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Monster Souls

This document provides an introduction to and rules for crafting magic items called "soul items" which are created using the captured soul of a slain creature. It discusses how to capture souls within gemstones called "soul gems" using spells or other methods. Once a soul is contained, it can be used to craft a soul item related to the creature's abilities. The document then catalogs over 170 sample soul items divided by creature type. It also describes options for players including a soul item shop, a faction of soul hunters, and a new spellcasting class focused on soul magic.

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90% found this document useful (10 votes)
15K views152 pages

Monster Souls

This document provides an introduction to and rules for crafting magic items called "soul items" which are created using the captured soul of a slain creature. It discusses how to capture souls within gemstones called "soul gems" using spells or other methods. Once a soul is contained, it can be used to craft a soul item related to the creature's abilities. The document then catalogs over 170 sample soul items divided by creature type. It also describes options for players including a soul item shop, a faction of soul hunters, and a new spellcasting class focused on soul magic.

Uploaded by

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

Table of Contents

Introduction 1 4. The Soul Hunters 121


1. Soul Crafting 2 FACTION OVERVIEW 121
Ideals 121
WHAT IS A SOUL ITEM? 2
Joining the Soul Hunters 121
Soul Gems 2 Ranks and Influence Points 122
Capturing Souls 2
WINTERHORN MANOR 123
CREATING SOUL ITEMS 3
History 123
Identifying Soul Gems 4 Appearance and Layout 124
Complications 4 Employees 125
AWAKENING SOUL ITEMS 5 Magical Features 126
Awakening Score 5 Adventure Hooks 127
Random Properties 6 5. The Spiritualist 128
Returning to Dormancy 7
CLASS FEATURES 128
2. Soul Items 8 MYSTICAL BONDS 133
Combined Entries 8 Bond of the Divine 133
ABERRATIONS 9 Bond of the Prism 134
BEASTS 13 Bond of the Wild 135
CELESTIALS 32 SPIRIT TYPES 136
CONSTRUCTS 35 Appendix A: Item Tables 142
DRAGONS 39
Appendix B: Kickstarter
ELEMENTALS 48
Backers 148
FEY 57
FIENDS 61
GIANTS 75 Credits
MONSTROSITIES 82 Author: E. R. F. Jordan
OOZES 100 Illustrator: Sage Cato-Atlas
PLANTS 103 Legal
UNDEAD 107 This work includes material taken
3. The Crystal Forge 115 from the System Reference Docu-
ment 5.1 (“SRD 5.1”) by Wizards
SHOP OVERVIEW 115 of the Coast LLC and available at
Appearance and Layout 115 https://dnd.wizards.com/
Employees 117 resources/systems-reference-
Magical Features 117 document. The SRD 5.1 is
History 119 licensed under the Creative
Combat 119 Commons Attribution 4.0
International License available at
https://creativecommons.org/
licenses/by/4.0/legalcode.
Introduction Chapter 3: The Crystal Forge
describes a magical soul item shop
There are few things more satisfying and its enigmatic shopkeeper, ready
in a roleplaying game than facing to drop into your campaigns.
down a powerful foe, barely escaping Chapter 4: The Soul Hunters
with your life, and being rewarded for describes a faction of soul crafters
your titanic efforts with a unique and and monster hunters, their base of
iconic magic item. Earning a magic operations, and benefits for players
item from a fallen foe is an exciting who join their ranks.
event that feels like another line in the Chapter 5: The Spiritualist intro-
epic legend of your character. This duces a new player class centered
moment is even more memorable around capturing souls, using soul
when the item brings the foe’s deadly items, and summoning spirits from
powers under your control; after all, soul gems.
who hasn’t wanted to grab a demon’s Appendix A: Item Tables provides a
magical sword or harness a dragon’s few reference tables that sort the
mighty breath weapon? entire catalog of soul items by type
But not every monster has an and rarity, allowing you to easily
obvious magic item to loot. You might find items mid-game.
be able to grab a lich’s staff or a giant’s Appendix B: Kickstarter Backers
belt, but what do you take from a contains the names of the generous
sentient tornado or a gigantic tunnel- backers that brought this book to
boring worm? Monster Souls aims to life with their pledges.
close that gap with soul items—a special As is typical for books of this sort,
type of magic item crafted from the bolded names refer to creatures with
captured soul of a dying foe. The book stat blocks and italicized names refer to
includes rules for capturing souls, crafting spells and magic items. Unless a creature,
them into items, and a new magic item spell, or magic item appears in this
for nearly every creature in the basic book, it can be found in the game’s
rules of the world’s most popular basic rules.
roleplaying game. Moreover, every
soul item has a dormant and awakened
form, allowing the items to grow and
change with their heroic wielders.
Using This Book
This book is divided into a few sections:
Chapter 1: Soul Crafting introduces
the concept of soul items and
discusses how to craft, awaken, and
destroy them.
Chapter 2: Soul Items is a vast catalog
of 170+ soul items, divided by
creature type and then sorted
alphabetically by the name of the
creature soul used in crafting.
1. Soul Crafting Notably, a creature’s soul being
contained in this way doesn’t prevent
There are many different sources of the creature from being raised by spells
magic in the world, from the power of like revivify or raise dead. If the creature
deities and faith to the spirit of nature is raised while its soul is contained in a
to the arcane energy that suffuses all soul gem, the gemstone is shattered by
corners of the universe. One potent the force of the departing soul, rendering
source of magic is the soul—the myst- it useless. Once a soul gem is crafted
erious spark of vital energy that nearly into a soul item, however, that soul
every creature possesses. Sorcerers can’t be raised from the dead without
have known how to tap into the power first destroying the item in question.
of the soul for centuries, as have fiends,
hags, necromancers, and a variety of
Capturing Souls
nefarious beings. There are many methods of capturing
Perhaps the most concrete magical souls and creating soul gems, two of
use for souls is soul crafting—the art of which are described in this section. No
capturing a soul in crystalline form matter the method used, one rule is
and shaping it into an object, resulting true: the more powerful a soul is, the
in a special magic item called a soul more valuable the gemstone must be
item. This chapter explains how to use in order to contain it. When capturing
souls, from capturing them to crafting a soul in a gemstone, refer to the Soul
them into soul items. Gem Quality table to determine whether
the gemstone used is valuable enough
What is a Soul Item? to contain the soul.
A soul item is any magic item created
using the captured soul of a creature. Soul Gem Quality
The powers of a soul item typically Soul challenge Minimum
relate to the creature’s abilities or rating gemstone value
preferred environment in some way: a 0–1 10 gp
red dragon’s soul, for instance, will 2–4 50 gp
create an item with fiery properties 5–8 100 gp
because a red dragon can breathe fire; 9–12 500 gp
similarly, the soul of a camel might 13–16 1,000 gp
help a creature survive in the desert, as 17+ 5,000 gp
the desert is a camel’s preferred habitat.
Spell: Soul Gem
Soul Gems 3rd-level necromancy
The first and most important step in
creating a soul item is capturing a dying Casting Time: 1 reaction, which you
creature’s soul in a gemstone—an act take when a creature you can see
that creates a magical resource called a within range die
soul gem. A soul gem doesn’t have any Range: 60 feet
magical properties on its own, but it Components: V, S, M (a gemstone
contains the captured soul until it can worth at least 10 gp)
be used in the creation of a soul item, Duration: Instantaneous
or until the gemstone is destroyed. Classes: Any
Souls and Summoned Creatures
As a rule of thumb, creatures conjured or created by spells are purely magical and
have no soul to capture in a soul gem. Naturally occurring versions of the same
creatures, however, can be captured: for instance, a skeleton created by the animate
dead spell can’t be captured, but a skeleton raised by a haunted house or a cursed
graveyard can be.
The intent of this rule is to stop characters from conjuring creatures just to capture
them. If this doesn’t seem to be a problem at your table, you might rule that there are
excep-tions to this rule. For instance, a treasured familiar might develop a soul through
its bond to its caster; similarly, an Undead being created by a spell might eventually
gather enough soul energy from its victims to have a patchwork “soul” of its own.

