The Ancient Library of Knowledge
The Ancient Library of Knowledge
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
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
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.
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.
Special Features
The Whispering Chamber: Nestled in a secluded
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
NPCs
Professor Thimblewick: The venerable gnome
Special Features
The Reading Nook: A cozy corner equipped with
reading.
Unique Collection
A series of books detailing the history of
through intricate spells or a secretive portal in worlds, its location known only to Orion the
thought.
NPCs
Orion the Timeless: A celestial custodian, his form
boundless halls.
she tends.
Special Features
The Chamber of Echoes: The heart of the library,
unknown possibilities.
Unique Collection
Scrolls that narrate histories of yet-to-be-
realized universes.
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.
NPCs
Nerissa, the Tide Sage: A merfolk enchantress and
aquatic library.
Special Features
The Coral Chambers: Unique areas where each
insight.
Unique Collection
Ancient stone tablets that chronicle lost
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
NPCs
Zephyrion, the Wind Whisperer: The djinn
of the stars.
Special Features
The Observatory Deck: Positioned at the spire’s
Unique Collection
Scrolls that reveal wind patterns, decipherable
spire’s lore.
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
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.
NPCs
Madame Zara, Keeper of the W andering Tomes:
multiversal knowledge.
Special Features
The Portal Chamber: At the caravan’s core lies a
the multiverse.
Unique Collection
An ever-writing book recounting the history of
an enigmatic civilization.
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.
triumphs.
NPCs
Lady Elentris, the Radiant Scholar: An elf of noble
Special Features
The Gallery of Ages: This extensive section houses
Unique Collection
Illuminated texts that dynamically alter their
conditions.
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
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.
ancient stonework.
NPCs
Mistress Varia Nightshade: The enigmatic head
twilight.
outstanding.
Special Features
The Cryptic Vault: A fortified repository housing the
consent.
Unique Collection
Books that unveil their mysteries only in the
depths of darkness.
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
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
NPCs
Elder Bramblebark: The venerable treant guardian
natural harmony.
Special Features
The Grove of Whispering Wisdom: A hushed
and leaves.
Unique Collection
Living scrolls of leaves that alter their text with
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 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
capricious journey.
NPCs
Chronomaster Eon: An ageless custodian of the
Special Features
The Hall of Futures: An ever-evolving section where
Unique Collection
Tomes that bestow the wisdom of different life
them momentarily.
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.
celestial lore.
NPCs
Master Orion Starwatcher: A revered astronomer
Special Features
The Cosmic Hall: An expansive gallery featuring an
above.
Unique Collection
Scholarly works detailing the birth and demise
cosmic energies.
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
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
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.
NPCs
Archivist Eldred Mazeheart: The venerable chief
Special Features
The Rotating Reading Rooms: These enchanted
visitors.
Unique Collection
An array of books that defy linear reading, with
itself.
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
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:
(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.
after 10 years.
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
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.
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.
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
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.
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.
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.
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
Wondrous item, very rare Intelligence checks and saving throw. Once the
Wondrous item, very rare throws. Once the tome’s magic is used, it regains
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
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
techniques. By dedicating 48 hours to studious Tome’s Rarity Bonus Granted Time Before Recharge
regains its powers after 500 years. The enchanted pages of this tome teach the reader
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.
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
Crafted in the earliest epochs of time by a long- Tome’s Rarity Range Time Before Recharge
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.
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
25 years.
Uncommon
Cobbler’s Craftsmanship Journal
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.
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.
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
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.
The Explorer’s Cartography Manual This weathered handbook imparts the expertise 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
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.
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
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
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
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
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.
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
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
Wondrous item, rare studying the book’s contents and practicing its
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
Wondrous item, rare book’s contents and practicing its guidelines, you
The Beastmaster’s Guide studying the book’s contents and practicing its
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
The Healer’s Handbook fewer studying the book’s contents and practicing
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.
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
magic is used, it regains its powers after 50 years. 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.
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
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,
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
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
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
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.
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.
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.
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.
Wondrous item, very rare over a period of 6 days or fewer studying the book’s
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
Wondrous item, very rare spend 48 hours over a period of 6 days or fewer
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
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
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.
