Plane: Insights and guidance for navigating and understanding the Astral

Plane. Written by Astrael Starborn, a mystic who has extensively explored the astral realm.
28 Legends of Lost Treasures: Tales of hidden riches and the adventurers who sought them. Compiled by Garrick

Goldseeker, a treasure hunter with many successful expeditions.

PATREON | DMSLASH The Ancient Library of Knowledge 65


Treatises Table
d100 Book Title and Content

29 Principles of Elemental Magic : A study on harnessing and understanding the magic of the elements. Authored
by Pyra Flameheart, a sorceress known for her mastery over fire and other elements.
30 The Healer’s Touch: Techniques and knowledge in healing magic and mundane medicine. Written by

Seraphina Lightbringer, a cleric renowned for miraculous cures and deep empathy.
31 Secrets of the Shadowfell: An exploration of the Shadowfell, its denizens, and its eerie landscapes. Authored by

Darius Darkwalker, a warlock with a fascination for dark realms.


32 The Artisan’s Eye: A guide to fine arts, including painting, sculpture, and other visual mediums. Written by

Elara Finefingers, an artist whose works are sought after by nobility.


33 Chronicles of Heroic Deeds: A compilation of stories about heroes and their epic quests. Authored by Aldwin

Trueblade, a retired knight with a trove of battle tales.


34 The World Tree and Other Myths: A collection of myths and legends about the World Tree and other cosmic

entities. Written by Yggdrasil Dreamweaver, a druid deeply connected to nature’s mysteries.


35 A Treatise on Dimensional Theory: Theoretical exploration of dimensions beyond the known realms. Authored

by Professor Vortex Mindbender, a mage specializing in interdimensional studies.


36 The Elemental Planes Unveiled: Detailed descriptions of the Elemental Planes and how to survive them.

Written by Ember Skyborn, an adventurer and elemental researcher.


37 Riddles, Puzzles, and Enigmas: A collection of challenging riddles and puzzles, with solutions and their

historical origins. Authored by Sphinxia the Wise, known for her love of mental challenges.
38 Ballads of the Fallen: Poems and songs commemorating fallen heroes and tragic events. Penned by Tristan

Heartstring, a minstrel with a melancholic yet beautiful style.


39 The Ethereal Explorer’s Handbook: A guide to the Ethereal Plane, including its features and inhabitants. Written

by Luna Moongazer, a wizard who has traveled extensively through the Ethereal Plane.
40 Wilderness Survival Guide: Practical advice on surviving in various wilderness environments. Authored by

Rurik Wildwalker, a survival expert and seasoned ranger.


41 Gardens of the Moon: An exploration of lunar-influenced flora and their mystical properties. Authored by

Selene Nightbloom, an expert in nocturnal botany.


42 Specters and Spirits: A comprehensive guide to ghosts, spirits, and other ethereal entities. Written by Casper

Spiritwhisper, a medium renowned for his ability to communicate with the other side.
43 Dance of the Four Winds: Instruction on traditional dances that are believed to harness elemental powers.

Compiled by Zephyra Windfoot, a dancer and choreographer with an affinity for air magic.
44 Constructs and Automata: Detailed studies on creating and understanding magical constructs and automata.

Authored by Gearwise the Tinkerer, an inventor known for his complex mechanical creations.
45 Tales from the Outer Realms: Stories of strange and uncharted territories beyond the known world. Written by

Marco the Farwalker, an explorer who has ventured where few dare to tread.
46 Secret Societies Uncovered: An expose on various secret societies, their rituals, and their influence. Authored

by Arden Shadowstalk, a former member turned whistleblower.


47 Guide to Arcane Runes: An in-depth analysis of arcane runes, their meanings, and uses in spellcraft. Compiled

by Runekeeper Eldrin, a mage specializing in runic magic.


48 The Way of the Monk: Philosophies and techniques of monastic life, including meditation and martial arts.

Written by Master Li Sun, a monk revered for his wisdom and discipline.
49 Lycanthropy: The Untold Story: A study of lycanthropy, its origins, myths, and realities. Authored by Luna

Silvermane, a scholar with personal experience of the curse.


50 The Great Illusionists: Biographies of history’s most famous illusionists and their most impressive tricks.

Compiled by Mysto the Magnificent, an illusionist known for his awe-inspiring performances.
51 Odes to the Elements: A collection of poetry celebrating the primal beauty of the elements. Penned by Aurora

Flameheart, a poet with a deep connection to nature’s forces.


52 Codex of Planar Binding: Advanced theories and techniques for binding and summoning extraplanar entities.

Authored by Zarathos Chainweaver, a mage known for his expertise in planar magic.
53 Dwarven Holds and Fortresses: An architectural study of dwarven holds, their designs, and defensive

strategies. Written by Durgan Ironwall, a dwarf architect with vast knowledge of subterranean construction.
54 The Enchanter’s Primer: A beginner’s guide to enchantment, covering basic techniques and simple spells.

Authored by Eliandra Glimmerhand, an enchanter known for her skill in teaching novices.
55 Vampirism: Myth and Reality: An exploration of vampire lore, separating fact from fiction. Compiled by Van

Richten, a vampire hunter with extensive experience in the field.


56 Treatise on Divine Magic: Insights into the nature of divine magic, its sources, and its practitioners. Written by

High Priestess Elara Dawnbringer, a cleric with profound spiritual insights.

66 The Ancient Library of Knowledge PATREON | DMSLASH


Treatises Table
d100 Book Title and Content

57 The Art of Potioncraft : A comprehensive guide to potion making, from basic healing draughts to complex
magical elixirs. Authored by Brewmaster Alden Greenleaf, known for his innovative and potent concoctions.
58 Chronicles of the Old Kingdoms: Histories of ancient kingdoms, their rise and fall, and their lasting legacies.

Compiled by Historian Cedric Stonequill, an expert in ancient civilizations.


59 Songs of the Stars: A poetic exploration of the night sky and the constellations, with mythological and magical

interpretations. Penned by Stella Starweaver, a bard with a passion for celestial lore.
60 The Shadowfell Chronicles: Personal accounts and explorations of the Shadowfell, detailing its eerie and

haunting landscapes. Authored by Valerian Nightshade, an adventurer who spent years studying this dark
realm.
61 The Artificer’s Blueprint: Advanced concepts and designs for creating magical items and machinery. Written by

Isolda Gearheart, an artificer known for her revolutionary inventions.


62 Chronicles of the Feywild: Descriptions of the Feywild, its inhabitants, and the peculiar laws that govern it.

Authored by Oberon Greenmantle, a scholar with a deep connection to the Feywild.


63 Dragonkin: Beyond the Scales: An in-depth analysis of dragon physiology, culture, and magic. Compiled by

Draconus Rex, a dragonborn historian devoted to studying his kin.


64 The Elementalists’ Codex: Detailed studies on mastering the elements through magic, including practical

exercises and theoretical knowledge. Written by Nym the Fireweaver, a sorcerer renowned for her control over
the elemental forces.
65 Ancient Rituals Unearthed: A collection of rare and forgotten rituals, including their purposes and dangers.

Authored by Maelis Shadowthorn, a warlock with a penchant for uncovering hidden knowledge.
66 The Ethereal Veil: Explorations into the Ethereal Plane, its mysteries, and its connection to the material world.

Written by Phaedra Starwhisper, a wizard known for her ethereal travels.


67 Paladin’s Oath and Code: A guide to the life of a paladin, covering their oaths, codes of conduct, and divine

duties. Authored by Sir Galahad Lightbringer, a renowned paladin and champion of justice.
68 Tome of Forbidden Knowledge: A dangerous book containing powerful and often taboo spells and rituals.

Written by Zephyrus Darkbinder, a mage whose quest for power led him down forbidden paths.
69 Legends of the Astral Sea: Myths and stories about the Astral Sea and the adventurers who explored it.

Compiled by Stella Nova, a star sailor with a love for astral adventures.
70 The Bardic Encyclopedia: A comprehensive guide to bardic lore, songs, and history. Authored by Fionna

Songweave, a bard with an encyclopedic knowledge of her craft.


71 The Nature of Magic: Philosophical musings and theories about the essence and origins of magic. Written by

Magnus Arcanum, a sage renowned for his deep contemplation on magical phenomena.
72 Bestiary of the Unknown: A catalog of rare and mythical creatures, with observations and sketches. Authored

by Gerald Beastfinder, an adventurer who dedicated his life to discovering unseen creatures.
73 Tome of Transmutation: In-depth coverage of transmutation magic, its principles, and applications. Written by

Alba Goldspinner, an alchemist whose mastery of transmutation is unrivaled.


74 The Ranger’s Path: Insights into the life of a ranger, including tracking, survival skills, and communion with

nature. Authored by Arin Greenbow, a ranger known for her harmony with the wild.
75 Arcane Duels and Battlemagic: A study of magic in combat, including strategies and famous battles. Compiled

by War Mage Kael Thundershock, known for his prowess in magical duels.
76 Tales of the High Seas: A collection of adventurous and thrilling tales from the ocean’s depths. Penned by

Captain Marlowe Seabreaker, a pirate-turned-scribe with countless tales of the sea.


77 The Elemental Forge: Techniques and lore about crafting items using elemental energies. Authored by Brundar

Flameforge, a smith who specialized in elemental-infused weapons.


78 Sorcery Unbound: Explorations into unorthodox and innovative approaches to sorcery. Written by Lyria

Stormcaster, a sorceress known for breaking the boundaries of traditional magic.


79 The Shadow Arts: A treatise on the use of shadows and darkness in magic and stealth. Authored by Nyx

Shadowmancer, a practitioner of shadow magic with a mysterious past.


80 Herbal Alchemy: A detailed guide to using herbs in alchemical practices, blending the natural with the arcane.

Written by Elara Greenleaf, an alchemist and herbalist celebrated for her naturalistic approach to alchemy.
81 The Cosmic Tapestry: Theories and observations on the fabric of the universe and its magical underpinnings.

Authored by Orion Starweaver, an astronomer and mage with a focus on cosmic magic.
82 Myths of Creation: A collection of creation myths from various cultures and their philosophical implications.

Compiled by Elder Thales, a scholar with a deep interest in origin stories.

PATREON | DMSLASH The Ancient Library of Knowledge 67


Treatises Table
d100 Book Title and Content

83 The Enigmatic Mind : Studies on psionics, mind magic, and the potential of the brain. Written by Psyra
Mindbender, a psionist known for her groundbreaking work in mental magic.
84 Undead Lore and Legend: An exploration of undead creatures, their creation, and their place in folklore.

Authored by Mordecai Gravecaller, a necromancer who studies the balance between life and death.
85 The Great Libraries of History: A guide to the world’s greatest libraries and the treasures they hold. Written by

Scribe Elwyn Booklover, a librarian and historian with a love for ancient texts.
86 The Inner Planes: Insights into the elemental and energy planes, including their inhabitants and phenomena.

Authored by Aethra Stormweaver, a planar explorer known for her daring travels.
87 Caverns Deep and Dungeons Dark: A guide to exploring and surviving underground environments and

structures. Compiled by Dorn Ironfoot, a seasoned adventurer and spelunker.


88 Fabled Artifacts and Relics: Histories and descriptions of legendary artifacts and their powers. Written by

Lorelai Treasurefinder, an archeologist and treasure hunter.


89 Sigils, Symbols, and Seals: An exploration of magical symbols, their meanings, and their uses in spellcraft and

ritual. Authored by Sigurd Runeborn, a mage and expert in symbolic magic.


90 Pilgrimages and Sacred Journeys: Accounts of holy sites and the journeys made to them by various faiths.

Compiled by Peregrine Lightstep, a cleric who has traveled to numerous sacred places.
91 The Way of the Blade: Philosophies and techniques of swordplay from various cultures. Authored by Kaito

Bladebinder, a swordsman and philosopher known for his skill and wisdom.
92 Elemental Beasts and Where to Find Them: A guide to creatures born of the elemental forces, including their

habitats and behaviors. Written by Ember Wildfire, a mage and naturalist specializing in elemental creatures.
93 The Architect’s Dream: Advanced theories and designs in architecture, blending magic and engineering.

Authored by Icarus Stonemason, an architect known for his innovative and magical structures.
94 The Multiverse Theory: Speculations and hypotheses about the existence of multiple universes and

dimensions. Written by Professor Quantum, a theoretical mage with a focus on the multiverse.
95 The Scroll of Infinite Tales: An enchanted scroll that constantly generates new and unique stories. Created by

Lysander Wordsmith, a bard whose magic infused the scroll with endless creativity.
96 The Herbalist’s Garden: A guide to cultivating a magical garden with various mystical herbs and plants.

Authored by Rosalind Greenhaven, a druid and herbalist with a deep love for gardening.
97 Tome of the Shapeshifter: Insights into the magic of shapeshifting, its variations, and its uses. Written by

Lycaon Wildshape, a druid known for his mastery of transformative magic.


98 Draconic Rites and Rituals: An exploration of dragon magic, their ancient rituals, and their cultural significance.

Authored by Drakon Dragonheart, a scholar dedicated to studying dragonkind.


99 Echoes of the Past: A collection of historical accounts and analyses of significant past events. Compiled by

Historian Meriwether Timekeeper, known for his thorough and insightful historical research.
100 The Infinite Book of Endings: A mysterious book that reveals different endings each time it’s opened, said to

contain the knowledge of multiple realities. Created by Esmeralda Dreamweaver, a mage with a unique vision
of time and fate.

68 The Ancient Library of Knowledge PATREON | DMSLASH


Narrative Books Table
d100 Book Title and Synopsis

01 The Sapphire Scepter : An epic novel about a young peasant who discovers they are the heir to a kingdom and
must navigate a court filled with intrigue and danger to claim their birthright.
02 Tales of the Moonlit Vale: A collection of short stories set in a mystical valley, where the moon’s phases bring

magical occurrences and strange transformations.