You snare the soul of a dying creature Prerequisites. To craft a soul item, at
within range and attempt to store it in least one character participating in
the spell’s material component. If the the crafting process needs prof-
gemstone is valuable enough to con- iciency in Arcana and in smith’s
tain a creature of the target’s challenge tools or alchemist’s supplies.
rating, the soul is trapped in the gem- Crafting Time. A soul item of Common
stone, permanently transforming it rarity takes 5 days to craft. (Each
into a soul gem. Otherwise, the spell day equals 8 hours of work.) For
fails, but the gemstone isn’t consumed. each rarity level above Common,
triple the crafting time.
Magic Item: Wand of Soul Soul Gem. A soul item can only be
Trapping crafted with its corresponding soul
Wand, Rare gem. For instance, the manticore’s
soul item can only be crafted with a
This wand takes many shapes depend-
soul gem containing a manticore’s
ing on its creator and culture of origin.
soul. Crafting a soul item consumes
The wand has 3 charges, and regains
the soul gem.
all expended charges daily at dawn. As
Material Cost. A soul item of Common
a reaction to seeing a creature within
rarity costs 125 gp in rare metals,
60 feet of you die, you can expend a
gems, and other materials to craft.
charge to cast the soul gem spell, using
(The value of the soul gem contr-
a gemstone on your person as the spell’s
ibutes to this value.) For each rarity
material component.
level above Common, quadruple
Creating Soul Items the material cost.
Contributors. Up to three characters
Once you’ve acquired a soul gem, the can take part in the crafting process.
process of creating a soul item is the For each contributor after the first,
same as the creation of any other magic halve the crafting time.
item. A basic set of crafting rules are
outlined below; if you prefer the magic Notably, souls can also be used to craft
item crafting rules from another source- ordinary magic items that aren’t soul
book, they can easily be substituted for items. If the characters choose to craft
these rules. an ordinary magic item instead of a
soul item, the process is the same, but
the resulting item can’t be awakened Soul Crafting Complications
(see “Awakening Soul Items” later in
d6 complication
this chapter).
1 A powerful figure, potentially a
Identifying Soul Gems rival of the characters or member
When a character acquires a soul gem, of an enemy faction, discovers the
they’re likely to know what soul is powerful soul gem the characters
contained within, but little else. A are harnessing and attempts to
character can spend 8 hours studying a steal it from them.
soul gem to learn more about its prop- 2 The process of soul crafting opens
erties. At the end of the duration, the a portal to a random plane of
character can make an Intelligence existence within a few miles of the
(Arcana) check (DC = 8 + the captured characters, allowing dangerous
soul’s challenge rating). The character creatures spill out into their world.
learns one of the following pieces of
information on a successful check: 3 The soul gem becomes unstable,
• The identity of the captured soul creating a mindless spectral echo
(wolf, manticore, hydra, etc.) of the captured creature. This less
• The creature type of the captured powerful version of the creature
soul (Celestial, Fiend, etc.) is intent on killing anyone who
has touched the soul gem.
• Which magic items the soul gem
could be used to create 4 The captured soul escapes its gem,
• The crafting time and material cost projecting itself into the body of
of one magic item the soul gem one of the contributing characters.
could be used to create While possessing the character,
the soul’s goal is to steal the soul
Complications gem and remake its original body.
Soul crafting harnesses powerful,
5 The soul gem cracks and starts
unstable magic, and the process can
leaking deadly magical radiation.
have unpredictable side effects. For
To repair the gem, the characters
low-power items, these complications
must bring it to a place of power,
are typically harmless nuisances—but
like a crossing of ley lines or a
when dealing with powerful souls,
sacred temple, and reforge it with
complications are serious problems
the aid of an extraplanar being.
that might require an impromptu
adventure to solve before soul crafting
6 A mysterious stranger tracks down
can continue.
the characters and offers to buy
At the end of each week spent
the soul gem off them for twice
crafting a soul item of Rare or greater
the gemstone’s original value. The
rarity, roll a d20. On a roll of 1, a
stranger is a Fey, Fiend, or other
complication occurs; roll on the Soul
extraplanar trickster.
Crafting Complications table to deter-
mine what problem arises.
Awakening Soul Items Infusing Soul Gems
The main property that sets soul items A soul item can be awakened by feeding
apart from traditional magic items is it the energy of other soul gems—a
the power of awakening. When a soul process known as infusion. Over the
is separated from its body and stored course of 1 hour, you can transfer a
in a gemstone, it falls into a sleeping soul gem’s energy into a soul item in
state akin to a coma. Using the soul gem your possession, thereby increasing its
to create a soul item partially awakens awakening score. This transfer causes
the power of the soul, empowering the siphoned soul gem to crumble into
the item with magical properties—but ash, rendering it useless.
the item’s true potential isn’t unleashed Powerful souls increase a soul item’s
until the soul is awakened from its awakening score more than mundane
slumber. ones, as detailed in the Infusion by
Soul items can exist in one of two Challenge Rating table below.
states: Dormant and Awakened. When
the item is created, it is Dormant, and Infusion by Challenge Rating
Soul challenge
its wielder only has access to the first infusion value
rating
set of properties listed in its description.
0–1 +1
Once the item is Awakened, the item’s
wielder can access the second set of 2–4 +5
properties in addition to the first set. 5–8 +10
The item’s rarity also increases by one 9–12 +25
level—from Uncommon to Rare, for 13–16 +75
instance, or Rare to Very Rare. 17+ +150

Awakening Score Awakening Quests


When a soul item is created, it has an Dormant souls can also be stirred
awakening score of zero. This score from their slumber by completing the
can be increased in a number of ways, unfinished business they had in life—a
each of which is described below. task known as an awakening quest.
When a soul item’s awakening score Different souls have different sorts of
reaches a certain limit determined by business, as determined by the DM,
the item’s rarity, it awakens, giving the but a few suggestions are given in the
wielder access to the soul item’s hidden Awakening Quests table. Completing
properties. Refer to the Awakening a quest typically grants the soul item
Score table to determine the score half of the awakening score it needs to
required to awaken a soul item. awaken; however, if an awakening
quest is suitably difficult or meaningful
Awakening Score to the captured soul, it might cause the
Score required to
rarity item to awaken entirely.
awaken Learning of Quests. A character
Common 10 can learn of an item’s awakening quest
Uncommon 25 through visions, dreams, or sheer
Rare 50 intuition (or direct conversation, if the
Very Rare 100 item is sentient). For maximum effect,
Legendary 250 don’t reveal the quest immediately
after the item is crafted; allow the If a soul is pre-awakened, this fact
character to get used to the item and will be noted in the creature’s soul item
its properties before offering a chance description in chapter 2. Typically,
to enhance it. Delaying the quest allows creatures with pre-awakened souls are
the character to grow attached to the more powerful versions of common
item, giving the item more narrative creatures, like mummy lords and
weight when its story is finally explored ancient dragons.
in more detail.
Random Properties
Awakening Quests Different types of souls have different
d8 quest innate magical properties. Celestials,
1 Rescue a loved one of the soul for instance, have radiant souls with
from a dangerous or exploitative an affinity for light and healing magic;
situation inversely, Fiends have sulfurous souls
that ooze with darkness and venom.
2 Help a loved one of the soul
These properties are channeled into
complete an important goal
the soul item’s creation—and when the
3 Complete the soul’s research or item is awakened, these properties
experimentation into a certain flare to the surface in unpredictable
subject ways, granting the item new powers.
When a soul item is awakened, it
4 Defeat one of the soul’s most
gains random magical properties
dangerous enemies
determined by the creature type of the
5 Recover an important artifact or soul used. Roll on the Random
belonging that the soul once lost Awakening table below to determine
whether those features are beneficial
6 Reclaim the soul’s lair or territory or detrimental. Then refer to that
from an invading creature creature type’s section in chapter 2,
7 Journey to the soul’s ancestral where you can roll or choose from the
home and charge the item at a creature type’s Beneficial and Detri-
place of power there mental Properties tables.
8 Make amends for a painful, life- Attunement
altering mistake the soul made If a soul item requires attunement to
use its properties, then you must be
Pre-Awakening attuned to that item to use its random
properties. If the item doesn’t require
Some legendary creatures are so rich attunement, then simply touching or
with magical power or possess souls wearing the item is enough to access
with such powerful personalities that its random properties.
they refuse to become dormant, even
when contained in a soul gem. When Variant: Random Crafting
these souls are forged into a soul item, Properties
it immediately awakens, granting the At the DM’s discretion, you can also
wielder access to its Awakened roll for random properties when a
properties. soul item is crafted. If you use this
variant rule, you can only keep one set
of random properties: when the item Variant: Sentient Soul Items
is awakened and you roll for a second While a soul is a powerful source of
set of random properties, you choose magical power, the soul’s awareness,
whether to keep the original set of personality, and memories are typically
properties or the new set. lost when the creature dies and its soul
Random Awakening is captured. However, this isn’t always
the case: a strong personality, a surge
d100 properties
of wild magic, or the intervention of a
01–20 The item gains one minor deity or similarly powerful being can
beneficial property. preserve a creature’s mind in its soul,
21–40 The item gains one minor resulting in a sentient soul item.
detrimental property. A sentient soul item gains one or
41–70 The item gains two minor both of the properties described below.
properties, one beneficial Sentience. The item is a sentient
and one detrimental. magical item with Intelligence,
71–75 The item gains one major Wisdom, and Charisma scores
beneficial property. equal to those its soul had in life. It
also retains its proficiency in up to
76–80 The item gains one major
two skills, and can speak and
detrimental property.
understand Common and one
81–90 The item gains two prop- other language it knew. It can only
erties, one major beneficial communicate telepathically with a
and one minor detrimental. creature touching it. Its goals are
91–00 The item gains two prop- similar to those it had in life, and it
erties, one major detrimental can activate or suppress any of its
and one minor beneficial. properties in service of those goals.
Curse of Domination. At any time,
Returning to Dormancy the item can force a creature in
contact with it to make a DC 15
An awakened soul item thrives on Charisma saving throw. On a failure,
being used, drawing traces of soul the creature is cursed by the item
energy from the creature it’s attuned for 1 hour. A creature cursed in
to. These traces allow it to resist the this way is charmed and obeys the
slumber that calls to all captured souls item’s telepathic commands, which
and remain awakened. If an awakened it can hear over any distance on the
item is neglected for a long time, same plane of existence. The item
there’s a chance it will return to its can only dominate one creature at
slumber, becoming dormant again. a time. Once a creature succeeds on
If an awakened soul item remains its saving throw against this effect,
unattuned and unused for 1 year, it it is immune to the curse for 7 days.
begins to slip into dormancy. At the
end of each month thereafter, there’s a
10% chance the item goes dormant and
loses access to its Awakened properties,
including any random properties
granted by the awakening process.
2. Soul Items repetitive entries, creatures that belong
to an archetype—birds, for instance—
A myriad of magical creatures dwell in have been combined into one entry
most fantasy settings; they build lairs, and matched with a single soul item.
hoard gold and jewels, and coexist This also rarely occurs when two
with nearby Humanoid settlements, creatures fill the same ecological niche,
for better or worse. Where most but in different places: for instance,
adventurers see a bestiary of potential tigers and lions are more varied, but
allies and adversaries, soul crafters see here they’ve been combined into a “big
something further—a treasure trove of cat” entry. Similarly, rhinoceros and
strange and unique souls, each waiting triceratops share a soul item because,
to be crafted into a new soul item. despite their differences, they have
This chapter is a catalogue of soul very similar statistics and behavior.
items, each with a distinct Dormant
and Awakened state and a variety of
random properties to discover through
No Humanoid Items
awakening. Soul items are categorized There are no soul items based on
first by creature type, then alphabetically Humanoid souls in this book. This
by creature name. decision was made for two reasons.
The primary reason is mechanical:
Combined Entries most Humanoid stat blocks are defined
by their parentage or their choice of
Most of the items in this book are weapon, and so aren’t distinct enough
associated with one creature. However, to inspire a unique magic item with two
some creatures are just variations on different forms. Such an item would
each other with very few mechanical probably infringe on character choice:
changes; for instance, there are eagles, why play an elf or an orc when you
hawk, owls, ravens, vultures, and can get those same traits with a soul
item instead?
giant versions of each, with only a The second reason is narrative:
single trait or a slight change in flying capturing and turning Humanoids
speed to differentiate them. To avoid into soul gems is, at its core, villainous.
While it might make a good tactic for
a campaign villain, it isn’t well-suited
to most parties of heroic characters. If
that’s the sort of game your table wants
to play, you can use this book as a
framework for your own soul items.
Aberrations serve the will of distant elder beings
whose very sight can shatter the
From far-off worlds in planar space, minds of lesser beings.
the blackest depths of the ocean, and Soul items that use aberration
the deepest caves beneath the surface, souls often feature tendrils, eyes, and
alien beings scheme at unknowable chitinous shells. When used, the items
goals. Aberrations draw psychic produce strange and unnerving sounds,
powers from their own bizarre minds, like whispers and slurping noises, and
allowing them to levitate, hurl massive sometimes emit saltwater or sticky
objects without touching them, read tar-like mucus.
thoughts, and more. Aberrations often