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Codex of the Swift Arrow days or fewer studying the tome grants you
Wondrous item, common advantage on attack rolls against enemies that have
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
Tome of Initiative Onslaught slashing) when you hit with a melee weapon attack
for initiative, before any combat turn occurs. The Tome of Encircled Fury
tome’s magic replenishes after 25 years.
Wondrous item, very rare
Wondrous item, uncommon numerical odds. Studying this for 48 hours over a
Volume of Fer
long rest. Once the volume’s magic is used, it
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Rare
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.
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.
500 years.
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
Rare +1 50 years
Very Rare +2 100 years
Legendary +3 500 years
Common 1 10 years
Uncommon 2 25 years
Rare 3 50 years
Uncommon 1 25 years
Rare 2 50 years
Very Rare 3 100 years
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,
Tome of Safe Fall This ledger contains knowledge and wisdom about
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
Wondrous item, uncommon A manuscript imbued with the essence of wind and
after 25 years.
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
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.
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.
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
100 years.
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.
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.
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
Within this tome lie the secrets of transient escape, powers after 500 years.
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
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Vo PATREON | DMSLASH The Ancient Library of Knowledge 39
Rarity Varies Codex of the Scaled Skin
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.
Tome’s Rarity Bonus Granted Time Before Recharge Rarity Unarmored AC Recharge
the ability to reduce the damage they take from This tome contains health exercises and dietary
nonmagical attacks by an amount depending on the fewer studying the book, you gain an amount of
magical assaults. After studying this tome for 48 defensive capabilities. Studying it for 48 hours over
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
Wondrous item, common of 6 days or fewer studying the tome, when the
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
Uncommon
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.
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.
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
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.
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
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
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
reader can use this feature a number of times equal Tome’s Rarity Bonus Granted Time Before Recharge
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.
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
Rare +1 50 years
Very Rare +2 100 years
Legendary +3 500 years
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
10 years.
stray
extraordinarily unlucky in gambling, often losing in
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surprising and unfortunate ways. The curse
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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
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
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
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
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
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,
Wondrous item (cursed), uncommon making the spells ineffective in practical use.
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
Tome of False Promises cast the divination spell once per long rest.
Wondrous item (cursed), rare period of 6 days or fewer believes they have gained
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
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
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
a 30% chance that the spell will malfunction, Wondrous item (cursed), very rare
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
Grimoire of the Ghastly Gourmand reality, the curse within the chronicle distorts luck’s
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
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
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.
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.
Wondrous item (cursed), legendary the tome regains its powers after 1000 years.
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
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
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.
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
justice.
Art by Lars Rune Illustrations Divine Resonance: As an action, you can summon a
by your side for 1 hour or until reduced to 0 hit Wondrous item (sacred text), artifact
The Scripture of Healing Hands you and friendly creatures within 30 feet of you
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
created by a spell.
unwavering faith.
duration.
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
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.
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.
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.
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.
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.
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
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
Blueprints and arcane runes fill this tome, detailing Once the tome’s magic is used, it regains its
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.
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.
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
regains its powers after 50 years. advantage on Dexterity (Stealth) checks. Once
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
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.
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
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
Wondrous item, very rare mastery over elemental forces. The reader can cast
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,
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
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
Codex of Conjuration Mastery level of all illusion spells cast by the reader is
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
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.
Wondrous item, rare across 6 days or fewer to mastering its dark rituals
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
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
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.
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
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
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
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
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
e C
t M S
ima by D
your control until it drops to 0 hit points or the time
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
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
The Seraphic Scriptures deep sea’s terror. Over a 48-hour study in 6 days or
energies.
obedience for a day before ascending to its ethereal
The Titanic Chronicles energy, this codex contains the arcane wisdom of
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
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
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
Including Nonmagical Books in your Unraveling these clues could lead to a hidden
scholarly circles.
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
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
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
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,
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
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
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
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.
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
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
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
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
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
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
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
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
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.
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
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.
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
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
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
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.
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
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
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.
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
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
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
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
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
magical lore.
24 The Serpent’s Heir: A fantasy thriller about a young rogue who discovers he is the descendant of a line of
reincarnation is a reality.
27 The Clockwork Mage: A steampunk fantasy tale about a mage who uses clockwork mechanisms to enhance his
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
ocean currents.