03 Ballads of the Ancient Mariner: A series of poems about an age-old sailor who voyages across uncharted seas,

encountering mythical creatures and facing the wrath of the sea gods.
04 Chronicles of the Crimson Blade: A novel following the adventures of a band of mercenaries as they seek a

legendary sword said to hold immense power, while battling ancient evils.
05 The Lost City of Stars: A story of an adventurer who embarks on a quest to find a hidden city said to be built of

gold and protected by celestial beings.


06 Whispers in the Willow: A haunting collection of poems that explore themes of love, loss, and the eerie beauty

of nature, written by a reclusive elf poet.


07 The Last Dragonrider: A thrilling tale about the bond between the last known dragon and its rider, and their

journey to save their land from an impending dark force.


08 Mysteries of the Deepwood: A novel set in a vast and ancient forest, where a young ranger uncovers secrets

about her lineage and the mystical creatures that dwell within.
09 The Bard’s Lament: A tragic epic poem about a bard who loses his muse and embarks on a journey through

various realms to find inspiration and redemption.


10 The Enchanted Loom: A collection of folktales about a magical loom that weaves the destiny of those who dare

to use it, each story revealing different aspects of fate and choice.
11 The Gilded Knight: A romantic novel about a knight who falls in love with a noblewoman, and the trials they

face in a society where their love is forbidden.


12 Echoes of the Ancients: A compilation of ancient myths and legends, detailing the rise and fall of forgotten

civilizations and their gods.


13 The Song of Storms: An adventurous tale of a seafaring crew that sets sail to chase a legendary storm believed

to be a gateway to another world.


14 The Shadow Weaver: A dark fantasy story about a sorcerer who can manipulate shadows, and his quest to

unlock the ultimate power, while grappling with his own inner demons.
15 Tales from the Firekeeper: A series of stories told from the perspective of an old firekeeper, recounting tales of

heroes, monsters, and mysteries passed down through generations.


16 The Frost Maiden’s Kiss: A chilling novel about a winter spirit who falls in love with a mortal, and the

consequences of their forbidden romance.


17 The Minstrel’s Odyssey: An anthology of songs and poems written by a wandering minstrel, filled with tales of

his travels, encounters with mythical beings, and reflections on life.


18 Gardens of the Moon Goddess: A poetic narrative exploring the creation and beauty of a celestial garden by a

moon goddess, and the mortal who dares to visit it.


19 The Thief of Wishes: A mischievous tale about a cunning thief who can steal people’s wishes, and the journey

to find the one wish that will change his life.


20 The Dreamwalker’s Path: A mystical novel about a person who can enter and manipulate dreams, using their

power to uncover secrets and alter realities.


21 The Weaver of Fates: A novel about a mystical weaver whose tapestries predict the future, and her struggle to

alter the threads of destiny.


22 The Flame in the North: An epic story of a hero’s quest to find a legendary flame that is said to hold the key to

defeating a rising darkness in the north.


23 Echoes from the Stone: A collection of ancient tales inscribed on runestones, revealing lost histories and

magical lore.
24 The Serpent’s Heir: A fantasy thriller about a young rogue who discovers he is the descendant of a line of

serpent kings and must navigate a world of danger and intrigue.


25 Riddles of the Raven: A series of enigmatic and mystical poems written by a legendary raven seer, filled with

prophecy and wisdom.


26 The Rose of Eternity: A timeless romance novel about a love that transcends lifetimes, set in a world where

reincarnation is a reality.
27 The Clockwork Mage: A steampunk fantasy tale about a mage who uses clockwork mechanisms to enhance his

magical abilities, facing both technological and arcane challenges.


28 Whispers of the Forgotten: A haunting collection of stories about forgotten gods and the mortals who stumble

upon their ancient shrines.

PATREON | DMSLASH The Ancient Library of Knowledge 69


Narrative Books Table
d100 Book Title and Synopsis

29 The Celestial War: An epic saga chronicling the battles between celestial beings and their influence on the
mortal realm.
30 Sands of the Mirage : A desert adventure novel about a band of explorers seeking a mythical city that appears
only at the whim of the sands.
31 The Wandering Wizard: A light-hearted tale of a wizard with a poor sense of direction, resulting in

unpredictable and whimsical adventures.


32 The Paladin’s Sacrifice: A dramatic story of a paladin who must make a harrowing decision between duty and

personal belief, set against the backdrop of a holy war.


33 The Crystal Spheres: A fantasy adventure about a quest to recover magical spheres that maintain the balance

of the elements in the world.


34 The Chronicles of Shadow and Light: A series of novellas that weave together tales of characters living in a

world divided by light and darkness.


35 Beneath the Emerald Seas: A novel set in an underwater kingdom, with intrigue and romance swirling like the

ocean currents.
36 The Labyrinth of Dreams: A mystical story about a labyrinth that traps the dreams of those who enter it, and

the quest to navigate its ever-changing paths.


37 The Griffin’s Feather: A tale of a young hero’s journey to find a griffin’s feather, a key component in a spell to

save their dying kingdom.


38 Dance of the Dryads: A collection of poetic verses about the mystical dryads and their dances that control the

seasons and the forest’s life.


39 The Bard of Twilight: A novel following the journey of a bard who can only play music under the twilight sky,

and his quest to break the curse binding him.


40 The Alchemist’s Diary: A narrative composed of diary entries from an alchemist who discovers a formula that

could change the world, intertwining science and magic.


41 Veil of Shadows: A suspenseful novel about a thief who steals a cursed artifact and is thrust into a world of

shadowy conspiracies and ancient secrets.


42 The Phoenix’s Rebirth: An inspiring tale of a fallen hero’s journey to rediscover their purpose, paralleling the

mythical cycle of the phoenix.


43 Sorrows of the Stonehearted King: A tragic epic about a king whose heart was turned to stone, leading his

kingdom with ruthless logic, devoid of compassion.


44 The Enchanted Orchard: A whimsical story of a magical orchard where the fruits grant strange and wonderful

powers, and the young girl who becomes its caretaker.


45 Chronicles of the Cursed Sword: A series of adventures revolving around a sword that grants great power but at

a terrible cost to its wielder.


46 The Song of the Sea Witch: A dark fantasy novel about a sea witch’s quest for redemption and the sailor who

must decide whether to help her or thwart her plans.


47 The Forgotten Realms: An anthology of stories about lost civilizations, hidden in time and waiting to be

rediscovered.
48 The Dreaming Tree: A mystical tale about a tree that can turn dreams into reality, and the conflict that arises

over control of its powers.


49 Tales of the Moonlit Bard: A collection of stories and songs from a bard who travels by night, sharing tales

under the light of the moon.


50 The Artisan of Souls: A novel about a gifted sculptor who can bring his creations to life, exploring the

complexities of creation and consciousness.


51 The Frost King’s Daughter: A romantic fantasy about the forbidden love between a mortal and the daughter of

the Frost King, set against a backdrop of winter magic.


52 Legends of the Sky Pirates: Swashbuckling tales of airborne pirates and their adventures in a realm of floating

islands and cloud cities.


53 The Mage’s Labyrinth: A thrilling story about a group of adventurers who enter a labyrinth created by a

powerful mage, each room presenting a unique magical challenge.


54 The Nymph’s Promise: A poetic narrative of a nymph’s promise to a human and the ensuing challenges as

worlds of nature and mankind collide.


55 The Unseen World: A tale about a group of children who discover a hidden world invisible to adults, filled with

wonder and danger.


56 The Silver Arrow: An adventure story about a legendary arrow that always finds its mark and the young archer

who sets out to retrieve it from a tyrant king.

70 The Ancient Library of Knowledge PATREON | DMSLASH


Narrative Books Table
d100 Book Title and Synopsis

57 Goblin Market : A novel set in a bustling goblin market, full of bizarre goods and treacherous deals, and the
human who dares to bargain there.
58 The Hollow Hills: A story of mystery and suspense set in hills rumored to be hollow and home to ancient and

mystical beings.
59 The Dragon’s Riddle: A tale of a scholar who embarks on a quest to solve a riddle posed by an ancient dragon,

uncovering secrets of dragonkind.


60 The Last Alchemist: A historical fantasy about the last known alchemist in a world where magic is fading, and

his quest to save magical knowledge for future generations.


61 The Starweaver’s Legacy: A cosmic tale about an astronomer who inherits an ancient star map, leading to a

quest across the galaxy to uncover a celestial secret.


62 The Willow’s Whisper: A collection of mystical short stories, each connected by the theme of a willow tree that

speaks to those in need.


63 The Ironwood Chronicles: A series of novels set in a forest of sentient trees, focusing on the lives and

adventures of the woodland creatures and the druids who protect them.
64 The Boundless Sea: An epic seafaring adventure about explorers who sail across a sea without end,

encountering mythical beasts and lost islands.


65 The Midnight Circus: A dark fantasy novel about a magical, traveling circus that appears only at midnight, and

the young acrobat who uncovers its secrets.


66 The Elemental Dancer: A magical realism story about a dancer who can control the elements with her

movements, and her journey to master her abilities.


67 The Sorcerer’s Apprentice: A coming-of-age story about a young apprentice learning the ways of magic under a

wise but mysterious sorcerer.


68 The Sunken Kingdoms: A historical fantasy about underwater civilizations, ancient magic, and an

archaeologist’s quest to unlock their mysteries.


69 The Shadow Gate: A novel about a hidden portal that leads to a realm of shadows, and the young hero who

must close it to save both worlds.


70 The Thief of Dreams: A fantasy heist novel about a master thief who can enter people’s dreams to steal their

deepest secrets.
71 The Griffon’s Eyrie: A high-fantasy adventure centered around a knight’s quest to find a griffon’s nest, which

holds a cure for a deadly plague.


72 The Rose & the Thorn: A dual narrative that intertwines the story of a cursed princess and a brave knight, each

battling their own demons.


73 The Eternal Wanderer: A series of interconnected stories about an immortal being who travels through time,

witnessing history’s pivotal moments.


74 The Lost Chronicles of Zerzura: An adventure novel about a group of heroes seeking a mythical city in the

desert, rumored to hold untold treasures.


75 Whispering Pines: A mystical thriller set in a secluded forest, where the trees hold ancient secrets and a dark

presence lurks.
76 The Enigma Codex: A tale of a secret society of mages who protect a powerful artifact that holds the world’s

mysteries and their battle against those who seek to misuse it.
77 The Masked Ball: A romantic fantasy about a grand ball where everyone wears magical masks that reveal their

true selves.
78 The Glass Tower: A story of intrigue and conspiracy set in a kingdom where a towering structure of glass

determines the fate of its citizens.


79 The Weaver’s Daughter: A heartwarming tale of a girl with the magical ability to weave emotions into cloth,

and her journey to find a place in the world.


80 The Serpent’s Scale: An action-packed novel about a legendary assassin who must confront his past when he’s

given the task of killing a king.


81 The Garden of Time: A novel about a hidden garden where time moves differently, and the star-crossed lovers

who find refuge there.


82 The Bard’s Secret: A dramatic tale of a famous bard harboring a mysterious past that could change the fate of

the kingdom.

PATREON | DMSLASH The Ancient Library of Knowledge 71


Narrative Books Table
d100 Book Title and Synopsis

83 The Crystal Caverns : An adventure story about explorers delving into glittering caves that are said to be alive
and protective of their treasures.
84 The Oracle’s Prophecy: A fantasy epic centered around a young hero’s quest to fulfill a daunting prophecy

foretold by a revered oracle.


85 The Puppeteer’s Apprentice: A darkly whimsical story about an apprentice puppeteer who discovers his

puppets have a life of their own.


86 The River of Spirits: A mystical journey along a river that flows through the realms of the living and the dead,

bridging worlds and uncovering secrets.


87 The Wandering Isle: A novel about a mysterious island that appears and disappears at will, and the

adventurers who seek its ancient wonders.


88 The Golem’s Heart: A tale of a young alchemist who builds a golem, only to find that it develops its own

consciousness and desires.


89 The Silver Mist: A story about a magical mist that envelops a town, bringing with it strange occurrences and

revealing hidden truths.


90 The Painted World: An artist discovers she can enter the worlds she paints, leading to a fantastical journey

through her own creations.


91 The Ashen Phoenix: A story of rebirth and transformation following a hero’s rise from defeat, symbolized by

the mythical phoenix.


92 The Forgotten Melody: A haunting tale of a cursed melody that once heard, can never be forgotten, driving its

listeners to madness or enlightenment.


93 The Queen of Roses: A political fantasy about a queen who rules through subtle manipulation and the use of

her magical rose garden.


94 The Labyrinth of Echoes: A suspenseful novel about a labyrinthine library where the echoes can reveal hidden

truths or lead one astray.


95 The Sorrows of the Moon: A poetic exploration of a kingdom under a perpetual moon, where the night brings

both fear and wonder.


96 The Shadow Dancer: A thrilling story of a dancer who can manipulate shadows, using her gift to navigate a

world of intrigue and espionage.


97 The Enchanted Quill: A light-hearted tale about a magical quill that writes stories that come true, and the

humble writer who comes into possession of it.


98 The Emerald Mage: An epic fantasy about a mage who draws power from emeralds, embarking on a quest to

save her land from a looming threat.


99 The Book of Lost Souls: A dark novel about a book that traps the souls of those who read it, and the brave few

who seek to free them.


100 The Dragon’s Legacy: A saga chronicling the lineage of dragon riders and their struggles to coexist with the

majestic creatures in a rapidly changing world.

72 The Ancient Library of Knowledge PATREON | DMSLASH


Generic Books Table
d100 Book Title and Description

01 Atlas of the Known World : A detailed atlas featuring maps of continents, kingdoms, and seas, with annotations
about mythical creatures and legendary locations.
02 The Herbalist’s Illustrated Guide: A book with detailed drawings of various herbs, plants, and their medicinal

properties.
03 Diary of a Time Traveler: A diary containing the firsthand accounts of a wizard’s travels through different eras,

filled with historical insights and arcane knowledge.


04 Collection of Nautical Charts: A set of detailed sea charts showing treacherous waters, hidden coves, and

rumored locations of sunken treasures.