Minor Properties
d4 Beneficial property Detrimental property
1 Hidden Eyes. You can see through Mood Sensitivity. The item sheds bright
the item even when your eyes are light in a 10-foot radius and dim light for
closed. You must be touching the 10 feet beyond that whenever you feel a
item to use this sense. strong emotion. While the item is visible,
Wisdom (Insight) checks against you
have advantage.
2 Extra Language. You can read, write, Unnerving Whispers. You have
and understand Deep Speech. disadvantage on saving throws against
being frightened. This trait is suppressed
while deafened.
3 Star-Bound. You are familiar with Briny Recovery. The item can’t regain
all the constellations and feel at charges unless submerged in salt water for
ease while you can see them. at least 1 hour per day.
4 Tendril Tether. Tendrils connect Larval Stomach. At the end of each long
you to the item. You can’t be rest, you vomit up slime and parasitic
forced to drop it. larvae.

Major Properties
d4 Beneficial property Detrimental property
1-2 Telepathic Beacon. You can speak Nightmare Visions. At the end of each long
back and forth telepathically rest, you must succeed on a DC 10 Charisma
with any creature you can see saving throw or suffer a 1d4 penalty to
within 30 feet of you that Wisdom checks and saving throws until
speaks at least one language. the end of your next long rest.
3-4 Warded Mind. You have Curse of Knowledge. If presented with the
resistance to psychic damage. chance to discover lost or forbidden
knowledge, you must succeed on a DC 15
Wisdom saving throw to resist it.
Aboleth Awakened. In its Awakened state,
the whip has the following extra
An aboleth soul can be crafted into a properties:
deep lash. If used for a non-soul item, it
instead creates a rod of rulership. Magic Weapon. The whip’s bonus to
attack and damage rolls increases
Deep Lash to +2.
Soul Weapon (Whip), Rare (Requires Charges. The whip has 7 charges, and
Attunement) regains 1d4 + 3 expended charges
daily at dawn.
This strange whip resembles a slimy Psychic Dominance. As an action,
tendril with a coil of scaly leather around you can expend 3 charges to cast
its hilt. It squirms uncomfortably in the dominate person spell (save DC
your grip. 16) on a creature within the reach
Dormant. In its Dormant state, the of the whip.
whip has the following properties:
Magic Weapon. You gain a +1 bonus Chuul
to attack and damage rolls using A chuul soul can be crafted into goggles
this whip. of arcanum. If used for a non-soul item,
Charges. The whip has 5 charges, and it instead creates a ring of swimming.
regains 1d4 + 1 expended charges
daily at dawn. Goggles of Arcanum
Acidic Slash. When you hit a creature Soul Item, Uncommon (Requires
with a melee weapon attack using Attunement)
the whip, you can expend a charge
to coat the target in acidic mucus. The lenses of these bulging goggles are
The attack deals an extra 4d8 acid segmented into tiny hexagons, creating
damage, and the target can’t regain a bug-like appearance.
hit points until the end of its next Dormant. In their Dormant state,
turn. When the effect wears off, the goggles have the following
the mucus vanishes. properties:

Goggles of
Arcanum
Charges. The goggles have 3 charges, can expend a charge to cast mirror
and regain all expended charges image from the cloak. The spell
daily at dawn. ends early if you enter bright light.
Sense Magic. As an action, you can
Awakened. In its Awakened state,
expend a charge to activate the
the cloak has the following extra
goggles. For the next 10 minutes,
properties:
creatures and objects you can see
within 60 feet that bear magic have Charges. The cloak has 5 charges, and
a faint aura around them. If the regains all expended charges daily
magic is associated with a school of at dawn.
magic, you can learn which school Flight of the Phantasm. As an action
by studying the creature or object while you aren’t in bright light, you
as an action. can cause the cloak to transform
into a pair of leathery wings. For
Awakened. If their Awakened
the next hour, you have a flying
state, the goggles have the following
speed of 40 feet. This speed is
extra properties:
suppressed while in bright light,
Charges. The goggles have 5 charges, but continues once you enter dim
and regain all expended charges light or darkness again. Once you
daily at dawn. use this property, you can’t do so
Improved Sense. The Sense Magic again for 24 hours.
property now has a range of 120
feet, and displays an aura’s school Gibbering Mouther
of magic without requiring an A gibbering mouther soul can be
action to study. crafted into a gibbering mask. If used
Cloaker for a non-soul item, it instead creates a
medallion of thoughts.
A cloaker soul can be crafted into a
phantasm cloak. If used for a non-soul Gibbering Mask
item, it instead creates a cloak of the bat. Soul Item, Uncommon (Requires
Attunement)
Phantasm Cloak
This mask is covered in eyes and mouths
Soul Item, Rare (Requires Attunement)
in no discernable pattern. When the
This leather cloak is made from a mask’s properties are used, the mouths
shimmering, reflective material that quietly mumble and giggle.
renders it hazy and difficult to look Dormant. In its Dormant state, the
directly into. When the cloak’s hood is mask has the following properties:
drawn, your face disappears entirely
Charges. The mask has 3 charges, and
behind a deep shadow.
regains all expended charges daily
Dormant. In its Dormant state, the
at dawn.
cloak has the following properties:
Mad Laughter. As an action, you can
Charges. The cloak has 3 charges, and expend a charge to cast the hideous
regains all expended charges daily laughter spell (save DC 13) from
at dawn. the mask. Until the spell ends, the
Phantasm Images. As an action mask audibly giggles and laughs in
while you aren’t in bright light, you a chorus of voices.
shoulder blades, which lie flat against
your back when they aren’t being used.
Dormant. In its Dormant state, the
armor has the following properties:
Charges. The armor has 3 charges,
and regains all expended charges
daily at dawn.
Tendril Grapple. When you hit a
Medium or smaller creature within
10 feet of you with a melee weapon
attack, you can expend a charge to
constrict the target with the armor’s
tendrils. The target must succeed
on a DC 13 Strength saving throw
Gibbering or be grappled (escape DC 13).
Mask While grappled in this way, the
target is also restrained. This
grapple doesn’t use your hands, and
Awakened. In its Awakened state,
due to the length of the tendrils,
the mask has the following extra
you can move up to 10 feet away
properties:
from the creature without ending
Charges. The mask has 5 charges, and the grapple.
regains all expended charges daily
Awakened. In its Awakened state,
at dawn.
the armor has the following extra
Save DC. The save DC of the Mad
properties:
Laughter property increases to 15.
Babbling Curse. As an action, you Magic Armor. The armor provides a
can expend 3 charges and start +1 bonus to your Armor Class.
speaking to cast the confusion spell Charges. The armor has 5 charges,
(save DC 15) from the mask. If you and regains all expended charges
stop speaking at any point, the daily at dawn.
spell ends early. A creature that Save DC. The save and escape DC of
can’t hear your voice is unaffected the Tendril Grapple property
by the spell. increases to 15.
Tendril Fling. As a bonus action
Otyugh while grappling a creature with the
An otyugh soul can be crafted into armor’s tendrils, you can end the
otyugh leathers. If used for a non-soul grapple to throw the creature up to
item, it instead creates goggles of night. 10 feet or knock the creature prone
(your choice).
Otyugh Leathers
Soul Armor (Leather or Studded Leather),
Uncommon (Requires Attunement)
This set of thick leather armor has two
muscular tendrils protruding from its
Beasts bestowed with intelligence and the gift
of speech, but the majority of beasts
Beasts are the most common creatures know only the laws of nature.
in the natural world, populating the Beast soul items incorporate bone,
skies, seas, forests, and every other claws, horns, teeth, fur, and hide. They
form of wilderness. These nonmagical often resemble the goods a hunter or
creatures resemble those in the real trapper might craft using the spoils of
world, and include prehistoric beasts their game, and an untrained eye might
like dinosaurs and gigantic versions of mistake them for a nonmagical keepsake.
normal beasts. A rare few beasts are

Minor Properties
d4 Beneficial property Detrimental property
1 Extra Language. You can speak to Raised in the Wild. You ignore the
and understand Beasts of the type etiquette of “polite society,” preferring to
used in the item’s creation. eat, belch, and scratch as you please.
2 Wilderness Lore. You gain Beastly Body. You develop unsightly
proficiency in Survival, if you patches of fur, scales, or some other
don’t already have it. beastly feature. The features spread and
worsen when you’re near death.
3 Wild Grace. Your speed increases Fear of Civilization. You have
by 5 feet. disadvantage on concentration checks
and saving throws against being
frightened while in cities and towns.
4 Fasting Charm. You can survive on Bottomless Hunger. You need twice as
half as much food and water as much food and water as normal to
normal. survive.