36 The Labyrinth of Dreams: A mystical story about a labyrinth that traps the dreams of those who enter it, and
rediscovered.
48 The Dreaming Tree: A mystical tale about a tree that can turn dreams into reality, and the conflict that arises
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,
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,
deepest secrets.
71 The Griffon’s Eyrie: A high-fantasy adventure centered around a knight’s quest to find a griffon’s nest, which
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
the kingdom.
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
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,
habitats.
06 Ancient Runestone Inscriptions: A collection of rubbings from ancient runestones, each bearing mysterious
dangerous or forbidden.
11 Ancient Tome of Forgotten Spells: A rare and dusty tome containing spells that have been long lost to the
come to pass.
13 The Minstrel’s Collection of Ballads: A book of popular and obscure ballads, some with annotations on their
ancient times.
19 Illustrated Tales of Legendary Heroes: A book with vivid illustrations depicting the deeds and adventures of
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
or prophecy.
29 : A large collection of fairy tales, some well-known and others obscure, each with a
The Treasury of Fairy Tales
of honor.
36 The Sea Captain’s Logbook: An old sea captain’s logbook detailing voyages to unknown waters, encounters
assassins.
43 The Book of Eldritch Parables: A collection of unsettling and cryptic parables, each allegorically teaching
freedom.
47 The Tinkerer’s Inventions: A catalogue of ingenious and unusual inventions by a renowned gnome tinkerer,
wandering bard.
52 The Falconer’s Guide: A comprehensive guide on the art of falconry, including training, hunting techniques,
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
unknown origins.
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
theological philosophies.
61 The Elemental Almanac: A comprehensive guide to elemental creatures and phenomena, including tips for
forgotten empire.
63 The Ranger’s Field Notes: A rugged notebook filled with observations and sketches of wildlife, tracking tips,
tales.
65 The Seamstress’s Tapestry of Tales: An ornate tapestry depicting various historical and mythical events, with
magical flames.
67 The Siren’s Songbook: A rare collection of melodies and lyrics said to be from sirens, captivating and
various landscapes.
71 The Herbal Poultice Compendium: A collection of recipes and methods for creating healing poultices, salves,
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
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
abilities.
81 The Bard’s Collection of Epic Sagas: A large tome filled with epic sagas and ballads, some of which are known
celestial events.
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,
and light-hearted.
88 The Falconry and Hunting Manual: A manual on the art of falconry and hunting with birds of prey, including
mythical locations.
96 The Necromantic Texts: A collection of texts discussing the theory and practice of necromancy, veiled in
Mind Twist
1st-level Spells
2nd-level enchantment
Classes: Cleric, Sorcerer, Warlock, Wizard spawning delusions and provoking uncontrolled
1st-level necromancy 7-8: The creature uses its action to make a melee
Target: One creature within range Target: Any number of creatures within range
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
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.
Target: One creature within range Target: One creature within range
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
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
Curse of Tongues
5th-level enchantment
Range: 60 feet
Components: V, S
Mana Burn
5th-level necromancy
Range: 60 feet
Components: V, S
Duration: Instantaneous
9th-level slot.
Becoming a Warlock of the Lich not wealth or title, but a covenant with a Lich,
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
Lich Patron Expanded Spells perform an unholy ritual that lasts up to 8 hours to
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
forbidden knowledge.
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
Armor Class 13
Hit Points 7 (3d4)
unfinished manuscripts, while others are more The quill doesn’t provoke opportunity attacks
Flyby.
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.
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
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
end of their next turn. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
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.
The Book Wyrm gains the ability to recite historical events with perfect accuracy, granting it
Echoes of History.
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.
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.
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.
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.
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.
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
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
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.
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.
ACTIONS
BONUS ACTIONS
ARCANE ACTIONS
PATREON | DMSLASH
Enchanted Tomes
Enchanted Tome
Enchanted Tomes are magical books endowed
Tiny construct, neutral
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
ACTIONS
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.
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
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.
they consume. Their presence in a library or study STR DEX CON INT WIS CHA
passive Perception 8
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.
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.
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):
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.
forgotten lore.
Damage Resistances acid, cold, fire, lightning, 3 Druid Wild Shape (CR 1).
thunder; bludgeoning, piercing, and slashing from 4 Fighter Action Surge (1/Day).
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,
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