05 The Bestiary of Mythical Creatures: An illustrated guide showcasing various mythical creatures, their habits, and

habitats.
06 Ancient Runestone Inscriptions: A collection of rubbings from ancient runestones, each bearing mysterious

inscriptions and symbols.


07 The Royal Family’s Genealogy: An ornate book tracing the lineage of a famous royal family, filled with portraits

and scandalous family secrets.


08 The Cartographer’s Dream: A unique map that changes its landmarks and terrains each time it is viewed, said

to be created by a dreaming cartographer.


09 Letters from a Lost Expedition: A bundle of letters from an expedition that vanished while exploring uncharted

territories, detailing their discoveries and fears.


10 The Alchemist’s Recipe Book: A book of alchemical recipes and experiments, some of which are rumored to be

dangerous or forbidden.
11 Ancient Tome of Forgotten Spells: A rare and dusty tome containing spells that have been long lost to the

modern magical community.


12 The Seer’s Prophecies: A collection of cryptic prophecies written by a famed seer, some of which have yet to

come to pass.
13 The Minstrel’s Collection of Ballads: A book of popular and obscure ballads, some with annotations on their

origins and the stories behind them.


14 The Wanderer’s Journal: A leather-bound journal filled with sketches, notes, and observations from a traveler’s

journey through distant lands.


15 The Architect’s Blueprints: Detailed blueprints of famous buildings, castles, and structures, some of which

contain secret rooms and passages.


16 The Astronomer’s Star Charts: A collection of star charts and celestial maps showing constellations, celestial

events, and notes on astrological phenomena.


17 The Forgotten Language Dictionary: A dictionary of a long-lost language, complete with translations, grammar,

and cultural notes.


18 Book of Ancient Riddles and Puzzles: A book filled with challenging riddles, puzzles, and brainteasers from

ancient times.
19 Illustrated Tales of Legendary Heroes: A book with vivid illustrations depicting the deeds and adventures of

legendary heroes from various cultures.


20 The Enchanter’s Grimoire: A grimoire containing enchantment spells, magical theory, and notes on the art of

imbuing objects with magic.


21 Scrolls of Ancient Battles: A series of scrolls depicting famous historical battles, complete with tactics, maps,

and commander biographies.


22 The Explorer’s Guide to Hidden Realms: A travel guide detailing rumored locations of hidden realms, portals,

and mystical lands yet to be fully explored.


23 Magical Plants and Where to Find Them: An explorer’s notebook filled with sketches and notes on various

magical plants and their locations.


24 Tome of Forbidden Knowledge: A controversial tome that delves into dark magic, forbidden rituals, and the

mysteries of the occult.


25 The Lovers’ Correspondence: A collection of love letters between two famous historical figures, offering

insights into their romance and the times they lived in.
26 The Artisan’s Catalogue: A catalogue showcasing the works of renowned artisans, from exquisite jewelry to

legendary weapons and armor.


27 The Codex of Infinite Realities: A cryptic book that discusses the theory of multiple realities and dimensions,

with strange diagrams and symbols.


28 The Bard’s Last Song: A beautifully penned final song by a famous bard, rumored to contain a secret message

or prophecy.

PATREON | DMSLASH The Ancient Library of Knowledge 73


Generic Books Table
d100 Book Title and Description

29 : A large collection of fairy tales, some well-known and others obscure, each with a
The Treasury of Fairy Tales

unique twist or moral.


30 The Master Thief ’s Handbook: A guide supposedly written by a master thief, detailing various heist strategies,

escape techniques, and lock-picking methods.


31 The Great Wizards of the Ages: A historical account of the most influential wizards throughout history, their

discoveries, and their impact on the magical world.


32 Potion Brewer’s Illustrated Manual: An instructional manual with detailed illustrations on brewing various

magical potions, including rare and powerful concoctions.


33 The Compendium of Cursed Objects: A reference book listing various cursed objects, their histories, and the

tales of those who encountered them.


34 The Lost City’s Chronicles: A compilation of texts and sketches about a city that disappeared centuries ago,

rumored to be filled with untold riches and ancient secrets.


35 The Knight’s Codex of Chivalry: A detailed codex outlining the principles of chivalry, knightly duties, and codes

of honor.
36 The Sea Captain’s Logbook: An old sea captain’s logbook detailing voyages to unknown waters, encounters

with sea monsters, and discoveries of uncharted islands.


37 The Book of Elemental Control: A treatise on the control and manipulation of the elements, written by a mage

renowned for mastering elemental magic.


38 The Diary of a Mad Alchemist: A chaotic diary filled with ramblings, experimental notes, and recipes from an

alchemist whose experiments crossed the bounds of sanity.


39 The Chronicles of the Undead: A chilling account of different types of undead creatures, their origins, and

encounters with them.


40 The Sacred Texts of the Monks: Spiritual texts from a secluded monastery, containing teachings, meditation

techniques, and philosophical musings.


41 The Dragonkeeper’s Memoirs: A former dragonkeeper’s personal account of caring for dragons, revealing

insights into their behavior and wisdom.


42 The Assassin’s Creed: A secretive manuscript detailing the codes, techniques, and history of a guild of

assassins.
43 The Book of Eldritch Parables: A collection of unsettling and cryptic parables, each allegorically teaching

aspects of dark magic and the arcane unknown.


44 The Planeswalker’s Journal: A detailed journal containing notes and sketches from a mage’s travels across

various magical planes.


45 The Lexicon of Ancient Runes: An extensive lexicon explaining the meanings and uses of ancient runes,

including some long-forgotten.


46 The Gladiator’s Chronicle: A gripping account of life as a gladiator, including training, battles, and the quest for

freedom.
47 The Tinkerer’s Inventions: A catalogue of ingenious and unusual inventions by a renowned gnome tinkerer,

complete with sketches and explanations.


48 The Necromancer’s Grimoire: A forbidden book containing dark rituals and necromantic spells, wrapped in

mystery and danger.


49 The Merchant’s Ledger: An old, detailed ledger from a successful merchant, including trade secrets and

contacts across various kingdoms.


50 The Celestial Atlas: An atlas depicting various celestial bodies and phenomena, annotated with astrological

and astronomical observations.


51 A Bard’s Collection of Limericks: A light-hearted and often humorous collection of limericks penned by a

wandering bard.
52 The Falconer’s Guide: A comprehensive guide on the art of falconry, including training, hunting techniques,

and species of birds.


53 The Book of Fey Etiquette: A guidebook detailing the customs, etiquette, and politics of the Fey Courts.

54 The Siege Master’s Blueprint: Detailed blueprints and strategies for laying siege to fortresses and castles.

55 The Herbalist’s Diary: A personal diary of an herbalist, filled with plant descriptions, remedies, and personal

anecdotes about foraging.


56 The Scroll of Infinite Songs: An enchanted scroll that continuously updates with new songs and music from

unknown origins.

74 The Ancient Library of Knowledge PATREON | DMSLASH


Generic Books Table
d100 Book Title and Description

57 The Witch’s Book of Shadows : A personal book from a witch, containing spells, rituals, and notes on various
magical practices.
58 The Nomad’s Sketchbook : A sketchbook filled with detailed drawings and notes from a nomad’s travels across
diverse landscapes and cultures.
59 The Book of Mirrors: A mystical book that shows different reflections of reality, offering alternate perspectives

and hidden truths.


60 The Scroll of Divine Theology: A sacred scroll discussing the nature of gods, their influence on the world, and

theological philosophies.
61 The Elemental Almanac: A comprehensive guide to elemental creatures and phenomena, including tips for

harnessing elemental energies.


62 Scrolls of the Lost Empire: A series of scrolls detailing the history, culture, and eventual downfall of a long-

forgotten empire.
63 The Ranger’s Field Notes: A rugged notebook filled with observations and sketches of wildlife, tracking tips,

and survival techniques.


64 The Codex of Infinite Fables: A magical book that generates a never-ending supply of fantastical fables and

tales.
65 The Seamstress’s Tapestry of Tales: An ornate tapestry depicting various historical and mythical events, with

hidden stories woven into the fabric.


66 The Pyromancer’s Cookbook: A unique book detailing the creation of fire-based concoctions, explosives, and

magical flames.
67 The Siren’s Songbook: A rare collection of melodies and lyrics said to be from sirens, captivating and

dangerous to the untrained listener.


68 The Illusionist’s Mirror: An enigmatic mirror that shows illusory scenes and images when gazed into, revealing

hidden desires or fears.


69 The Duelist’s Manual: A treatise on the art of dueling, covering various techniques, weapons, and the code of

honor among duelists.


70 The Geomancer’s Atlas: An atlas showing ley lines, magical hotspots, and geomantic phenomena across

various landscapes.
71 The Herbal Poultice Compendium: A collection of recipes and methods for creating healing poultices, salves,

and medicinal concoctions from herbs.


72 The Scholar’s Compendium of Ancient Languages: A reference book for translating and understanding

numerous ancient languages and scripts.


73 The Beastmaster’s Chronicles: Personal accounts of a famed beastmaster, detailing his experiences taming and

understanding exotic beasts.


74 The Shadow Assassin’s Codex: A covert manual outlining the techniques, poisons, and strategies of a secretive

assassin’s guild.
75 The Enchanted Lantern: An intricate lantern that, when lit, reveals hidden messages and maps on its glass

panels.
76 The Book of Divine Songs: A collection of hymns and choruses dedicated to various deities, revered for its

spiritual and historical value.


77 The Griffin Rider’s Memoirs: The captivating memoirs of a griffin rider, detailing adventures and battles from a

bygone era.
78 The Scroll of Endless Tales: An enchanted scroll that constantly writes new stories, each one unique and

enthralling.
79 The Treatise on Arcane Constructs: A scholarly work discussing the creation and theory behind magical

constructs and golems.


80 The Psion’s Mindbook: A book containing exercises and techniques for developing and mastering psionic

abilities.
81 The Bard’s Collection of Epic Sagas: A large tome filled with epic sagas and ballads, some of which are known

to magically enthral the listeners.


82 The Book of Celestial Navigation: A guide for navigating by the stars, including charts of star movements and

celestial events.

PATREON | DMSLASH The Ancient Library of Knowledge 75


Generic Books Table
d100 Book Title and Description

83 The Cryptographer’s Codex : A book containing various ancient and modern codes and ciphers, along with
methods for their decryption.
84 The Dwarven Stonecarver’s Journal: A detailed journal of a dwarven stonecarver, filled with designs,

techniques, and stories of underground marvels.


85 The Eldritch Bestiary: An illustrated collection of bizarre and otherworldly creatures, with notes on their habits

and how to handle encounters with them.


86 The Scroll of Myths and Legends: A lengthy scroll detailing various myths and legends from across the world,

some of which are believed to hold seeds of truth.


87 The Fairytale Anthology: A beautifully illustrated book of fairytales, some dark and twisted, others whimsical

and light-hearted.
88 The Falconry and Hunting Manual: A manual on the art of falconry and hunting with birds of prey, including

notes on training and care.


89 The Giant’s Cookbook: A curiously large book containing recipes and cooking techniques suitable for feeding a

giant or a large gathering.


90 The Histories of Ancient Civilizations: A comprehensive history book detailing the rise and fall of ancient

civilizations, including their cultures and contributions.


91 The Journal of Maritime Discoveries: A sea captain’s journal filled with accounts of distant lands, sea routes,

and encounters with sea creatures.


92 The Knight’s Treatise on Armor and Weaponry: An informative guide on medieval armor and weapons, including

maintenance and combat techniques.


93 The Ledger of Lost Artifacts: A ledger listing legendary artifacts that have been lost to time, including last

known locations and rumored powers.


94 The Magical Flora of the Enchanted Forest: A book detailing the various magical plants found in an enchanted

forest, along with their uses and dangers.


95 The Mapmaker’s Diary: A diary of a mapmaker, containing sketches of uncharted territories and notes on

mythical locations.
96 The Necromantic Texts: A collection of texts discussing the theory and practice of necromancy, veiled in

mystery and dark allure.


97 The Paladin’s Vow: An ornate document outlining the sacred vows and tenets of a paladin order, inspiring

those who follow the path of righteousness.


98 The Royal Book of Etiquette: A guide on courtly manners, protocols, and etiquette, essential for those who

navigate high society and royal courts.


99 The Songbook of Enchanted Melodies: A collection of melodies said to have magical properties, capable of

enchanting or soothing listeners.


100 The Tome of Legendary Places: A tome describing legendary and mythical places, some believed to exist in

reality, others thought to be mere fantasy.

76 The Ancient Library of Knowledge PATREON | DMSLASH


Spells 2nd-level Spells

Mind Twist
1st-level Spells
2nd-level enchantment

Drain Life Casting Time: 1 action

1st-level necromancy Range: 60 feet

Target: A creature within range


Casting Time: 1 action
Components: V, S
Range: 30 feet
Duration: Concentration, up to 1 minute
Target: One creature you can see within range
Classes: Bard, Warlock, Wizard
Components: V, S, M (a small vial of unholy water)

Duration: Instantaneous You assault and twist the mind of a creature,

Classes: Cleric, Sorcerer, Warlock, Wizard spawning delusions and provoking uncontrolled

actions. The target must succeed on a Wisdom


You drain the vitality from a creature you can see
saving throw or be affected by the spell for the
within range. The target must make a Constitution
duration. An affected target can’t take reactions
saving throw, taking 2d8 necrotic damage on a
and must roll a d10 at the start of each of its turns
failed save, or half as much damage on a successful
to determine its behavior for that turn. This spell
one. You regain hit points equal to the necrotic
has no effect on undead or constructs.
damage dealt. This spell has no effect on undead or
1: The creature uses all its movement to move in a
constructs.
random direction. To determine the direction, roll a
At Higher Levels: When you cast this spell using a
d8 and assign a direction to each die face. The
spell slot of 2nd level or higher, the damage
creature doesn’t take an action this turn.
increases by 1d8 for each slot level above 1st.
2-6: The creature doesn’t move or take actions this

Withering Touch turn.