Major Properties
d4 Beneficial property Detrimental property
1-2 Beastmorph (1/Day). As an Curse of Bloodlust. If presented with the
action, you can cast polymorph chance to attack or kill a vulnerable
on yourself, limited to Beasts of enemy, you must succeed on a DC 15
the item’s type. Wisdom saving throw to resist it.
3-4 Keen Senses. Each time you make Animal Rage (1/Day). When reduced to 0
a Wisdom (Perception) check, hit points, you polymorph into a Beast of
you can roll 1d4 and add the the item’s type with all of its hit points. In
result to your roll. this form, you attack the nearest creature
on each of your turns. When the Beast is
reduced to 0 hit points, you revert to
your normal form and fall unconscious.
Rider’s Axe

Axe Beak Awakened. In its Awakened state,


the axe has the following extra
An axe beak soul can be crafted into a properties:
rider’s axe. If used for a non-soul item,
it instead creates a +1 battleaxe. Magic Weapon. You gain a +1 bonus
to attack and damage rolls using
Rider’s Axe the axe.
Soul Weapon (Battleaxe), Uncommon Tougher Mount. The axe beak’s hit
(Requires Attunement) point maximum increases to 39
(6d10 + 6). Also, it appears with
This axe has a frill of feathers that flare spectral barding, increasing its
out opposite its blade. The bottom of its Armor Class to 14.
shaft is forged into a clutched bird foot.
Dormant. In its Dormant state, the Badger
axe has the following properties:
A badger or giant badger soul can be
Spectral Mount. As an action, you crafted into a badger scarf. If used for a
can raise the axe and summon a non-soul item, it instead creates dust of
spectral axe beak mount, which sneezing and choking.
remains for 1 hour, until killed, or
until you dismiss it as an action. Badger Scarf
The mount is loyal to you and Soul Item, Common (Requires
understands one language you Attunement)
speak. Once you use this property
to summon a mount, you can’t do This scarf resembles the pelt of a badger.
so again for 24 hours. Its head occasionally looks around and
Force Strike. While mounted on the sniffs the air.
axe beak, the first attack you make Dormant. In its Dormant state, the
with the axe on each of your turns scarf has the following properties:
deals an extra 1d6 force damage on Poison Resilience. While wearing the
a hit. scarf, you have advantage on saving
throws against being poisoned.
Awakened. In its Awakened state, Charges. The whistle has 5 charges,
the scarf has the following extra and regains all expended charges
properties: daily at dawn.
Ear-Splitting Keen. As an action,
Produce Antitoxin. As an action, you
you can expend 3 charges and blow
can touch the scarf to a creature
into the whistle to create an ear-
and confer it protection from
splitting shriek. Each creature
poisons and toxins. The scarf ends
within 15 feet must succeed on a
one poison of your choice that is
DC 14 Constitution saving throw
affecting the creature. If the
or take 4d10 psychic damage and
creature isn’t poisoned, it instead
be deafened until the end of its
gains advantage on saving throws
next turn.
against being poisoned for 1 hour.
Bat Bear
A black bear, brown bear, or polar
A bat or giant bat soul can be crafted
bear soul can be crafted into ursine
into an echoing whistle. If used for a
gauntlets. If used for a non-soul item, it
non-soul item, it instead creates a spell
instead creates a cloak of protection.
scroll of thunderwave.
Ursine Gauntlets
Echoing Whistle
Soul Item, Uncommon (Requires
Soul Item, Uncommon
Attunement)
This black whistle is shaped like a bat
These bulky leather gauntlets end in
in flight. When blown, it creates a
sharpened bear claws, and have fur
high-pitched keen that’s barely audible
trim up to the elbows.
to most creatures.
Dormant. In their Dormant state,
Dormant. In its Dormant state, the
the gauntlets have the following
whistle has the following properties:
properties:
Charges. The whistle has 3 charges,
Magic Weapons. The gauntlets are
and regains all expended charges
simple melee weapons with the
daily at dawn.
Light property, dealing 1d6 slashing
Echolocate. As a bonus action, you
damage on a hit. You can’t be dis-
can expend a charge and blow into
armed of these weapons, and they
the whistle to echolocate your
can only be wielded together. You
surroundings. Until the end of
are proficient with the gauntlets so
your turn, you have blindsight to a
long as you’re attuned to them.
distance of 60 feet, revealing any
Heavy-Handed. If you hit a creature
creatures or objects that aren’t
with the gauntlets twice in the same
hidden behind cover. You can’t
turn, the creature must succeed on
benefit from this property while
a DC 13 Strength saving throw or
deafened.
be knocked prone.
Awakened. In its Awakened state,
Awakened. In their Awakened
the whistle has the following extra
state, the gauntlets have the following
properties:
extra properties:
Magic Weapons. You gain a +1 Awakened. In its Awakened state,
bonus to attack and damage rolls the cape has the following extra
using the gauntlets. properties:
Save DC. The save DC of the Heavy-
Charges. The cape has 7 charges, and
Handed property increases to 15.
regains 1d6 + 1 expended charges
Bear Rage. As an action, you can slam
daily at dawn.
the gauntlets together and enter a
Winged Rescue. You can use your
bear rage for 1 minute or until
Transient Wings property as a
you’re incapacitated. While raging
reaction to falling 10 feet or more.
in this way, you gain 5 temporary
You fall harmlessly to the ground,
hit points at the start of each of your
then the cape reverts to normal.
turns, and you have advantage on
Call the Flock. As an action, you can
attack rolls against creatures that
expend 5 charges from the cape to
have dealt damage to you since the
summon a 20-foot-radius flock of
end of your last turn. Once you use
spectral birds centered on a point
this property, you can’t do so again
you can see within 90 feet. The
for 24 hours.
effect is otherwise identical to an
Bird insect plague spell (save DC 15), and
ends after 1 minute or when you
Any bird soul without its own entry, lose concentration (as if concen-
including but not limited to the eagle, trating on a spell.
hawk, owl, vulture, and their giant
versions, can be crafted into an avian Boar
cape. If used for a non-soul item, it
A boar or giant boar soul can be
instead creates eyes of the eagle.
crafted into a tusk pauldron. If used for
Avian Cape a non-soul item, it instead creates a
Soul Item, Uncommon (Requires berserker axe.
Attunement) Tusk Pauldron
This feathered cape has a pointed Soul Item, Uncommon (Requires
hood resembling a downturned beak. Attunement)
It comes in many colors, most
This iron pauldron is forged into the
commonly brown, white, and black.
shape of a charging boar, complete
Dormant. In its Dormant state, the
with two curving metal tusks.
cape has the following properties:
Dormant. In its Dormant state, the
Charges. The cape has 5 charges, and pauldron has the following properties:
regains 1d4 + 1 expended charges
Charges. The pauldron has 3 charges,
daily at dawn.
and regains all expended charges
Transient Wings. As a bonus action,
daily at dawn.
you can expend a charge to transform
Goring Force. When you move at
the cape into a pair of feathered
least 20 feet in a straight line before
wings. Until the end of your turn,
making a melee weapon attack, you
you have a flying speed of 40 feet
can expend a charge from the paul-
and take no damage from falling.
dron to imbue your attack with
magical force. On a hit, the attack
deals an extra 2d8 force damage. On
a miss, the charge isn’t expended.
Awakened. In its Awakened state,
the pauldron has the following extra
properties:
Charges. The pauldron has 5 charges,
and regains all expended charges
daily at dawn.
Improved Gore. When you deal
damage with the Goring Force
property, the target must succeed
on a DC 14 Strength saving throw
or be knocked prone.
Camel
A camel soul can be crafted into a Biscuit Pouch
sandwalker ring. If used for a non-soul
item, it instead creates dust of dryness. This leather pouch contains a handful
of small dog biscuits, which are dark
Sandwalker Ring brown and smell like gravy.
Soul Ring, Common (Requires Dormant. In its Dormant state, the
Attunement) pouch has the following properties:
This dull brass ring has two bumps, Biscuits. The pouch contains 3
like the humps of a camel. biscuits, which are replenished
Dormant. In its Dormant state, the each day at dawn.
ring has the following properties: Spectral Helper. As an action, you
can crush one of the biscuits to
Sand Walk. While wearing the ring, summon a spectral mastiff in an
you ignore difficult terrain imposed unoccupied space within 10 feet of
by sand, including sandstorms. you. You can deliver a single com-
Awakened. In its Awakened state, mand to the dog, which must be a
the ring has the following extra simple phrase like “fetch that object”
properties: or “distract that enemy.” The dog
performs the task to the best of its
Water Conservation. While wearing ability. The dog vanishes after
the ring, you can survive up to ten finishing its task or at the end of your
days without drinking water. next turn, whichever comes first.
Canine, Dog Awakened. In its Awakened state,
A domesticated dog soul, such as a the pouch has the following extra
mastiff, can be crafted into a biscuit properties:
pouch. If used for a non-soul item, it Biscuits. The pouch contains 5
instead creates a potion of heroism. biscuits, which are replenished
each day at dawn.
Biscuit Pouch Bolstering Snack. A creature that
Soul Item, Uncommon consumes a biscuit from the pouch
This steel sword has a crossguard
shaped like a canine with ruby eyes.
While you’re standing near friendly
creatures, the eyes glow slightly.
Dormant. In its Dormant state, the
sword has the following properties:
Pack Power. The first time you hit a
creature with the sword on each of
your turns, your strike is imbued
with the power of your pack. An
attack imbued in this way gains a
+1 bonus to damage for each
friendly creature within 10 feet of
you that isn’t incapacitated.
Awakened. In its Awakened state,
the sword has the following extra
properties:
Magic Weapon. You gain a +1 bonus
to attack and damage rolls using
the sword.
Howling Summons. As an action,
you can use the sword to cast
conjure animals, limited to Beasts of
Blade the item’s type. The conjured
of the Pack beasts count as friendly creatures
for the Pack Power property.
Cat
gains 1d8 + 1 temporary hit points,
which last for 1 hour. While a A cat soul can be crafted into feline
creature has temporary hit points boots. If used for a non-soul item, it
from a biscuit, it is immune to instead creates boots of striding and
being frightened. springing.