1st-level necromancy 7-8: The creature uses its action to make a melee

attack against a randomly determined creature


Casting Time: 1 action
within its reach. If there is no creature within its
Range: Touch
reach, the creature does nothing this turn.
Target: One creature you touch
9-10: The creature can act and move normally.
Components: V, S
At Higher Levels: When you cast this spell using a
Duration: Instantaneous
spell slot of 3rd level or higher, you can target one
Classes: Warlock, Wizard
additional creature for each slot level above 2nd.
You reach out and touch a creature, causing its

flesh to wither. The target must make a Shadow Lash

Constitution saving throw. On a failed save, it takes


2nd-level illusion
1d8 cold and 1d8 necrotic damage, and its speed is
Casting Time: 1 action
reduced by 10 feet until the end of its next turn. On
Range: 30 feet
a successful save, it takes half damage, and its
Target: One creature within range
speed is not reduced.
Components: V, S
At Higher Levels: When you cast this spell using a
Duration: Instantaneous
spell slot of 2nd level or higher, both the cold and
Classes: Warlock, Wizard
necrotic damage increase by 1d8 for each slot level

above 1st. You conjure a lash of shadowy energy and strike at

a creature within range. The target must make a

Wisdom saving throw. On a failed save, it takes 3d8

psychic damage and is frightened until the end of

its next turn. On a successful save, it takes half

damage and is not frightened.

PATREON | DMSLASH The Ancient Library of Knowledge 77


3rd-level Spells 4th-level Spells

Echoes of the Damned Mass Drain Life

3rd-level necromancy 4th-level necromancy

Casting Time: 1 action Casting Time: 1 action

Range: 60 feet Range: Self (30-foot radius)

Target: One creature within range Target: Any number of creatures within range

Components: V, S, M (a fragment of a tombstone) Components: V, S, M (a small crystal phial

Duration: Concentration, up to 1 minute containing graveyard dirt)

Classes: Warlock, Wizard Duration: Instantaneous

Classes: Warlock, Wizard


You invoke the echoes of tormented spirits to haunt

a creature you can see. The target must make a You unleash a wave of necromantic energy that

Wisdom saving throw. On a failed save, the saps the life force from all creatures in a 30-foot

creature is overwhelmed by despair and suffers a radius centered on yourself. Each creature within

penalty of -2 to AC, attack rolls, and saving throws the area must make a Constitution saving throw,

for the duration. This spell has no effect on undead taking 3d8 necrotic damage on a failed save, or half

or constructs. as much damage on a successful one. You regain

At Higher Levels: When you cast this spell using a hit points equal to half the total damage dealt. This

spell slot of 4th level or higher, you can target one spell has no effect on undead or constructs.

additional creature for each slot level above 3rd. At Higher Levels: When you cast this spell using a

The targets must be within 30 feet of each other spell slot of 5th level or higher, the damage

when you target them. increases by 1d8 for each slot level above 4th.

Shadow Word: Pain Shadow Ensnare

3rd-level enchantment 4th-level illusion

Casting Time: 1 action Casting Time: 1 action

Range: 60 feet Range: 30 feet

Target: One creature within range Target: One creature within range

Components: V, S Components: V, S, M (a shard of obsidian worth at

Duration: Concentration, up to 1 minute least 50 gp, which the spell consumes)

Classes: Sorcerer, Warlock, Wizard Duration: Concentration, up to 1 minute

Classes: Warlock, Wizard


You whisper a word of darkness towards a creature

within range, causing it to feel immense pain. The You create illusory shadows that entangle a

target takes 1d10 psychic damage immediately and creature’s mind and body. The target must succeed

again at the start of each of its turns until the spell on an Intelligence saving throw or be paralyzed for

ends. This spell has no effect on undead or the duration. At the end of each of its turns, the

constructs. target can make another Intelligence saving throw.

At Higher Levels: When you cast this spell using a On a success, the spell ends on the target. This

spell slot of 4th level or higher, both the initial and spell has no effect on undead or constructs.

periodic damage increase by 1d10 for each two slot At Higher Levels: When you cast this spell using a

levels above 3rd. spell slot of 5th level or higher, you can target one

additional creature for each slot level above 4th.

The targets must be within 30 feet of each other

when you target them.

78 The Ancient Library of Knowledge PATREON | DMSLASH


5th-level Spells

Curse of Tongues

5th-level enchantment

Casting Time: 1 action

Range: 60 feet

Target: One creature within range

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Warlock, Wizard

You utter a powerful curse of tongues towards a

creature within range, twisting and distorting their

spoken words into unrecognizable sounds. The

target must succeed on a Wisdom save or be

cursed to speak unintelligibly. Until the spell ends,

a cursed target can’t communicate verbally with

other creatures, and it must succeed on a

Constitution saving throw each time it attempts to

cast spells with verbal components or fail the cast

while still expending any spell slot.

Mana Burn

5th-level necromancy

Casting Time: 1 action

Range: 60 feet

Target: One creature within range

Components: V, S

Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard

You target a creature within range and disrupt its

magical energy. The target loses spell slots with a

combined level equal to 1d4. The target takes 1d6

psychic damage for each level of spell slots lost in

this way. If the target doesn’t have enough spell

slots, it must expend all the slots it can, taking the

appropriate amount of damage.

At Higher Levels: When you cast this spell using a

spell slot of 6th level or higher, the total levels of

spell slots lost by the target increases at certain

levels: to 1d6 for a 7th-level slot and to 1d8 for a

9th-level slot.

PATREON | DMSLASH The Ancient Library of Knowledge 79


Warlock Patron: The 2. Desperate Pact: In a moment of dire need,

perhaps facing death, you called out for aid to


Lich
any being that would listen. The Lich answered,
Warlocks bound to a Lich have forged a pact with
offering salvation in exchange for servitude.
one of the most feared and revered entities in the
3. Heir to the Dark Throne: You have always
arcane world. As a powerful wizard who has
known a cold presence in your life, a shadow
achieved immortality through necromancy, a Lich
watching over you. As you grew, so did your
can offer a portion of its dark, deathly magic to its
powers, until the day the Lich revealed itself as
disciples. This pact is often sought by those who
your otherworldly benefactor.
are driven by a thirst for forbidden knowledge, an
4. Forbidden Grimoire: You found an ancient,
obsession with the mysteries of life and death, or a
blackened tome whose secrets could only be
desperate bid for power at any cost. The connection
unlocked by pledging yourself to its author –a
between a warlock and a Lich is marked by rituals
Lich seeking a new acolyte.
of binding, ancient oaths, and the sharing of
5. Necromantic Legacy: Born into a family that has
esoteric secrets.
long served the undead, your inheritance was

Becoming a Warlock of the Lich not wealth or title, but a covenant with a Lich,

passed down through generations.


The path to becoming a warlock under a Lich’s
6. Curse of the Undying: Afflicted by a rare curse,
patronage is fraught with peril, mystery, and a deep
your life was slowly ebbing away, until a Lich
delve into the macabre. Below are some scenarios
offered you a pact.
for how a warlock might come to this dark pact:
7. Arcane Scholar’s Downfall: In your relentless

1. Whispers from the Crypt: You heard the call of pursuit of arcane knowledge, you delved too

the Lich through dreams and whispers from deep into necromantic lore, attracting the

beyond the grave, leading you to an ancient attention of a Lich who saw potential in your

tomb where the pact was sealed. ambition and recklessness.

Warlock Patron: The Lich


Proficiency Cantrips Spells Spell Slot Invocations

Level Bonus Features Known Known Slots Level Known

1st +2 Soul Harvest , Pact Magic, 2 2 1 1st —


Expanded Spell List

2nd +2 Eldritch Invocations 2 3 2 1st 2


3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 — 3 6 2 3rd 3
6th +3 Undying Servitude 3 7 2 3rd 3
7th +3 — 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 — 3 10 2 5th 5
10th +4 Death’s Embrace 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Eternal Phylactery 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 — 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

80 The Ancient Library of Knowledge PATREON | DMSLASH


Warlock Patron: The Eternal Phylactery

Upon reaching 14th level, you have achieved


Lich
lichdom. When you die, you can decide to come
You have made a pact with a powerful lich, an
back to life, reforming at the location of your
undead spellcaster of great power who trascended
phylactery (which you must create as part of this
mortality to gain lichdom. By forging this unholy
feature, as detailed below). Your body completely
bond, you gain access to forbidden knowledge and
reforms in 1d10 days, regaining all hit points and
the secrets of undeath. Warlocks who forged a pact
expended spell slots. Your new body must appear
with a lich gain mastery over necromantic arts,
within 10 feet of your philactery, which is destroyed
becoming agents of decay and wielders of deathly
in the process. Additionally, you learn the ability to
power.
cast the finger of death spell once per long rest

Expanded Spell List without expending a spell slot.

Your Lich Patron lets you choose from an Creating a Phylactery


expanded list of spells when you learn a warlock
Creating a phylactery is not an easy task, even for
spell. The following spells are added to the warlock
the most powerful liches. When you gain this
spell list for you (click here or see page 77).
feature for the first time at 14th level, you must

Lich Patron Expanded Spells perform an unholy ritual that lasts up to 8 hours to

create your first phylactery, which is free except for


Spell Level Spells
the sacrifice of life force equivalent to half your
1st drain life, withering touch
maximum hit points, representing your
2nd mind twist, shadow lash

3rd echoes of the damned, shadow word: pain


commitment to embrace undeath. Once the ritual is

4th mass drain life, shadow ensnare completed, your first phylactery is created, binding

5th curse of tongues, mana burn a fragment of your soul to an object of your

choosing. From this point on, your phylactery

Soul Harvest becomes an inseparable part of your existence,

serving as a tether to your mortal life and ensuring


Whenever you reduce a creature to 0 hit points
your continuity in the face of destruction. In the
with a Warlock spell, you gain temporary hit points
future, if your phylactery is ever destroyed or lost,
equal to your Warlock level + your Charisma
you must undertake an arduous quest to fashion a
modifier. You can use this feature a number of time
new one. This endeavor could require you to seek
equal to your proficiency bonus, and you regain all
out rare and powerful components, including the
its expended uses when you finish a long rest.
essence of ancient being or the heart of a long-

Undying Servitude extinct dragon. Your Game Master will decide an

appropriate money and time investment or possibly


Starting at 6th level, you gain the ability to cast the
even a specific quest fitting for the setting and the
animate dead spell once per long rest without
campaign you are playing. The section provided
expending a spell slot. Additionally, when you cast
below details examples for crafting another
this spell you can animate up to two additional
phylactery beyond the first.
Undead creatures per spell level.

Creating a Phylactery beyond the first


Death’s Embrace
Performing a ritual that lasts 8 hours for seven
At 10th level, you gain resistance to necrotic
consecutive nights, sacrificing life force
damage, and you gain advantage on saving throws
equivalent to atleast half your maximum hit
against being charmed. Additionally, you can hold
points each night and consuming components
your breath indefinitely, and you don’t require food,
for a total of atleast 50.000 gp combined.
water, or sleep, although you still require rest to
Performing a ritual that lasts 8 hours for an
reduce exhaustion and still benefit from finishing
entire month, channeling the vital force of
short and long rests. In addition, you can no longer
creatures with a total CR of atleast 50 combined
phisically age, and you become immune to being
(the creatures can’t be undeads or constructs).
magically aged.
From 6 to 12 months of research and study of

forbidden knowledge.

82 The Ancient Library of Knowledge PATREON | DMSLASH


CR 20
Monsters
Elder Book Wyrm

In the following section, we will explore the lore of CR 25


various creatures associated with books and libraries, Ancient Book Wyrm

beings that embody the essence of written knowledge


CR 30
and ancient wisdom. Each creature, whether born
Great Book Wyrm
from the binding of a magical tome or the silent aisles

of forgotten libraries, holds a deep connection to the

stories and information that have shaped the world.

Their presence in any realm brings a layer of mystery

and magic, turning libraries and archives into places of

wonder, danger, and adventure.

The statblocks detailed in the following pages are

presented in alphabetic order. A hyperlinked table

is presented below for accessibility and ease of use.

CR 1/8
Ink Bloatling

CR 1/4
Animated Quill

CR 2
Ink Bloat

CR 3
Talebound Terror

CR 4
Book Mimic

CR 5
Book Wyrmling

CR 6
Enchanted Tome

CR 10
Young Book Wyrm

CR 12
Fable Fiend

CR 14
Rune Warden

CR 15
Adult Book Wyrm

PATREON | DMSLASH The Ancient Library of Knowledge 83


Animated Quill
Tiny construct, unaligned

Armor Class 13
Hit Points 7 (3d4)

Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA

2 (-4) 16 (+3) 10 (+0) 5 (-3) 12 (+1) 8 (-1)


Animated Quills
Animated Quills are enchanted entities commonly Skills Stealth +5
found in places steeped in magic and knowledge,
Damage Immunities poison, psychic
such as wizards’ studies, ancient libraries, and
Condition Immunities charmed, exhaustion,
arcane workshops. These quills, infused with a
frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
magical essence, exhibit a life and personality of
Languages understands the languages of its creator
their own, fluttering about like small, inquisitive
but can’t speak
birds, each quill tip gleaming with vibrant ink. Each
Challenge 1/4 (50 XP) Proficiency Bonus +2
Animated Quill has its distinct character; some are

diligent, busily scribbling notes or completing

unfinished manuscripts, while others are more The quill doesn’t provoke opportunity attacks
Flyby.

whimsical, doodling aimlessly on any available


when it flies out of an enemy’s reach.
surface. They often spontaneously spring into
ACTIONS
action, sometimes continuing a scholar’s

abandoned line of thought or whimsically jotting Inky Jab. Melee Weapon Attack: +5 to hit, reach 5 ft.,
down nonsensical or cryptic messages. Not just one target. Hit: 2 (1d4) piercing damage, and the
charming curiosities, Animated Quills can be target is marked with a magical, indelible ink that
practical tools for scholars and mages. They are
lasts for 24 hours.
frequently employed to transcribe magical
REACTIONS
incantations, draft lengthy tomes, or take notes

during intricate experiments. However, their Ink Spray.When a creature targets the animated quill
unpredictable nature can lead to unexpected with an attack, the quill can spray ink. The attacker
outcomes – from comically finishing a half-written must succeed on a DC 13 Dexterity saving throw or
spell to inadvertently scrawling humorous remarks
be blinded until the end of its next turn.
in serious documents.