Canine, Wolf Feline Boots


Soul Item, Uncommon (Requires
Any wild dog soul without its own Attunement)
entry, including but not limited to the
wolf, jackal, hyena, and their giant These slender boots have soles resem-
versions, can be crafted into a blade of bling the toes of a cat. They’re very
the pack. If used for a non-soul item, it squishy and provide ample support for
instead creates a vicious weapon. your feet.
Dormant. In their Dormant state,
Blade of the Pack the boots have the following
Soul Weapon (Any Sword), Uncommon properties:
(Requires Attunement)
Cat’s Grace. While wearing the boots, distance and height are doubled. If
your speed increases by 5 feet and you end your turn in hybrid state
you have a climbing speed equal to with no temporary hit points, roll a
your walking speed. d20. On a roll of 10 or lower, the
transformation ends. Once you use
Awakened. In their Awakened
this property, you can’t do so again
state, the boots have the following
for 24 hours.
extra properties:
Awakened. In its Awakened state,
Speed Boost. The bonus granted by
the amulet has the following extra
the Cat’s Grace property increases
properties:
to 10 feet.
Land on Your Feet. While wearing Thicker Pelt. The temporary hit
the boots, you can use your reaction points granted by the Hybrid State
to halve any damage you take from property increase to 8d8.
falling 10 feet or more. After using Pouncing Attack. Once per turn
this reaction, you land standing on while in hybrid state, when you hit
your feet, if possible. a creature with a melee weapon
attack, you can turn the hit into a
Cat, Big pouncing attack. The target must
Any big cat soul without its own succeed on a DC 16 Strength
entry, including but not limited to saving throw or be knocked prone.
lions, tigers, panthers, and sabre- If the target is knocked prone, you
toothed tigers, can be crafted into a can immediately make another
hunter amulet. If used for a non-soul melee weapon attack against it as a
item, it instead creates a vicious weapon. bonus action.