84 The Ancient Library of Knowledge PATREON | DMSLASH


Book Mimic
Medium monstrosity (shapechanger), neutral evil

Armor Class 13 (natural armor)


Hit Points 60 (8d8 + 24)
Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA

14 (+2) 16 (+3) 16 (+3) 8 (-1) 10 (+0) 12 (+1)

SkillsArcana +3, Stealth +7


Damage Vulnerabilities radiant
Damage Resistances cold

Damage Immunities acid, necrotic

Condition Immunities prone, charmed, exhaustion

Senses darkvision 120 ft., passive Perception 10

Languages Understands the languages of its creator

but can’t speak


Challenge 4 (1,100 XP) Proficiency Bonus +2

Shadow Stealth. While in dim light or darkness, the


Book Mimics book mimic can take the Hide action as a bonus
action and has total cover against attacks.
Book Mimics, distinct from their more common

mimic counterparts, are cunning and malefic


Shapechanger. The book mimic can use its action to
creatures that inhabit libraries, archives, and other
polymorph into a shadowy form resembling a book
repositories of knowledge. Unlike standard mimics,
or back into its true form. Its statistics are the same
which often impersonate inanimate objects to in each form. It reverts to its true form if it dies.
ambush prey, Book Mimics specialize in mimicking

books, scrolls, and other forms of written material. Sunlight Weakness.While in sunlight, the book mimic
They possess a dark, leather-like exterior that has disadvantage on attack rolls, ability checks, and
closely resembles the cover of a tome, with fine saving throws.
details that can deceive even the most astute
ACTIONS
observer. The pages of a Book Mimic, however, are

an ever-shifting mass of shadowy tendrils and Shadow Pseudopod. Melee Weapon Attack: +5 to hit,
sharp, paper-like appendages. These creatures are reach 15 ft., one target. Hit: 14 (4d6) necrotic
adept at blending into their surroundings, often damage, and the target must succeed on a DC 15
choosing to lie in wait among genuine books. A Constitution saving throw or its hit point maximum
Book Mimic can seamlessly integrate itself into a is reduced by an amount equal to the damage taken.
bookshelf, adopting the appearance of a rare or
The reduction lasts until the creature finishes a long
valuable manuscript to lure in unsuspecting
rest. The target dies if this effect reduces its hit point
victims. Once a target is within reach, the Book
maximum to 0.
Mimic reveals its true, terrifying form, lashing out
Umbral Grasp. Melee Spell Attack: +5 to hit, reach 5
with pseudopods that resemble twisted, ink-stained
ft., one creature. Hit: The target is grappled (escape
pages or enveloping its prey in a suffocating
DC 15). Until this grapple ends, the target is
embrace. Book Mimics have evolved abilities that
restrained, and the target takes 14 (4d6) necrotic
distinguish them from regular mimics. They can
damage at the start of the book mimic’s turn.
manipulate their shadowy form to slip away into

darkness, making them elusive and challenging to REACTIONS


capture or kill. Their attacks often drain the vitality
Shadow Escape. When the book mimic takes damage,
of their victims, weakening them with necrotic
it disperses into shadows and teleport up to 30 feet
energy. This ability not only makes them dangerous
to an unoccupied space it can see that is in dim light
predators but also grants them a sinister reputation
or darkness.
among scholars and adventurers alike.

PATREON | DMSLASH The Ancient Library of Knowledge 85


Book Wyrms
Book Wyrms are unique creatures known for their collects tales of the sea could have a deep blue,

profound connection to books and knowledge. wave-like pattern on its hide. Book Wyrms possess

Unlike their more traditional dragon kin, who several abilities tied to the texts they cherish. They

hoard gold and jewels, Book Wyrms covet can breathe magical energy that might manifest as

literature in all its forms. They are often found ink-like mist or glowing glyphs. Their roar can

nestled among towering stacks of books and sound like the rustling of thousands of pages, and

ancient scrolls, in grand libraries, private they are known to be able to cast spells found in the

collections, and forgotten archives. These mighty books they hoard. One of the most intriguing

beings resemble smaller dragons with scales that aspects of Book Wyrms is their method of

mimic the textures and colors of various book hoarding. They meticulously organize and care for

bindings – from leather-bound tomes to gilded their collections, often creating vast, labyrinthine

manuscripts. Their eyes gleam with an intelligent libraries. These creatures are highly protective of

light, hinting at the vast knowledge they possess. their treasures, capable of detecting the slightest

Each Book Wyrm has a unique appearance, often disturbance among their cherished tomes. They are

reflecting the type of literature it favors - a Book drawn to rare and valuable texts, often going to

Wyrm that hoards magical texts might have runes great lengths to acquire new additions for their

shimmering across its scales, while one that collection.

86 The Ancient Library of Knowledge PATREON | DMSLASH


2. Enhanced Knowledge Absorption: Nearby
Book Wyrms’ Lair Actions scholars and wizards find their studies more
Book Wyrms gain the ability to use lair actions from fruitful, often gaining sudden insights.
the Adult stage onwards, reflecting their growing 3. Animated Literature: Books and scrolls
power and connection to their hoarded knowledge. occasionally animate, pages turning or ink
The table below details the DC for a Book Wyrm’s shifting on their own.
lair actions depending on its current stage.
4. Illusory Echoes: Brief, vivid illusions of famous

stories or historical events appear sporadically.

Book Wyrm Lair Actions Table


If the Book Wyrm dies, these effects fade over the
Book Wyrm Type DC
course of 1d10 days.
Adult 15
Elder 18
Ancient 21
Book Wyrmling
Great Wyrm 24
Small dragon, neutral good

Book Wyrm Lair


Armor Class 14 (natural armor)
Book Wyrms typically reside in vast, ancient Hit Points 52 (8d6 + 24)
libraries or secluded archives, surrounded by
Speed 30 ft., fly 30 ft.
mountains of books, scrolls, and other written
STR DEX CON INT WIS CHA
materials. Their lairs are labyrinthine, filled with
15 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
hidden chambers, secret passages, and magical

traps to protect their precious hoards. The air is


SkillsArcana +5, History +5, Perception +4
thick with the scent of old paper and ink, and the
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 14
walls are lined with bookshelves filled with books.

Languages understands Common and Draconic but


Lair Actions
can’t speak
On initiative count 20 (losing initiative ties), the
Challenge 5 (1,800 XP) Proficiency Bonus +3
wyrm takes a lair action to cause one of the

following effects; the dragon can’t use the same

effect two rounds in a row:


Spellcasting. The book wyrmling is a 3rd-level
spellcaster. Its spellcasting ability is Intelligence
Whispers of the Past: The Book Wyrm invokes (spell save DC 13, +5 to hit with spell attacks). The
the spirits of authors and sages. Each enemy in book wyrmling has the following spells prepared:
the lair must succeed on a Wisdom saving throw
Cantrips (at will): light, mage hand, mending
or be distracted by ethereal whispers, imposing
1st level (4 slots): detect magic, identify, shield
disadvantage on their next attack roll, ability
2nd level (2 slots): arcane lock, invisibility
check, or saving throw.

Arcane Surge: Magical energy bursts from the ACTIONS


books and scrolls. The Book Wyrm regains a
Multiattack. The book wyrmling makes two attacks:
spent spell slot of up to 3rd level.
one with its bite and one with its claws.
Ink Cloud: A cloud of magical ink explodes in a

20-foot radius. The area becomes heavily


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
obscured, and creatures within must succeed on
target. Hit: 7 (1d10 + 2) piercing damage.
a Dexterity saving throw or be blinded until the

end of their next turn. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 6 (1d8 + 2) piercing damage.


Regional Effects

The presence of a Book Wyrm influences its Paper Breath (Recharge 5-6). The book wyrmling
surrounding area, especially where knowledge and exhales a 15-foot cone of swirling paper and magical
magic are abundant. The following effects extends ink. Each creature in that area must make a DC 13
within a few miles of the lair: Dexterity saving throw, taking 14 (4d6) slashing
damage on a failed save, or half as much damage on
1. Ancient Whispers: Faint whispers carry ancient a successful one.
stories, distracting those who hear them.

PATREON | DMSLASH The Ancient Library of Knowledge 87


Young Book Wyrm
2nd level (3 slots): arcane lock, detect thoughts,
invisibility
Medium dragon, neutral good

3rd level (3 slots): dispel magic, fireball, fly


Armor Class 16 (natural armor) 4th level (2 slots): arcane eye, dimension door
Hit Points 110 (13d8 + 52)
ACTIONS
Speed 30 ft., fly 40 ft.

Multiattack. The young book wyrm makes two attacks:


STR DEX CON INT WIS CHA
one with its bite and one with its claws. The book
19 (+4) 14 (+2) 18 (+4) 16 (+3) 14 (+2) 17 (+3) wyrm can replace the bite attack to cast a spell with a
casting time of one action or use its breath weapon.
Saving Throws Con +8, Int +7, Wis +6, Cha +7
SkillsArcana +7, History +7, Perception +10 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Damage Resistances psychic
target. Hit: 10 (1d12 + 4) piercing damage.
Senses blindsight 30 ft., darkvision 60 ft., passive

Perception 20 Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one

Languages Common, Draconic target. Hit: 9 (1d10 + 4) slashing damage.


Challenge 10 (5,900 XP) Proficiency Bonus +4

Book Breath (Recharge 5-6). The young book wyrm


exhales a 30-foot cone of swirling pages and magical
Spellcasting. The young book wyrm is a 7th-level
ink. Each creature in that area must make a DC 15
spellcaster. Its spellcasting ability is Intelligence (spell
Dexterity saving throw, taking 27 (6d8) slashing
save DC 15, +7 to hit with spell attacks). The young
damage on a failed save, or half as much damage on
book wyrm has the following spells prepared:
a successful one. The pages also create a zone of
Cantrips (at will): light, mage hand, mending obscured vision in the area until the end of the young
1st level (4 slots): detect magic, identify, shield book wyrm’s next turn.

Book Wyrm Variant Traits


In their pursuit of knowledge, Book Wyrms may develop specialized abilities and traits reflecting their diverse
capabilities and roles. Detailed below are some examples of similar variant traits.

The Book Wyrm gains the ability to recite historical events with perfect accuracy, granting it
Echoes of History.

advantage on all History checks.

Spellcasting Prowess. The Book Wyrm adds counterspell to its list of known spells. Additionally, it can cast detect
magic at will, without expending a spell slot.

The Book Wyrm adds haste and slow to its list of known spells. It can cast each of these spells
Chronal Insight.

once per day without expending a spell slot.

Elemental Affinity. The Book Wyrm gains resistance to one of the following damage types (chosen by the GM):
acid, cold, fire, lightning, and thunder.

The Book Wyrm can telepathically communicate with anyone holding a book from its collection,
Mystic Librarian.

offering guidance or knowledge relevant to the book’s content.

Arcane Conduit. Once per day, the Book Wyrm can cast a spell with its Spellcasting trait without expending a spell
slot.

The Book Wyrm is hidden from divination magic and can’t be targeted by such magic or
Keeper of Secrets.

perceived through magical scrying sensors.

Linguistic Mastery. The Book Wyrm can understand, read, and speak any language.

Wisdom of the Ages. The Book Wyrm can magically share a portion of its knowledge as an action during its turn,
granting a creature proficiency in one skill or saving throw of the Book Wyrm’s choice for 24 hours.

88 The Ancient Library of Knowledge PATREON | DMSLASH


Adult Book Wyrm Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Large dragon, neutral good
target. Hit: 16 (2d10 + 5) piercing damage.
Armor Class 18 (natural armor) Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Hit Points 168 (16d10 + 80) target. Hit: 12 (2d6 + 5) slashing damage.
Speed 40 ft., fly 80 ft.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one
STR DEX CON INT WIS CHA target. Hit: 14 (2d8 + 8) bludgeoning damage.
21 (+5) 14 (+2) 20 (+5) 18 (+4) 16 (+3) 19 (+4)
Book Breath (Recharge 5-6). The adult book wyrm
Saving Throws Con +10, Int +9, Wis +8, Cha +9 exhales a 60-foot cone of swirling pages and magical
Skills Arcana +9, History +9, Nature +9, Perception
ink. Each creature in that area must make a DC 17
+13 Dexterity saving throw, taking 45 (10d8) slashing
Damage Resistances psychic
damage on a failed save, or half as much damage on
Senses blindsight 60 ft., darkvision 120 ft., passive
a successful one. The pages also create a zone of
Perception 23 obscured vision in the area until the end of the adult
Languages Common, Draconic
book wyrm’s next turn.
Challenge 15 (13,000 XP) Proficiency Bonus +5

BONUS ACTIONS

Legendary Resistance (3/Day). If the book wyrm fails a Change Shape. The book wyrm magically transforms
saving throw, it can choose to succeed instead. into a creature it has seen or read about, while
retaining its game statistics (other than its size). This
Spellcasting. The adult book wyrm is a 12th-level transformation ends if the book wyrm is reduced to 0
spellcaster. Its spellcasting ability is Intelligence (spell hit points or uses a bonus action to end it.
save DC 17, +9 to hit with spell attacks). The adult
book wyrm has the following spells prepared: LEGENDARY ACTIONS

Cantrips (at will): light, mage hand, mending The adult book wyrm can take 3 legendary actions,
1st level (4 slots): detect magic, identify, shield choosing from the options below. Only one legendary
2nd level (3 slots): arcane lock, detect thoughts, action option can be used at a time and only at the
invisibility end of another creature’s turn. The adult book wyrm
3rd level (3 slots): dispel magic, fireball, fly regains spent legendary actions at the start of its turn.
4th level (3 slots): arcane eye, dimension door
Detect. The book wyrm makes a Wisdom (Perception)
5th level (2 slots): hold monster, teleportation circle
check.
6th level (1 slot): true seeing
Tail Swipe. The book wyrm makes a tail attack.
ACTIONS Move (Costs 2 Actions). The book wyrm moves up to
half its speed without provoking opportunity attacks.
Multiattack. The adult book wyrm makes three Minor Spellcasting (Costs 2 Actions). The book wyrm
attacks: one with its bite and two with its claws. casts a spell of 3rd level or lower with its Innate
Alternatively, it makes one attack with its claws and Spellcasting trait.
casts a spell with a casting time of one action or uses Superior Spellcasting (Costs 3 Actions). The book wyrm
its breath weapon. casts a spell with its Innate Spellcasting trait.