Hunter Amulet Crab


Soul Item, Rare (Requires Attunement) A crab or giant crab soul can be
This amulet resembles the snarling crafted into chitin armor. If used for a
face of a lion, tiger, or other big cat. non-soul item, it instead creates a ring
Appropriately, its eyes are set with of swimming.
tiger’s eye quartz. Chitin Armor
Dormant. In its Dormant state, the
Soul Armor (Any Medium or Heavy
amulet has the following properties:
Armor), Uncommon
Keen Smell. You have advantage on
This armor is made of interlocking plates
Wisdom (Perception) checks that
of chitin with a thin layer of flexible
rely on smell.
leather beneath. When near the ocean,
Hybrid State. As an action, you can
the chitin chitters with excitement.
touch the amulet to gain 4d8 temp-
Dormant. In its Dormant state, the
orary hit points and transform into
armor has the following properties:
a monstrous person-cat hybrid for
1 minute, until you are knocked Aquatic. While wearing the armor,
unconscious, or until you dismiss you have a swimming speed equal
the transformation as an action. to your walking speed.
While in hybrid state, your speed is
increased by 10 feet and your jump
Awakened. In its Awakened state, Escape DC. The escape DC of the Snap-
the armor has the following extra ping Jaw property increases to 15.
properties: Crocodile Form. As an action, you
can speak the club’s command
Magic Armor. The armor provides a
word and throw it to the ground
+1 bonus to Armor Class.
within 10 feet of you. The club
Amphibious. While wearing the
becomes a crocodile or a giant
armor, you can breathe both air
crocodile (your choice), which is
and water.
loyal to you and obeys your verbal
Crocodile commands. The crocodile remains
for 1 hour or until killed, at which
A crocodile or giant crocodile soul can point it reverts to its club form.
be crafted into a bludgeon of the bog. If Once you use this property, you
used for a non-soul item, it instead can’t do so again for 24 hours.
creates boots of ambush (which are
identical to boots of elvenkind). Deer
Bludgeon of the Bog A deer, elk, or giant elk soul can be
Soul Weapon (Greatclub), Uncommon crafted into an antler staff. If used for a
(Requires Attunement) non-soul item, it instead creates boots
of striding and springing.
This scaly club ends in a jagged prong
like the open mouth of a large croc- Antler Staff
odile or alligator. Soul Staff, Uncommon (Requires
Dormant. In its Dormant state, the Attunement by a Druid or Ranger)
club has the following properties:
This wooden staff is topped with a
Hold Breath. While attuned to the pair of small antlers, which curve
club, you can hold your breath for together to form an open many-
up to 15 minutes. pronged circle.
Charges. The club has 3 charges, and Dormant. In its Dormant state, the
regains all expended charges daily staff has the following properties:
at dawn.
Versatile Focus. This staff can be
Snapping Jaw. When you hit a Large
used as both a quarterstaff and a
or smaller creature with a melee
druidic focus for casting spells.
weapon attack using the club, you
Charges. The staff has 5 charges, and
can expend a charge to cause its
regains 1d4 + 1 expended charges
prong to snap down on the target
daily at dawn.
like a pair of powerful jaws. The
Graceful Magic. You can expend
target is grappled (escape DC 13).
charges from the staff to cast the
While grappled in this way, the
following spells using your
target is also restrained, and you
spellcasting ability: find steed (2
can’t make attacks with the club
charges, elk only), longstrider (1
against other creatures.
charge), or jump (1 charge).
Awakened. In its Awakened state,
Awakened. In its Awakened state,
the club has the following extra
the staff has the following extra
properties:
properties:
Improved Focus. You gain a +1 bonus successful save and half as much
to the spell save DC and spell attack damage on a failed one.
rolls of spells cast using the staff.
Charges. The staff has 7 charges, and Fish
regains 1d4 + 3 expended charges Any fish soul without its own entry,
daily at dawn. such as the quipper, can be crafted
Graceful Magic. You gain the into a ring of aquatic friendship. If used
following new spell options for the for a non-soul item, it instead creates a
staff: haste (3 charges) and freedom ring of swimming.
of movement (4 charges).
Ring of Aquatic Friendship
Elephant & Mammoth Soul Ring, Common (Requires
An elephant or mammoth soul can be Attunement)
crafted into pachyderm armor. If used This copper ring has a scaly surface,
for a non-soul item, it instead creates and produces bubbles while sub-
+1 armor. merged in a liquid.
Pachyderm Armor Dormant. In its Dormant state, the
ring has the following properties:
Soul Armor (Any Medium or Heavy
Armor), Rare (Requires Attunement) Water Tongue. You can speak to and
understand any creature that can
This bulky armor has two tusks that
breathe underwater as if you
protrude from its pauldrons and thick
shared a language.
trunk-like greaves that resemble two
elephant legs. Awakened. In its Awakened state,
Dormant. In its Dormant state, the the ring has the following extra
armor has the following properties: properties:
Charges. The armor has 3 charges, Charges. The ring has 3 charges, and
and regains all expended charges regains all expended charges daily
daily at dawn. at dawn.
Great Endurance. When you fail a Ocean Charms. When you make a
Constitution saving throw, you can Charisma check to influence a
expend a charge to reroll the creature that can breathe under-
saving throw and take the higher water, you can expend a charge to
of the two rolls. gain advantage on the roll.
Awakened. In its Awakened state, Frog
the armor has the following extra
properties: Any frog soul without its own entry,
including but not limited to frogs,
Magic Armor. The armor provides a toads, and their giant versions, can be
+1 bonus to Armor Class. crafted into a thieving frog. If used for a
Shrug It Off. When you use the Great non-soul item, it instead creates a ring
Endurance property against an of jumping.
effect that allows you to take half as
much damage on a successful save, Thieving Frog
you instead take no damage on a Soul Item, Uncommon
This 4-inch wooden frog figurine has
an open mouth, and inside, a rubbery
pink ribbon is barely visible.
Dormant. In its Dormant state, the
figurine has the following properties:
Charges. The figurine has 3 charges,
and regains all expended charges
daily at dawn.
Thieving Tongue. As an action, you
can expend a charge and cause the
ribbon within the figurine to shoot
out at an object you can see within
30 feet of you. The object can
weigh no more than 5 pounds and
can’t be anchored in place by
chains or other restraints. If the
object is unattended, the figurine Thieving
pulls it into your open hand. If the
object is being worn or carried, the
Frog
holder must succeed on a DC 13
Dexterity saving throw to avoid Beetle Lantern
being disarmed of the object. Soul Item, Common
Awakened. In its Awakened state, This lantern is shaped like an upturned
the figurine has the following extra beetle with its front legs forming the
properties: handle. When the lantern is opened,
Charges. The figurine has 5 charges, the beetle spreads its wings, revealing
and regains all expended charges the beetle’s glowing thorax.
daily at dawn. Dormant. In its Dormant state, the
Save DC. The save DC of the Thieving lantern has the following properties:
Tongue property increases to 15. Illumination. The lantern sheds
Mighty Tongue. When using the bright light in a 30-foot radius and
Thieving Tongue property, you dim light for 30 feet beyond that,
can expend extra charges to no oil required. As a bonus action,
increase the amount of weight the you can extinguish the light,
figurine can pull. For every extra restore it, or change its color.
charge you expend, the weight
limit increases by 5 pounds. Awakened. In its Awakened state,
the lantern has the following extra
Giant Fire Beetle properties:
A giant fire beetle soul can be crafted Charges. The lantern has 3 charges,
into a beetle lantern. If used for a non- and regains all expended charges
soul item, it instead creates a potion of daily at dawn.
fire resistance. Blinding Flash. As an action, you can
expend a charge from the lantern
to generate a flash of blinding light.
Each creature within 15 feet of you goat legs, giving you a faun-like
that can see the lantern must succeed appearance and advantage on saving
on a DC 13 Constitution saving throws against being pushed,
throw or be blinded until the end pulled, or knocked prone.
of its next turn.
Horse
Goat Any horse soul without its own entry,
A goat or giant goat soul can be including but not limited to the draft
crafted into a ram’s helm. If used for a horse, riding horse, warhorse, and
non-soul item, it instead creates a ring pony, can be crafted into spectral reins.
of the ram. If used for a non-soul item, it instead
creates horseshoes of speed.
Ram’s Helm
Soul Item, Uncommon (Requires Spectral Reins
Attunement) Soul Item, Uncommon
This iron helm has a pair of spiralling These leather reins are battered and
ram horns. While wearing it, your worn from the moment of their
eyes resemble those of a goat. creation.
Dormant. In its Dormant state, the Dormant. In their Dormant state,
helm has the following properties: the reins have the following properties:
Charges. The helm has 3 charges, and Spectral Steed. You can use the reins
regains all expended charges daily to cast the find steed spell. The
at dawn. conjured mount uses the statistics
Thunderous Headbutt. As an action, of the Beast used in the item’s
you can expend a charge from the creation. Once you use this property,
helm and headbutt a creature or you can’t do so again for 24 hours.
object within 5 feet of you. The
Awakened. In their Awakened
target must make a DC 13 Strength
state, the reins have the following
saving throw. On a failed save, the
extra properties:
target takes 3d8 thunder damage
and is pushed 10 feet away from Tougher Mount. The horse’s hit
you. On a successful save, the point maximum is doubled. Also, it
target takes half as much damage appears with spectral barding,
and isn’t pushed. increasing its Armor Class to 14.
Awakened. In its Awakened state, Insect
the helm has the following extra
properties: Any insect soul without its own entry,
including but not limited to the giant
Charges. The helm has 5 charges, and centipede and giant wasp, can be
regains all expended charges daily crafted into a hive shield. If used for a
at dawn. non-soul item, it instead creates a staff
Save DC. The save DC of the Thund- of swarming insects.
erous Headbutt property increases
to 15. Hive Shield
Goat Legs. While wearing the helm, Soul Armor (Shield), Uncommon
your legs transform into hooved (Requires Attunement)
This shield is made of a bumpy organic This thick cloak is black with swirling
material similar to wood or paper. Its white patches, and has a long, finned
surface is riddled with holes, from tail hanging from the back.
which a faint buzzing can be heard. Dormant. In its Dormant state, the
Dormant. In its Dormant state, the cloak has the following properties:
shield has the following properties:
Hold Breath. While the cloak’s hood
Charges. The shield has 3 charges, is drawn, you can hold your breath
and regains all expended charges indefinitely.
daily at dawn. Swimming Speed. While wearing
Swarming Rebuke. When a creature the cloak, you have a swimming
you can see hits you with a melee speed of 60 feet.
weapon attack, you can use your
Awakened. In its Awakened state,
reaction to expend a charge,
the cloak has the following extra
causing a swarm of angry insects to
properties:
emerge from the shield and attack
the creature. The target must make Whale Shape. As an action, you can
a DC 13 Constitution saving throw, swirl the cloak around you and cast
taking 3d10 piercing damage on a the polymorph spell on yourself,
failed save or half as much damage transforming into a killer whale.
on a successful one. When you cast the spell in this
way, you retain your Intelligence,
Awakened. In its Awakened state,
Wisdom, and Charisma scores.
the shield has the following extra
Once you use this property, you
properties:
can’t do so again for 24 hours.
Magic Shield. The shield provides a
+1 bonus to Armor Class in Lizard
addition to its normal bonus. A lizard or giant lizard soul can be
Charges. The shield has 5 charges, crafted into a cold-blooded ring. If used
and regains all expended charges for a non-soul item, it instead creates
daily at dawn. goggles of night.
Save DC. The save DC of the
Swarming Rebuke property Cold-Blooded Ring
increases to 15. Soul Ring, Common
Stinging Swarm. A creature that fails
its saving throw against the Swarm- This scaly ring is cool to the touch, and
ing Rebuke property is poisoned resembles a lizard biting its own tail.
until the end of its next turn. Dormant. In its Dormant state, the
ring has the following properties:
Killer Whale Heat Adaptive. While wearing the
A killer whale soul can be crafted into ring, you have advantage on saving
a cloak of the orca. If used for a non- throws against the effects of
soul item, it instead creates a folding boat. extremely hot environments.
Cloak of the Orca Awakened. In its Awakened state,
the ring has the following extra
Soul Item, Rare (Requires Attunement)
properties:
Heat Immunity. While wearing the Grasping Tentacles. As a bonus
ring, you are immune to the effects action, you can expend one charge
of extremely hot environments. to cause a tentacle to peel away
from the shield and snare a creature
Mule you can see within 30 feet of you.
A mule soul can be crafted into a The target must succeed on a DC
bracelet of burdens. If used for a non- 13 Strength saving throw or be
soul item, it instead creates a bag of pulled up to 15 feet toward you.
holding. Awakened. In its Awakened state,
Bracelet of Burdens the shield has the following extra
properties:
Soul Item, Common (Requires Attunement)
Magic Shield. The shield provides a
This leather bracelet is unremarkable +1 bonus to Armor Class in addition
to look at, but its design is sturdy and to its normal bonus.
comfortable. Charges. The shield has 5 charges,
Dormant. In its Dormant state, the and regains all expended charges
bracelet has the following properties: daily at dawn.
Beast of Burden. While wearing the Save DC. The save DC of the Grasping
bracelet, your carrying capacity is Tentacles property increases to 15.
doubled. Tentacle Eruption. As an action, you
can expend 3 charges and hurl the
Awakened. In its Awakened state, shield at a space you can see within
the bracelet has the following extra 60 feet. When it lands, it erupts
properties: into a maelstrom of squirming
Tireless Spirit. While wearing the tentacles. This effect is identical to
bracelet, you have advantage on a black tentacles spell (save DC 15),
saving throws against exhaustion. but doesn’t require concentration.

Octopus Shield of
An octopus or giant octopus soul can Tentacles
be crafted into a shield of tentacles. If
used for a non-soul item, it instead
creates iron bands of binding.
Shield of Tentacles
Soul Armor (Shield), Uncommon
(Requires Attunement)
This shield resembles a cephalopod
with eight coiled tentacles covered in
suction cups. It squirms in your grip.
Dormant. In its Dormant state, the
shield has the following properties:
Charges. The shield has 3 charges,
and regains all expended charges
daily at dawn.
Primate This hefty leather saddle is decorated
with bones and fangs, and is damp no
Any primate soul without its own matter how long it is left to dry.
entry, including but not limited to the Dormant. In its Dormant state, the
ape, baboon, and giant ape, can be saddle has the following properties:
crafted into a monkey belt. If used for a
non-soul item, it instead creates gloves Primal Mount. As an action, you can
of swimming and climbing. throw the saddle into a body of water
within 30 feet of you, summoning
Monkey Belt a plesiosaurus mount. The mount
Soul Item, Uncommon (Requires remains for 8 hours, until killed, or
Attunement) until you dismiss it as an action.
The mount is loyal to you and
This green leather belt has a brass clasp understands one language you
resembling two hands folded together. speak. Once you use this property
Dormant. In its Dormant state, the to summon a mount, you can’t do
belt has the following properties: so again for 24 hours.
Prehensile Tail. While wearing the Aquatic Boon. While mounted on
belt, you have a flexible monkey the plesiosaurus, you can breathe
tail that can hold objects that weigh both air and water, and you make
up to 5 pounds and manipulate melee weapon attacks normally
objects around you. As a bonus underwater, even if you lack a
action, you can use your tail to take swimming speed.
the Use an Object action, limited to Awakened. In its Awakened state,
tasks that don’t require fingers. the saddle has the following extra
Awakened. In its Awakened state, properties:
the belt has the following extra Tougher Mount. The plesiosaurus’s
properties: hit point maximum increases to
Improved Tail. Your tail can hold 102 (12d10 + 36). Also, it appears
objects that weigh up to 10 pounds. with spectral barding, increasing
Tail Attacks. Your tail can wield a its Armor Class to 16.
weapon with the Light property in Primal Hunger. When the plesiosaurus
combat. You can use a weapon held kills a Small or larger creature, it
by your tail for two-weapon regains 2d8 + 3 hit points.
fighting, freeing up one of your
hands for other tasks. Rat
A rat or giant rat soul can be crafted
Plesiosaurus into a rod of rats. If used for a non-
A plesiosaurus soul can be crafted into soul item, it instead creates a periapt
an ancient sea saddle. If used for a non- of health.
soul item, it instead creates a trident of
Rod of Rats
fish command.
Soul Rod, Uncommon (Requires
Ancient Sea Saddle Attunement)
Soul Item, Rare This silver rod has a tiny figurine of a
rat perched on its head. When swung
through the air, the rod squeaks like a Great Horn Pike
rodent. Soul Weapon (Pike), Rare (Requires
Dormant. In its Dormant state, the Attunement)
rod has the following properties:
This long pike ends in a heavy ivory
Charges. The rod has 5 charges, and spearhead. Despite its weight, the pike
regains 1d4 + 1 expended charges is superbly balanced.
daily at dawn. Dormant. In its Dormant state, the
Swarm Step. As a bonus action, you pike has the following properties:
can expend a charge to conjure a
swarm of spectral rats beneath the Magic Weapon. You gain a +1 bonus
feet of a willing creature you can see to attack and damage rolls using
within 30 feet. The swarm carries the pike.
the creature to an unoccupied space Charges. The pike has 3 charges, and
within 15 feet of its original space, regains all expended charges daily
then vanishes. This movement doesn’t at dawn.
provoke opportunity attacks. Horn Rush. As an action, you can
expend a charge and thrust the
Awakened. In its Awakened state, pike, creating a barrage of force in
the rod has the following extra a 30-foot-long line that is 5 feet
properties: wide. Each creature in the area
Charges. The rod has 7 charges, and must make a DC 14 Constitution
regains 1d6 + 1 expended charges saving throw, taking 8d6 force
daily at dawn. damage on a failed save or half as
Rat Form. As an action, you can expend much damage on a successful one.
4 charges to cast the polymorph Awakened. In its Awakened state,
spell (save DC 15), transforming the pike has the following extra
the target into a rat or giant rat. properties:
Rhinoceros & Triceratops Magic Weapon. The pike’s bonus to
A rhinoceros or triceratops soul can be attack and damage rolls increases
crafted into a great horn pike. If used to +2.
for a non-soul item, it instead creates Charges. The pike has 5 charges, and
an immovable rod. regains all expended charges daily
at dawn.

Rod of
Rats
Save DC. The save DC of the Horn
Rush property increases to 16.
Improved Rush. When you use the
Horn Rush property, you can move
with the barrage, disappearing
from your space and reappearing in
the nearest unoccupied space to the
end of the line.
Scorpion
A scorpion or giant scorpion soul can
be crafted into a pincer gauntlet. If used
for a non-soul item, it instead creates a
dagger of venom. Blood-
Frenzy
Pincer Gauntlet Pendant
Soul Item, Uncommon (Requires Shark
Attunement)
Any shark soul without its own entry,
This metal gauntlet goes from your including but not limited to hunter
shoulder to your hand, ending in a shark, reef shark, and giant shark, can
sharp pincer like that of a scorpion. be crafted into a blood-frenzy pendant.
Dormant. In its Dormant state, the If used for a non-soul item, it instead
gauntlet has the following properties: creates a sword of wounding.
Magic Weapon. The gauntlet is a
Blood-Frenzy Pendant
simple melee weapon, dealing 1d8
piercing damage on a hit. You can’t Soul Item, Rare (Requires Attunement)
be disarmed of this weapon. You This necklace is strung with shark
are proficient with the gauntlet so teeth and a single pendant set with a
long as you’re attuned to it. blood-red ruby.
Grappling Pincer. When you hit a Dormant. In its Dormant state, the
creature with a melee weapon pendant has the following properties:
attack using the gauntlet, you can
immediately attempt to grapple the Blood Tracker. While wearing the
creature as a bonus action. pendant, you have advantage on
checks made to find or track
Awakened. In its Awakened state, creatures missing any of their hit
the gauntlet has the following extra points. Creatures that don’t bleed
property: are unaffected by this property.
Magic Weapon. You gain a +1 bonus Frenzy. As an action, you can enter a
to attack and damage rolls using state of frenzied bloodlust for 1
the gauntlet. minute or until you fall unconscious.
Close Combatant. While wearing the While frenzied, your weapon
gauntlet, you have advantage on attacks deal an extra 1d6 damage
attack rolls against creatures you against creatures missing any of
have grappled. their hit points. When the frenzy
ends, you gain a level of exhaustion.
Awakened. In its Awakened state, can deal an extra 1d6 poison
the pendant has the following extra damage to the target.
properties:
Awakened. In their Awakened
Shark Boon. While wearing the state, the fangs have the following
pendant, you have a swimming extra properties:
speed of 50 feet and can breathe
Magic Weapon. You gain a +1 bonus
both air and water.
to attack and damage rolls using
Frenzied Senses. While frenzied, you
the fangs.
have blindsight to a distance of 30
Charges. The fangs have 3 charges,
feet, allowing you to sense creatures
and regain expended charges daily
and objects that aren’t hidden
at dawn.
behind cover.
Inject Venom. When you hit a
Snake creature with a weapon attack
using the fangs, you can expend a
Any snake soul without its own entry, charge to fill the target with
including but not limited to the flying debilitating venom. The attack
snake, poisonous snake, and giant deals an extra 2d6 poison damage,
constrictor snake, can be crafted into and the target must succeed on a
serpent fangs. If used for a non-soul item, DC 15 Constitution saving throw
it instead creates a dagger of venom. or be poisoned for 1 minute. A
Serpent Fangs poisoned creature can repeat its
saving throw at the end of each of
Soul Item, Uncommon (Requires its turns, ending the effect on itself
Attunement) on a success.
These curved fangs are connected by a
thin gold chain. Occasionally, the Spider
fangs can be heard faintly hissing. Any spider soul without its own entry,
Dormant. In their Dormant state, including but not limited to the spider,
the fangs have the following wolf spider, and giant spider, can be
properties: crafted into gloves of webbing. If used
Fused Attunement. When you for a non-soul item, it instead creates a
attune to these fangs, they fuse potion of poison.
with your mouth, replacing two of Gloves of Webbing
your teeth. The fangs can’t be
Soul Item, Uncommon (Requires
removed until your attunement
Attunement)
ends, at which point your normal
teeth reappear. These silk gloves have a faint
Magic Weapon. The fangs are a spiderweb pattern sewn into the back,
simple melee weapon with the which shimmers as the gloves move.
Finesse property. On a hit, the Dormant. In their Dormant state,
fangs deal 1d4 piercing damage. the gloves have the following
You are proficient with the fangs properties:
so long as you’re attuned to them.
Charges. The gloves have 5 charges,
Poison Bite. Once per turn, when you
and regain 1d4 + 1 expended
hit a creature with the fangs, you
charges daily at dawn.
Spider Magic. You can expend 1d4 hit points due to blood loss. A
charges from the glove to cast the creature without blood is unaffected
following spells (save DC 13): by this property.
spider climb (1 charge) or web (1
Awakened. In its Awakened state,
charge).
the dart has the following extra
Awakened. In their Awakened properties:
state, the gloves have the following
Magic Weapon. You gain a +1 bonus
extra properties:
to attack and damage rolls using
Charges. The gloves have 7 charges, the dart.
and regain 1d6 + 1 expended Charges. The dart has 5 charges, and
charges daily at dawn. regains all expended charges daily
Save DC. The save DC of the Spider at dawn.
Magic property increases to 15. Improved Drain. When you cause a
Rapid Webbing. When you cast the creature to lose hit points due to blood
web spell using the gloves, you can loss, you can add your Strength or
expend extra charges to increase the Dexterity modifier (your choice) to
spell’s area. For every extra charge the number of hit points lost.
expended, you can fill another 20- Fluttering Wings. When the dart is
foot cube within range. The cubes removed from a target’s body, or
must be adjacent to one another. after being used to make a thrown
attack, you can cause the dart to fly
Stirge back to your hand if possible.
A stirge soul can be crafted into a
draining dart. If used for a non-soul
Tyrannosaurus Rex
item, it instead creates a +1 dart. A tyrannosaurus rex soul can be
crafted into a horn of the lizard king. If
Draining Dart used to craft a non-soul item, it
Soul Weapon (Dart), Uncommon instead creates a mace of terror.
(Requires Attunement)
Horn of the Lizard King
This slender needle has two small
Soul Item, Rare
wings at one end. The wings flutter
when the needle is thrown, giving the This horn is carved from a giant fang.
appearance of flight. When blown, it creates a terrifying
Dormant. In its Dormant state, the roar like that of a tyrannosaurus rex.
dart has the following properties: Dormant. In its Dormant state, the
horn has the following properties:
Charges. The dart has 3 charges, and
regains all expended charges daily Charges. The horn has 5 charges, and
at dawn. regains 1d4 + 1 expended charges
Drain Attack. When you hit a creature daily at dawn.
with the dart, you can expend a Jaws of the King. As an action, you
charge to embed the dart in its can expend a charge and blow into
body for 1 minute or until it is the horn to summon a giant spectral
removed as an action. As a bonus tyrannosaurus head at a point you
action while the dart is embedded, can see within 90 feet. The head
you can cause the creature to lose emerges from the ground and bites
Horn of
the Lizard King