PATREON | DMSLASH The Ancient Library of Knowledge 89


Elder Book Wyrm ACTIONS
Huge dragon, neutral good
Multiattack. The elder book wyrm makes three
Armor Class 19 (natural armor) attacks: one with its bite and two with its claws.
Hit Points 225 (18d12 + 108) Alternatively, it makes one attack with its claws and
Speed 40 ft., fly 80 ft. casts a spell with a casting time of one action or uses
its breath weapon.
STR DEX CON INT WIS CHA

23 (+6) 14 (+2) 22 (+6) 20 (+5) 18 (+4) 21 (+5) Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) piercing damage.
Saving Throws Con +12, Int +11, Wis +10, Cha +11
SkillsArcana +11, History +11, Nature +11, Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Perception +16 target. Hit: 13 (2d6 + 6) slashing damage.
Damage Resistances psychic, force
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
Condition Immunities charmed, frightened
target. Hit: 15 (2d8 + 6) bludgeoning damage.
Senses blindsight 60 ft., darkvision 120 ft., passive

Perception 26
Breath of Knowledge (Recharge 5-6). The elder book
Languages All
wyrm exhales a 60-foot cone of ancient magic. Each
Challenge 20 (25,000 XP) Proficiency Bonus +6
creature in that area must make a DC 19 Wisdom
saving throw, taking 55 (10d10) force damage on a
Legendary Resistance (3/Day). If the book wyrm fails a failed save, or half as much damage on a successful
saving throw, it can choose to succeed instead. one. A creature that fails the saving throw is also
affected by the confusion spell until the start of the
Magic Resistance.The book wyrm has advantage on book wyrm’s next turn.
saving throws against spells and other magical
effects. BONUS ACTIONS

Magic Weapons. The book wyrm’s weapon attacks are Change Shape. The book wyrm magically transforms
magical. into a creature it has seen or read about, while
retaining its game statistics (other than its size). This
Spellcasting. The elder book wyrm is a 16th-level transformation ends if the book wyrm is reduced to 0
spellcaster. Its spellcasting ability is Intelligence (spell hit points or uses a bonus action to end it.
save DC 19, +11 to hit with spell attacks). The elder
LEGENDARY ACTIONS
book wyrm has the following spells prepared:
The elder book wyrm can take 3 legendary actions,
Cantrips (at will): detect magic, light, mage hand, choosing from the options below. Only one legendary
mending
action option can be used at a time and only at the
1st level (4 slots): detect magic, identify, shield end of another creature’s turn. The elder book wyrm
2nd level (3 slots): arcane lock, detect thoughts, regains spent legendary actions at the start of its turn.
invisibility

3rd level (3 slots): dispel magic, fireball, fly Detect. The book wyrm makes a Wisdom (Perception)
4th level (3 slots): arcane eye, dimension door, greater check.
invisibility Tail Swipe. The book wyrm makes a tail attack.
5th level (3 slots): hold monster, teleportation circle, Move (Costs 2 Actions). The book wyrm moves up to
wall of force half its speed without provoking opportunity attacks.
6th level (2 slots): true seeing, disintegrate Minor Spellcasting (Costs 2 Actions). The book wyrm

7th level (2 slots): teleport, reverse gravity casts a spell of 3rd level or lower with its Spellcasting
8th level (1 slot): mind blank trait.
Superior Spellcasting (Costs 3 Actions). The book wyrm

casts a spell with its Spellcasting trait.

90 The Ancient Library of Knowledge PATREON | DMSLASH


Ancient Book Wyrm ACTIONS
Gargantuan dragon, neutral good
Multiattack. The ancient book wyrm makes three
Armor Class 20 (natural armor) attacks: one with its bite and two with its claws.
Hit Points 332 (19d20 + 133) Alternatively, it makes one attack with its claws and
Speed 50 ft., fly 100 ft. casts a spell with a casting time of one action or uses
its breath weapon.
STR DEX CON INT WIS CHA

27 (+8) 14 (+2) 24 (+7) 22 (+6) 20 (+5) 23 (+6) Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one
target. Hit: 21 (2d12 + 8) piercing damage.
Saving Throws Con +15, Int +14, Wis +13, Cha +14
SkillsArcana +22, History +22, Nature +14, Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,
Perception +21 one target. Hit: 17 (2d8 + 8) slashing damage.
Damage Resistances psychic, force; bludgeoning,
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
piercing, and slashing from nonmagical attacks
target. Hit: 19 (2d10 + 8) bludgeoning damage.
Condition Immunities charmed, frightened

Senses blindsight 60 ft., darkvision 120 ft., passive


Breath of Knowledge (Recharge 5-6). The ancient book
Perception 31 wyrm exhales a 60-foot cone of ancient magic. Each
Languages All, telepathy 60ft.
creature in that area must make a DC 22 Wisdom
Challenge 25 (75,000 XP) Proficiency Bonus +8
saving throw, taking 65 (10d12) force damage on a
failed save, or half as much damage on a successful
Legendary Resistance (3/Day). If the book wyrm fails a one. A creature that fails the saving throw is also
saving throw, it can choose to succeed instead. affected by the confusion spell until the start of the
book wyrm’s next turn.
Magic Resistance.The book wyrm has advantage on
saving throws against spells and other magical BONUS ACTIONS
effects.
Change Shape. The book wyrm magically transforms
Magic Weapons. The book wyrm’s weapon attacks are into a creature it has seen or read about, while
magical. retaining its game statistics (other than its size). This
transformation ends if the book wyrm is reduced to 0
Spellcasting. The ancient book wyrm is a 20th-level hit points or uses a bonus action to end it.
spellcaster. Its spellcasting ability is Intelligence (spell
LEGENDARY ACTIONS
save DC 22, +14 to hit with spell attacks). It has the
following wizard spells prepared: The ancient book wyrm can take 3 legendary actions,
choosing from the options below. Only one legendary
Cantrips (at will): light, mage hand, mending action option can be used at a time and only at the
1st level (4 slots): detect magic, feather fall, identify, end of another creature’s turn. The ancient book
shield, silent image
wyrm regains spent legendary actions at the start of
2nd level (3 slots): arcane lock, detect thoughts, its turn.
invisibility, mirror image

3rd level (3 slots): dispel magic, fireball, fly, water Detect. The book wyrm makes a Wisdom (Perception)
breathing check.
4th level (3 slots): arcane eye, dimension door, greater Tail Swipe. The book wyrm makes a tail attack.
invisibility Move (Costs 2 Actions). The book wyrm moves up to
5th level (3 slots): hold monster, teleportation circle, half its speed without provoking opportunity attacks.
wall of force Minor Spellcasting (Costs 2 Actions). The book wyrm

6th level (3 slots): true seeing, disintegrate casts a spell of 3rd level or lower with its Spellcasting
7th level (3 slots): teleport, reverse gravity trait.
8th level (2 slots): mind blank, antimagic field Superior Spellcasting (Costs 3 Actions). The book wyrm

9th level (1 slot): time stop casts a spell with its Spellcasting trait.

PATREON | DMSLASH The Ancient Library of Knowledge 91


Great Book Wyrm Unusual Nature. The great book wyrm doesn’t require
Gargantuan dragon, neutral good food or drink.

Armor Class 22 (natural armor) ACTIONS


Hit Points 370 (20d20 + 160)
Multiattack. The great book wyrm makes four attacks:
Speed 60 ft., fly 120 ft.
one with its bite, two with its claws, and one with its
tail. Alternatively, it makes one attack with its claws
STR DEX CON INT WIS CHA
and one with its tail and casts a spell with a casting
30 (+10) 16 (+3) 26 (+8) 26 (+8) 22 (+6) 25 (+7)
time of one action or uses its breath weapon.
Saving Throws Con +17, Int +17, Wis +15, Cha +16
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one
SkillsArcana +26, History +26, Nature +26,
target. Hit: 29 (3d12 + 10) piercing damage.
Perception +24
Damage Resistances bludgeoning, piercing, and
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft.,
slashing from nonmagical attacks one target. Hit: 23 (3d8 + 10) slashing damage.
Damage Immunities psychic, force

Condition Immunities charmed, frightened, poisoned, Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one
prone target. Hit: 26 (3d10 + 10) bludgeoning damage.
Senses truesight 120ft., passive Perception 34

Languages All, telepathy 120 ft. Breath of Ancient Wisdom (Recharge 5-6). The great
Challenge 30 (155,000 XP) Proficiency Bonus +9 book wyrm exhales a 120-foot cone of ancient magic.
Each creature in that area must make a DC 25
Legendary Resistance (5/Day). If the book wyrm fails a Wisdom saving throw, taking 72 (12d12) force
saving throw, it can choose to succeed instead. damage on a failed save, or half as much damage on
a successful one. A creature that fails the saving
Magic Resistance.The book wyrm has advantage on throw is also affected by the feeblemind spell until the
saving throws against spells and other magical start of the book wyrm’s next turn.
effects.
BONUS ACTIONS

Magic Weapons. The book wyrm’s weapon attacks are Change Shape. The book wyrm magically transforms
magical. into a creature it has seen or read about, while
retaining its game statistics (other than its size). This
Spellcasting. The great book wyrm is a 20th-level transformation ends if the book wyrm is reduced to 0
spellcaster. Its spellcasting ability is Intelligence (spell hit points or uses a bonus action to end it.
save DC 25, +17 to hit with spell attacks). It has the
following wizard spells prepared: LEGENDARY ACTIONS

Cantrips (at will): light, mage hand, mending The great book wyrm can take 5 legendary actions,
1st level (4 slots): detect magic, feather fall, identify, choosing from the options below. Only one legendary
shield, silent image action option can be used at a time and only at the
2nd level (3 slots): arcane lock, detect thoughts, end of another creature’s turn. The great book wyrm
invisibility, mirror image regains spent legendary actions at the start of its turn.
3rd level (3 slots): dispel magic, fireball, fly, water
breathing
Detect. The book wyrm makes a Wisdom (Perception)
4th level (3 slots): arcane eye, dimension door, greater check.
invisibility
Tail Swipe. The book wyrm makes a tail attack.
5th level (3 slots): hold monster, teleportation circle, Move (Costs 2 Actions). The book wyrm moves up to
wall of force
half its speed without provoking opportunity attacks.
Minor Spellcasting (Costs 2 Actions). The book wyrm
6th level (3 slots): true seeing, disintegrate
7th level (3 slots): teleport, reverse gravity casts a spell of 3rd level or lower with its Spellcasting
8th level (2 slots): mind blank, antimagic field trait.
Superior Spellcasting (Costs 3 Actions). The book wyrm
9th level (2 slots): time stop, wish
casts a spell with its Spellcasting trait.

92 The Ancient Library of Knowledge PATREON | DMSLASH


OPTIONAL PHASE: ARCANE AWAKENING

If the great book wyrm would be reduced to 0 hit


points, its current hit point total instead resets to
225 hit points, it recharges its Breath Weapon, and it
regains any expended uses of Legendary Resistance.
Additionally, the book wyrm can now use the
following actions for 1 hour. Award a party an
additional 155,000 XP (330,000 XP total) for
defeating the great book wyrm after its Arcane
Awakening activates.

ACTIONS

Spell Recall (Recharge 5-6).The great book wyrm taps


into its vast memory of magical knowledge to cast a
spell it has previously encountered during its life.
The book wyrm rolls a d12. If the result is equal to or
higher than the level of a spell it wishes to cast, the
dragon can immediately cast that spell, ignoring any
material, somatic, or verbal components that would
normally be required. The spell must be one that the
dragon has seen being cast or has read about.

BONUS ACTIONS

Spell Empowerment (Recharge 5-6). The great book


wyrm empowers its next spell cast during the current
turn. The spell it automatically cast at 9th-level, no
matter the expended spell slot.

ARCANE ACTIONS

If the great book wyrm’s Arcane Awakening trait has


activated in the last hour, it can use the options
below as legendary actions.

Arcane Barrage (Costs 2 Actions). The book wyrm


unleashes a barrage of magical energy at one target
it can see within 120 feet. The target must make a
DC 25 Dexterity saving throw, taking 28 (8d6) force
damage on a failed save, or half as much damage on
a successful one.
Teleport (Costs 2 Actions). The book wyrm magically

teleports, along with any equipment it is wearing or


carrying, up to 120 feet to an unoccupied space it
can see.
Ancient Wisdom (Costs 3 Action). The book wyrm

imparts a piece of ancient knowledge or a cryptic


prophecy to a creature it can see within 120 feet of it.
The target gains advantage on all ability checks and
saving throws for 1 minute.

PATREON | DMSLASH
Enchanted Tomes
Enchanted Tome
Enchanted Tomes are magical books endowed
Tiny construct, neutral

with sentience and life, often discovered in the

depths of ancient libraries, sorcerers’ towers, and Armor Class 13 (natural armor)
other places steeped in arcane lore. These tomes Hit Points 72 (16d4 + 32)
are capable of animating themselves, with pages Speed 0 ft., fly 30 ft. (hover)
forming into mouths and eyes, and even shaping

paper constructs to interact with or defend STR DEX CON INT WIS CHA

themselves. Each tome has its personality and


5 (-3) 16 (+3) 14 (+2) 19 (+4) 12 (+1) 16 (+3)
goals, often reflecting the content within its pages.
Saving Throws Dex +6, Wis +4
Some may seek to share their knowledge with
SkillsArcana +7, History +7
worthy scholars, while others might be more
Damage Immunities poison, psychic
mischievous or malevolent, protecting their secrets
Condition Immunities blinded, charmed, deafened,
or ensnaring the minds of the curious. Enchanted
frightened, paralyzed, petrified, poisoned
Tomes can serve as invaluable sources of
Senses blindsight 60 ft. (blind beyond this radius),
knowledge, offering insights into forgotten lore or
passive Perception 11
Languages Understands the languages of its creator
arcane mysteries, but they can also be dangerous

adversaries or tricky allies, depending on their but can’t speak


nature and the intentions of those who seek to Challenge 6 (2,400 XP) Proficiency Bonus +3

interact with them.

Antimagic Susceptibility.The enchanted tome is


incapacitated while in the area of an antimagic field.
If targeted by dispel magic, the tome must succeed
on a Constitution saving throw against the caster’s
spell save DC or fall unconscious for 1 minute.

False Appearance.While the enchanted tome remains


motionless and isn’t flying, it is indistinguishable
from a normal book.

Innate Spellcasting. The enchanted tome’s innate


spellcasting ability is Intelligence (spell save DC 15,
+7 to hit with spell attacks). The enchanted tome can
innately cast the following spells, requiring no
material or verbal components:

At will: detect magic, light, mage hand, message


3/day each: charm person, hold person, magic missile
2/day each: invisibility, mirror image, scorching ray, web
1/day each: confusion, dispel magic, fireball

Magic Resistance.The enchanted tome has advantage


on saving throws against spells and other magical
effects.

ACTIONS

Paper Swarm. Ranged Spell Attack: +7 to hit, range 60

ft., one target. Hit: 21 (6d6) slashing damage.


REACTIONS

Paper Shield. When the enchanted tome is targeted


by an attack, it can create a shield of swirling pages,
adding 5 to its AC against that attack.

94 The Ancient Library of Knowledge PATREON | DMSLASH


Fable Fiends
Fable Fiends are demon-like entities that embody a

sinister aspect of creativity and storytelling, often feeling of overwhelming writer’s block or a sudden

found lurking near writing desks and inkwells in drain of creative inspiration. Fable Fiends are not

places rich with literary history or imaginative just passive absorbers of creativity; they might

energy. These fiends feed on the creative output of whisper malevolent ideas, twist the thoughts of a

writers and storytellers, drawing sustenance from writer, or even bring to life the darker aspects of

the creative process itself. They have a predatory the stories being created. They are known to haunt

nature, seeking to drain the inspiration and libraries, theaters, and writing spaces, preying on

imaginative spark from their victims, leaving them unsuspecting authors or artists deeply engrossed in

devoid of energy. These creatures are shifting in their creative process. Their interactions with the

appearance, often taking forms that reflect the material world are often through manipulation of

stories or creative works they are currently feeding thoughts and ideas, although they can manifest

upon. Their presence is usually accompanied by a physically to attack or intimidate when necessary.

PATREON | DMSLASH The Ancient Library of Knowledge 95


Fable Fiend
is from a critical hit. On a success, the fable fiend
Large fiend (devil), chaotic evil
drops to 1 hit point instead.
ACTIONS
Armor Class 16 (natural armor)
Hit Points 152 (16d10 + 64) Multiattack. The fable fiend makes three attacks: two
Speed 30 ft. with its claws and one with its tail of tales.

STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
19 (+4) 16 (+3) 18 (+4) 16 (+3) 15 (+2) 21 (+5) target. Hit: 13 (2d10 + 4) slashing damage.

Saving Throws Con +9, Int +8, Wis +7, Cha +10 Tail of Tales. Melee Weapon Attack: +9 to hit, reach 10

SkillsDeception +10, Insight +7, Perception +7, ft., one target. Hit: 11 (2d8 + 4) bludgeoning damage.
Persuasion +10, Stealth +8 If the target is a creature, it must succeed on a DC 18
Damage Resistances cold, fire, lightning; bludgeoning, Wisdom saving throw or be charmed by the fable
piercing, and slashing from nonmagical attacks fiend for 1 minute. While charmed in this way, the
Damage Immunities poison creature is also paralyzed.
Condition Immunities charmed, poisoned

Senses darkvision 120 ft., passive Perception 17


BONUS ACTIONS
Languages Common, Infernal, telepathy 120 ft.
The fable fiend
Fictionalize Reality (Recharge 5-6).
Challenge 14 (11,500 XP) Proficiency Bonus +5
attempts to blur the lines between fiction and reality
for one creature it can see within 60 feet. The target
Book Stride. Once on its turn, the fable fiend can use must succeed on a DC 18 Wisdom saving throw or
10 feet of its movement to step magically into one have its perception altered until the end of its next
book within 5 feet and emerge from a second book turn. An affected target can’t take reactions and must
within 30 feet of the first, appearing in an unoccupied use its action to make a melee attack against a
space within 5 feet of the second book. randomly determined creature within its reach. If
there is no creature within its reach, the creature does
Innate Spellcasting.The fable fiend’s spellcasting nothing on its turn.
ability is Charisma (spell save DC 18). It can innately
cast the following spells, requiring no material REACTIONS
components:
Plot Twist. When a creature within 60 feet of the fable
At will: detect thoughts, minor illusion, silent image fiend succeed on an attack roll, an ability check, or a
3/day each: charm person, hallucinatory terrain, saving throw, the fable fiend can attempt to twist the
suggestion
story at its advantage. The triggering creature must
1/day each: confusion, mass suggestion reroll the d20 and use the lower roll.

LEGENDARY ACTIONS
Literary Camouflage (1/Day). The fable fiend can blend
into its surroundings by becoming part of the written The fable fiend can take 2 legendary actions, choosing
narrative of any physical book or manuscript. As an from the options below. Only one legendary action
action, the fable fiend enters a book within 5 feet of it, option can be used at a time and only at the end of
disappearing from view and becoming immune to all another creature’s turn. The fable fiend regains spent
damage until it chooses to emerge as a bonus action legendary actions at the start of its turn.
during its turn. The fable fiend can remain in the book
for up to 24 hours and can emerge from any other Move. The fable fiend moves up to half its speed
book within 30 feet of its original location. without provoking opportunity attacks.
Whisper of Doubt. The fable fiend targets one creature

Magic Resistance.The fable fiend has advantage on it can see within 30 feet, planting a seed of doubt in
saving throws against spells and other magical their mind. The target must succeed on a DC 18
effects. Charisma saving throw or have disadvantage on the
next attack roll, ability check, or saving throw it makes
Plot Armor. When the fable fiend is reduced to 0 hit before the end of its next turn.
points, it must make a Charisma saving throw with a Claw Attack (Costs 2 Actions). The fable fiend makes
DC equal to 5 + the damage taken, unless the damage one attack with its claws.

96 The Ancient Library of Knowledge PATREON | DMSLASH


Ink Bloats
Ink Bloats are fascinating creatures found in

environments saturated with magical literature,

such as ancient libraries or arcane study rooms. An

Ink Bloat appears as a larger, amorphous mass of

dark, viscous liquid, constantly shifting and

undulating in an almost hypnotic manner. Their

amorphous form lacks any definitive shape,

eschewing typical features such as tentacles or

eyes. Instead, they move as if guided by some

unseen force, flowing across surfaces with a

purposeful yet eerie grace. The surface of an Ink

Bloat shimmers with a glossy sheen, reflecting light


Ink Bloat
in a way that makes it seem as if they contain a
Small ooze, chaotic neutral

depth far greater than their physical form suggests.

Ink Bloats can engulf entire volumes or substantial Armor Class 8


sections of text, absorbing the ink contained within Hit Points 38 (7d6 + 14)
and erasing the text. This process imparts Ink Speed 20 ft., climb 20 ft.
Bloats with a rudimentary form of the knowledge

they consume. Their presence in a library or study STR DEX CON INT WIS CHA

is a sign of a significant accumulation of magical or


14 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)
scholarly energies, and they often serve as a unique
Damage Immunities acid
challenge for those seeking to delve into the deeper
Condition Immunities blinded, charmed, deafened,
secrets of such places.
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius),

passive Perception 8
Languages —

Ink Bloatling Challenge 2 (450 XP) Proficiency Bonus +2

Tiny ooze, chaotic neutral

Amorphous. The ink bloat can move through a space


Armor Class 8
as narrow as 1 inch wide without squeezing.
Hit Points 7 (2d4 + 2)

Speed 10 ft., climb 10 ft.


Corrode Organic Material. Any nonmagical weapon
made of wood that hits the ink bloat corrodes. After
STR DEX CON INT WIS CHA
dealing damage, the weapon takes a permanent -1
10 (+0) 6 (-2) 12 (+1) 1 (-5) 6 (-2) 1 (-5) penalty to damage rolls. If its penalty drops to -5, the
weapon is destroyed. Additionally, any nonmagical
Damage Immunities acid
items made from organic materials touched by the
Condition Immunities blinded, charmed, deafened,
ink bloat, such as books, scrolls, or clothing, are
exhaustion, frightened, prone
damaged and lose their effectiveness or readability.
Senses blindsight 30 ft. (blind beyond this radius),

passive Perception 8 ACTIONS


Languages —

Challenge 1/8 (25 XP) Proficiency Bonus +2 Pseudopod. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage
plus 9 (2d8) acid damage.
Amorphous. The ink bloatling can move through a
space as narrow as 1 inch wide without squeezing. Absorb Knowledge (Recharge 5-6). The ink bloat
ACTIONS
absorbs the ink from a book or scroll within 5 feet of
it, gaining knowledge from the absorbed text. The
Pseudopod. Melee Weapon Attack: +2 to hit, reach 5 bloat gains 10 temporary hit points and advantage
ft., one target. Hit: 2 (1d4) bludgeoning damage plus on all Intelligence and Wisdom checks and saving
2 (1d4) acid damage. throws for 1 hour.

PATREON | DMSLASH The Ancient Library of Knowledge 97


Rune Wardens
Rune Wardens are imposing constructs, typically Generally tasked with guarding specific locations

standing around eight feet tall, crafted from a mix or items, Rune Wardens can remain inactive for

of durable stone and metals. Their most striking extended periods, springing to life only when their

feature is the array of intricate runes that adorn charge is threatened. Creating a Rune Warden is a

their forms, glowing with magical energy. These complex process, usually undertaken by skilled

runes, far more than decorative, are the source of wizards or artificers, with the runes meticulously

the Rune Warden’s power, each inscribed with a selected and inscribed onto the Warden’s body,

different spell or magical effect. Their appearance while control over a Rune Warden is generally

varies, often reflecting the culture and purpose of maintained through magical means, such as a

their creators, but generally has a humanoid shape. control amulet or a command spell.

98 The Ancient Library of Knowledge PATREON | DMSLASH


Rune Warden Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one

Large construct, unaligned


target. Hit: 18 (2d10 + 7) bludgeoning damage.

Armor Class 18 (natural armor) Rune Activation (Recharge 5-6). The rune warden
Hit Points 230 (20d10 + 120) activates a random rune on its body, producing one of
Speed 30 ft. the following effects (roll a d6):

STR DEX CON INT WIS CHA d6 Rune Effect

25 (+7) 9 (-1) 22 (+6) 14 (+2) 12 (+1) 5 (-3) 1 Fire Rune. Emits a burst of fire in a 30-foot radius
centered on the rune warden. Each creature in the
Saving Throws Str +12, Con +11 area must make a DC 17 Dexterity saving throw,
Damage Resistances acid, cold, fire, lightning, thunder taking 35 (10d6) fire damage on a failed save, or
Damage Immunities poison, psychic; bludgeoning, half as much on a successful one.
piercing, and slashing from nonmagical attacks 2 Frost Rune. Unleashes a wave of cold in a 60-foot

Condition Immunities charmed, exhaustion, cone. Each creature in the area must make a DC
frightened, paralyzed, petrified, poisoned 17 Constitution saving throw, taking 36 (8d8) cold
Senses blindsight 30 ft., darkvision 60 ft., passive damage on a failed save, or half as much on a
Perception 11 successful one.
Languages understands the languages of its creator
3 Lightning Rune. Casts a lightning bolt in a line that

but can’t speak is 100 feet long and 5 feet wide. Each creature in
the line must make a DC 17 Dexterity saving
Challenge 14 (11,500 XP) Proficiency Bonus +5
throw, taking 35 (10d6) lightning damage on a
failed save, or half as much on a successful one.
Bound. The rune warden is magically bound to an 4 Stone Rune. Strengthens its stone form, gaining

amulet. As long as the warden and its amulet are on temporary hit points equal to half its current hit
the same plane of existence, the amulet’s wearer can points (rounded down).
telepathically call the warden to travel to it, and the 5 Wind Rune. Blasts a gust of wind in a 60-foot line

warden knows the distance and direction to the that is 10 feet wide. Each creature in the line must
amulet. If the warden is within 60 feet of the amulet’s succeed on a DC 17 Strength saving throw or be
wearer, half of any damage the wearer takes (rounded pushed up to 30 feet away from the rune warden
up) is transferred to the warden. and be knocked prone.
6 Arcane Rune. Emits a pulse of arcane energy in a

Magic Resistance.The rune warden has advantage on 30-foot radius. Each creature in the area must
saving throws against spells and other magical succeed on a DC 17 Wisdom saving throw or be
effects. stunned until the start of the warden’s next turn.

Regeneration. The rune warden regains 10 hit points at BONUS ACTIONS


the start of its turn if it has at least 1 hit point. Runic Recharge. The rune warden recharges its Rune
Activation. After doing so, the warden must roll a d20.
Spell Storing. A spellcaster who wears the rune
warden’s amulet can cause the warden to store one On a roll of 1, it is destroyed, dropping to 0 hit points.
At the start of its next turn, the rune warden explodes,
spell of 7th level or lower. To do so, the wearer must
dealing 45 (10d8) fire damage in a 30-foot radius.
cast the spell on the warden. The spell has no effect
but is stored within the warden. When commanded to REACTIONS
do so by the wearer or when a situation arises that
was predefined by the spellcaster, the warden casts Runic Retaliation.When the rune warden takes
the stored spell with any parameters set by the damage from a creature within 5 feet of it, it can
original caster, requiring no components. When the cause one of the runes on its body to flare up. The
spell is cast or a new spell is stored, any previously attacker must make a DC 17 Dexterity saving throw,
stored spell is lost. taking 21 (6d6) radiant damage on a failed save, or
half as much on a successful one.
ACTIONS
Shield.When a creature makes an attack against the
Multiattack. The rune warden makes two slam attacks
wearer of the rune warden’s amulet, the warden
and uses its Rune Activation. grants the wearer a +2 bonus to AC if within 30 feet.

PATREON | DMSLASH The Ancient Library of Knowledge 99


Talebound Terrors
Talebound Terrors are enigmatic and malevolent

entities born from the pages of storybooks,

embodying the attributes and abilities of the

characters described within. These creatures

emerge as shadowy, ethereal figures, their forms

shifting and changing to mirror the heroes, villains,

and fantastical beings from the tales they inhabit.

When a Talebound Terror leaps from a story, it

does so with the intention of wreaking havoc, using

its newfound powers to challenge, deceive, or

attack those who encounter it. Their appearances

can be as varied as the stories they come from,

sometimes appearing as gallant knights with

shadowy swords, cunning rogues with ethereal

daggers, or arcane spellcasters wreathed in dark

magic. What makes Talebound Terrors particularly

dangerous is their unpredictable nature; every time

they emerge, they bring different abilities and

strategies based on the narrative they’ve leapt from.

They are often found lurking in magical libraries,

cursed book collections, or near ancient tomes of

forgotten lore.

Talebound Terror Shadow Stealth. While in dim light or darkness, the


Medium shadow, chaotic neutral talebound terror can take the Hide action as a bonus
action.
Armor Class 12 (natural armor)
Hit Points 44 (8d8 + 8) Storybook Mimicry. The talebound terror can mimic
Speed 30 ft. the abilities of a character from the story it emerged
from. Roll a d6 to determine the mimicked character’s
STR DEX CON INT WIS CHA class (or choose it as you see fit).
14 (+2) 15 (+2) 12 (+1) 12 (+1) 11 (+0) 14 (+2)
d6 Class Ability Gained

Skills Stealth +6 1 Barbarian Reckless Attack.

Damage Vulnerabilities radiant 2 Bard Bardic Inspiration (d6).

Damage Resistances acid, cold, fire, lightning, 3 Druid Wild Shape (CR 1).

thunder; bludgeoning, piercing, and slashing from 4 Fighter Action Surge (1/Day).

nonmagical attacks 5 Monk Evasion.

Damage Immunities necrotic, poison


6 Rogue Sneak Attack (1d6).

Condition Immunities exhaustion, frightened,


ACTIONS
grappled, paralyzed, petrified, poisoned, prone,
restrained Multiattack. The talebound terror makes two attacks
Senses darkvision 60 ft., passive Perception 10
with its shadowy appendages.
Languages understands the languages of its story but

can’t speak Shadowy Appendage. Melee Weapon Attack: +4 to hit,


Challenge 3 (700 XP) reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic
damage. If the target is a creature, its Strength score
Amorphous. The talebound terror can move through a is reduced by 1d4. The target dies if this reduces its
space as narrow as 1 inch wide without squeezing. Strength to 0. Otherwise, the reduction lasts until the
target finishes a short or long rest.

100 The Ancient Library of Knowledge PATREON | DMSLASH


Unstable Magic Surge Table
d100: Unstable Magic Effect

01 The spell fails; the caster takes 1d8 force damage per level of the spell and is knocked prone.
02-03 The caster becomes confused (as per the confusion spell) until the end of its next turn.
04-05 The spell targets a random creature or location within range instead of the original one.
06-07 The caster is entombed in ice until the end of its next turn, becoming incapacitated and having a speed of 0.
08-09 Light bursts in a 30-foot radius centered on the caster. Each creature within that range must succeed on a DC
15 Constitution save or be blinded until the end of their next turn.
10-11 The caster gains a flying speed of 60 feet for 1 minute.
12-13 The caster swaps position with a random creature within 60 feet of it.
14-15 The spell is cast on the caster. If that’s not possible, the spell fails and has no effect.
16-17 A loud boom erupts in a 60-foot radius centered on the caster. Each creature within that range must succeed
on a DC 15 Constitution save or be deafened until the end of their next turn.
18-19 The spell’s duration (if not instantaneous) is doubled.
20-21 The caster’s skin turns a vivid color for 24 hours, imposing disadvantage on Dexterity (Stealth) checks.
22-23 The spell is cast without expending any spell slot.
24-25 The caster gains temporary hit points equal to twice the spell’s level.
26-27 The caster gains the ability to communicate with animals and plants for 1 hour.
28-29 The caster levitates 20 feet in the air for 1 minute, becoming restrained for the duration.
30-31 The spell fails, and a spectral orchestra plays music around the caster for 1 minute.
32-33 A random creature within 60 feet becomes invisible (as per the greater invisibility spell) for 1 minute.
34-35 The caster becomes shrouded in swirling winds, gaining half-cover against ranged attacks for 1 minute.
36-37 The caster’s shadow animates to attack the caster, splitting itself in 1d4+1 shadows (from the 5E bestiary).
38-39 The caster’s hands become sticky for 1 hour, granting it advantage on Strength (Athletics) checks made to
grapple but disadvantage on weapon attacks.
40-41 The caster’s eyes glow with arcane insight, granting it truesight up to 30 feet for 1 hour.
42-43 Gravity is reversed (as per the reverse gravity spell) in a 50-foot radius centered on the caster for 1 minute.
44-45 The caster’s skin turns to a bark-like texture, granting it the benefits of the barkskin spell for 1 hour.
46-47 All creatures within 30 feet of the caster gain the benefits of the bless spell for 1 minute.
48-49 The spell is treated as if cast with a slot 1d4 levels higher (up to a maximum of 9th level).
50-51 A gust of wind moves the caster 15 feet in a direction of its choice, without provoking opportunity attacks.
52-53 The spell creates a 20-foot-radius sphere of dense fog (as per the fog cloud spell) centered on its target.
54-55 Magical darkness (as per the darkness spell) envelops the caster in a 15-foot radius for 1 minute.
56-57 The caster gains advantage on all saving throws for 1 minute.
58-59 If possible, the spell targets an additional creature or location within range (chosen by the caster).
60-61 The caster becomes wreathed in flames for 1 minute, taking 2d6 fire damage at the start of each of its turns.
62-63 The caster is under the effects of the haste spell for 1 minute.
64-65 The spell is cast without any somatic or verbal components.
66-67 If the spell’s casting time is 1 action, it becomes a bonus action, and vice versa (if possible). If the spell is a
reaction, it becomes a free action.
68-69 The caster becomes unable to speak or cast spells with verbal components until the end of its next turn.
70-71 The caster is affected by the hideous laughter spell (spell save DC 15) until the end of its next turn.
72-73 If the spell required any material components, they are not consumed.
74-75 A random creature within 60 feet of the caster is affected by the shadow word: pain spell (page 78).
76-77 Three illusory duplicates of the caster are created for 1 minute (as per the mirror image spell).
78-79 The caster’s body starts glowing, shedding bright light in a 60-foot radius for 1 hour.
80-81 The spell creates a 20-foot-radius zone of silence (as per the silence spell) centered on its target.
82-83 The spell grants the targets temporary hit points equal to five times the spell’s level.
84-85 A simulacrum of the caster is created for 1 minute, acting friendly towards the caster and its allies.
86-87 If the spell is a damaging spell, it instead restores hit points to its target equal to half the damage it would
have inflicted. If the spell is a healing spell, it deals damage equal to double the amount it would have healed.
88-89 The caster is affected by the slow spell for 1 minute.
90-91 A spectral shield appears to protect the caster, granting it a +2 bonus to AC for 1 minute.
92-93 The caster gains the ability to see into the immediate future for 1 minute (as per the foresight spell).
94-95 If the spell targets a creatures, it affects all eligible creatures within range instead.
96-97 If the spell requires an attack roll to be made, it automatically hits (no roll required). If the spell requires a
saving throw, the target automatically fails instead.
98-99 The caster rolls on this table two more times.
100 The caster harnesses the surge of unstable magic, choosing one effect from this table to occur.
PATREON | DMSLASH The Ancient Library of Knowledge 101
Acknowledgements and Credits
Dear Esteemed Adventurers and Lorekeepers,

As this tome draws to its conclusion, I find it


imperative to pause and extend my deepest
gratitude to those who have illuminated the
pages of this journey. Your unwavering
enthusiasm and dedication have not only
enriched the exploration of these hallowed halls
of knowledge but have also unraveled the
intricate tapestries of history, culture, and
wisdom nested within them. Your companionship
in this quest to delve into the heart of libraries
and the essence of knowledge has been a
beacon of enlightenment.

Your role in this expedition, traversing through


the annals of time and the corridors of
learning, has been invaluable. As the author
and curator of this journey, I am eternally
grateful for the trust and curiosity you have
vested in this narrative.

In expressing my thanks, I must also pay


homage to the artists whose visions have
brought to life the grandeur and the intimacy
of the libraries we explored. Their talent has
transcended mere illustration, capturing the
very soul of these repositories of wisdom.

A heartfelt thank you to the artistic maestros:

Lars Rune Illustrations (Inside Art)


Upklyak on Freepik (Inside Art)
Valadzionak_volha on Freepik (Inside Art)

A special thank you also goes to the


unwavering support of our Mythic Heroes:
JonnyDM
9LK

With deepest appreciation, DMSlash

102 The Ancient Library of Knowledge PATREON | DMSLASH


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The following text is the property of Wizards of the the associated products contributed to the Open

Coast, Inc. and is Copyright 2000 Wizards of the Game License by the Contributor (g) <Use=,

Coast, Inc (<Wizards=). All Rights Reserved. <Used= or <Using= means to use, Distribute,

copy, edit, format, modify, translate and

otherwise create Derivative Material of Open

Game Content. (h) <You= or <Your= means the

licensee in terms of this agreement.

PATREON | DMSLASH The Ancient Library of Knowledge 103


2. The License: This License applies to any Open 8. Identification: If you distribute Open Game

Game Content that contains a notice indicating Content You must clearly indicate which

that the Open Game Content may only be Used portions of the work that you are distributing

under and in terms of this License. You must are Open Game Content.

affix such a notice to any Open Game Content 9. Updating the License: Wizards or its designated

that you Use. No terms may be added to or Agents may publish updated versions of this

subtracted from this License except as License. You may use any authorized version of

described by the License itself. No other terms this License to copy, modify and distribute any

or conditions may be applied to any Open Game Open Game Content originally distributed under

Content distributed using this License. any version of this License.

3. Offer and Acceptance: By Using the Open Game 10. Copy of this License: You MUST include a copy

Content You indicate Your acceptance of the of this License with every copy of the Open

terms of this License. Game Content You Distribute.

4. Grant and Consideration: In consideration for 11. Use of Contributor Credits: You may not market

agreeing to use this License, the Contributors or advertise the Open Game Content using the

grant You a perpetual, worldwide, royalty-free, name of any Contributor unless You have

non-exclusive license with the exact terms of written permission from the Contributor to do

this License to Use, the Open Game Content. so.

5. Representation of Authority to Contribute: If 12. Inability to Comply: If it is impossible for You to

You are contributing original material as Open comply with any of the terms of this License

Game Content, You represent that Your with respect to some or all of the Open Game

Contributions are Your original creation and/or Content due to statute, judicial order, or

You have sufficient rights to grant the rights governmental regulation then You may not Use

conveyed by this License. any Open Game Material so affected.

6. Notice of License Copyright: You must update 13. Termination: This License will terminate

the COPYRIGHT NOTICE portion of this automatically if You fail to comply with all terms

License to include the exact text of the herein and fail to cure such breach within 30

COPYRIGHT NOTICE of any Open Game days of becoming aware of the breach. All

Content You are copying, modifying or sublicenses shall survive the termination of this

distributing, and You must add the title, the License.

copyright date, and the copyright holder’s name 14. Reformation: If any provision of this License is

to the COPYRIGHT NOTICE of any original held to be unenforceable, such provision shall

Open Game Content you Distribute. be reformed only to the extent necessary to

7. Use of Product Identity: You agree not to Use make it enforceable.

any Product Identity, including as an indication 15. COPYRIGHT NOTICE Open Game License v

as to compatibility, except as expressly licensed 1.0a Copyright 2000, Wizards of the Coast, Inc.

in another, independent Agreement with the


System Reference Document Copyright 2000-
owner of each element of that Product Identity.
2003, Wizards of the Coast, Inc.; Authors Jonathan
You agree not to indicate compatibility or co-
Tweet, Monte Cook, Skip Williams, Rich Baker,
adaptability with any Trademark or Registered
Andy Collins, David Noonan, Rich Redman, Bruce
Trademark in conjunction with a work
R. Cordell, John D. Rateliff, Thomas Reid, James
containing Open Game Content except as
Wyatt, based on original material by E. Gary Gygax
expressly licensed in another, independent
and Dave Arneson.
Agreement with the owner of such Trademark

or Registered Trademark. The use of any


END OF LICENSE
Product Identity in Open Game Content does

not constitute a challenge to the ownership of


Use of the content of this Manual
that Product Identity. The owner of any Product
Regarding the use of The Ancient Library of
Identity used in Open Game Content shall retain
Knowledge (as outlined in this document), you can
all rights, title and interest in and to that
contact me (DMSlash) through my social media
Product Identity.
pages for any further information regarding the

usage of this manual or parts of this manual in your

works (Link to my Patreon | Link to my Instagram).

104 The Ancient Library of Knowledge PATREON | DMSLASH

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