down on a 20-foot-radius area, Weasel


then vanishes. Each creature in the
area when the head bites down A weasel or giant weasel soul can be
must make a DC 15 Dexterity crafted into a mask of keen senses. If
saving throw, taking 8d6 force used to craft a non-soul item, it
damage on a failed save or half as instead creates a bag of tricks.
much damage on a successful one. Mask of Keen Senses
Awakened. In its Awakened state, Soul Item, Common (Requires Attunement)
the horn has the following extra
properties: This wooden mask is carved into the
likeness of a weasel.
Charges. The horn has 7 charges, and Dormant. In its Dormant state, the
regains 1d4 + 3 expended charges mask has the following properties:
daily at dawn.
Save DC. The save DC of the Jaws of Keen Hearing. While wearing the
the King property increases to 17. mask, you have advantage on
Tail of the King. As an action, you Wisdom (Perception) checks that
can expend a charge and blow into rely on hearing.
the horn to summon a giant spectral Awakened. In its Awakened state,
tyrannosaurus tail at a point you can the mask has the following extra
see within 90 feet. The tail swings properties:
in a 30-foot cone, then vanishes.
Each creature in the area when the Keen Smell. While wearing the mask,
tail swings must make a DC 17 you have advantage on Wisdom
Dexterity saving throw. On a failed (Perception) checks that rely on smell.
save, a creature takes 6d6 force
damage and is thrown 30 feet in
the direction of the swing. On a
successful save, a creature takes half
as much damage and isn’t thrown.
Celestials and undead beings, which they consider
perversions of the natural order.
Celestials are servants of the divine— Celestial soul items are often
holy creatures created by the gods as golden or pearlescent, glow with
messengers, guardians, and warriors, warmth and light, and incorporate
among other roles. Their essence is motifs of feathers and wings. They
inherently radiant, channeling holy typically incorporate religious imagery,
magic to create scalding light, heal the especially the holy symbols favored by
wounded, and smite the unholy. Most the celestial used in the item’s creation.
celestials are cardinally opposed to fiends

Minor Properties
d4 Beneficial property Detrimental property
1 Holy Light. The item sheds bright Eldritch Beauty. You develop eyes and
light in a 15-foot radius and dim feathered wings all over your body, none
light for 15 feet beyond that. You of which are functional or helpful.
can suppress or restore this light as
a bonus action.
2 Religious Lore. You gain proficiency Awe for the Divine. You silently weep
in Religion, if you don’t have it whenever you see a holy symbol, a
already. Celestial, or a depiction of a god.
3 Extra Language. You can speak, Holier Than Thou. You find it extremely
write, and understand Celestial. difficult to trust Fiends and Undead that
you are aware of.
4 Healing Boon. Whenever you are Solar Recovery. The item can’t regain
targeted by a magical effect that charges unless kept in an area of bright
restores hit points, you regain an sunlight for at least 1 hour per day.
extra +2 hit points.

Major Properties
d4 Beneficial property Detrimental property
1-2 Light Resilience. You have Curse of Mercy. If you kill a creature, you
resistance to radiant damage and must succeed on a DC 10 Wisdom saving
advantage on saving throws throw or gain a level of exhaustion.
against being blinded.
3-4 Truthseeker’s Eye. You have Lightbringer. You cannot tolerate the
advantage on Wisdom (Insight) absence of light. At the end of each hour
checks made to determine whether spent in darkness, you must succeed on a
a creature you can see is lying. DC 10 Wisdom saving throw or be
frightened for 1 hour. While frightened
in this way, you do everything in your power
to create a light and keep it near you.
Angel
Any angel soul without its own entry,
including but not limited to devas,
planetars, and solars, can be crafted into
a merciful weapon. If used to craft a non-
soul item, it instead creates a holy avenger.
Pre-Awakening. A planetar or
solar soul is powerful enough to
awaken its soul item as soon as the
item is created.
Merciful Weapon
Soul Weapon (Any), Very Rare (Requires
Attunement)
This golden weapon has a shimmering Amulet of
opal on its hilt. It never seems to rust the Shroud
or tarnish.
Dormant. In its Dormant state, the Couatl
weapon has the following properties: A couatl soul can be crafted into an
Magic Weapon. You gain a +1 bonus amulet of the shroud. If used to craft a
to attack and damage rolls using non-soul item, instead creates an
this weapon. amulet of proof against detection and
Radiant Edge. This magic weapon location.
deals an extra 1d8 radiant damage Amulet of the Shroud
on a hit.
Law of Mercy. This weapon is in- Soul Item, Rare (Requires Attunement by
capable of dealing lethal damage. If a Divine Spellcaster)
it reduces a creature to 0 hit points, This amulet resembles a serpent eating
the creature is instantly stabilized. its own tail, encircling a single brightly-
Awakened. In its Awakened state, colored feather.
the weapon has the following extra Dormant. In its Dormant state, the
properties: amulet has the following properties:

Magic Weapon. The weapon’s bonus Holy Symbol. This amulet can be used
to attack and damage rolls increases as a holy symbol for casting spells.
to +2. Protection from Divination. While
Angelic Form. As an action, you can you’re wearing this amulet, you are
raise the weapon and speak its immune to scrying and to any effect
command word to transform into that would sense your emotions,
an angel for 1 hour, until you fall read your thoughts, or detect your
unconscious, or until you dismiss location.
the transformation as an action. Awakened. In its Awakened state,
While in angel form, you have a the amulet has the following extra
flying speed of 60 feet, and the properties:
extra radiant damage dealt by the
weapon increases to 2d8.
Improved Focus. You gain a +1 bonus Unicorn
to the spell save DC and spell attack
rolls of spells cast using the amulet. A unicorn soul can be crafted into a
Shrouding Aura. While you’re blessed hornspear. If used to craft a non-
conscious and wearing the amulet, soul item, it instead creates a staff of
you can extend its Protection from healing.
Divination property to up to six Blessed Hornspear
creatures of your choice within 10
feet of you. A creature can volun- Soul Weapon (Spear or Pike), Rare (Requires
tarily end this effect on itself as an Attunement by a Good Creature)
action, in which case it can’t gain this The shaft of this weapon is tipped
benefit again for the next 24 hours. with a spiraling unicorn horn, which
gleams and glitters in sunlight.
Pegasus Dormant. In its Dormant state, the
A pegasus soul can be crafted into a spear has the following properties:
celestial bridle. If used to craft a non- Magic Weapon. You gain a +1 bonus
soul item, it instead creates horseshoes to attack and damage rolls using
of a zephyr. this spear.
Celestial Bridle Charges. The spear has 5 charges, and
regains 1d4 + 1 expended charges
Soul Item, Uncommon daily at dawn.
This golden bridle has two miniature Healing Horn. As an action, you can
feathered wings, and creates a floating expend a charge and touch the
halo over the head of any creature that spear to a creature to fill it with
wears it. restorative magic. The creature
Dormant. In its Dormant state, the regains 2d8 hit points, and one
bridle has the following properties: disease or poison of your choice
affecting the creature ends.
Angelic Mount. While this bridle is
worn by a horse or similar Awakened. In its Awakened state,
creature, it transforms the wearer the spear has the following extra
into a winged angelic mount. The properties:
creature has a flying speed of 60 Magic Weapon. The spear’s bonus to
feet and can understand Celestial. attack and damage rolls increases
Awakened. In its Awakened state, to +2.
the bridle has the following extra Charges. The spear has 7 charges, and
properties: regains all expended charges daily
at dawn.
Pegasus Form. If the creature wearing Radiant Teleport. As an action, you
the bridle has a challenge rating of can raise the spear and teleport
2 or lower, its statistics are replaced yourself and up to five willing
with those of a pegasus until the creatures within 10 feet of you to a
bridle is removed. The creature familiar location within 1 mile.
retains its alignment, personality, Once you use this property, you
and memories. can’t do so again for 24 hours.
Constructs traditional “soul” to capture, the magical
essence that animates the construct serves
Constructs are artificial beings created the same purpose for soul crafting.
through magical means, usually as Construct soul items have no
guardians for powerful objects or visual features that separate them
important locations. These creatures from other magic items, but their
are almost universally made of non- behavior sets them apart: they often
organic materials like cloth, stone, or move on their own and develop
metal, and resemble inanimate objects unique quirks and personalities, even
given life. Though constructs lack a if they lack true sentience.

Minor Properties
d4 Beneficial property Detrimental property
1 Hardened Skin. Your skin turns to Fear of Nature. You have disadvantage
stone, metal, or another hard mat- on concentration checks and saving
erial. Your unarmored AC equals throws against being frightened while in
11 + your Dexterity modifier. the wilderness.
2 Instant Summons. You can magically Clunky. The item produces strange noises
call the item to you as a bonus action, and puffs of foul smoke when used.
causing it to fly to your open hand
unless prevented from doing so.
3 Multipurpose. The item also Empty Mind. You can’t send or receive
doubles as a set of artisan’s tools or telepathic messages.
thieves’ tools (chosen randomly).
4 Streamlined Design. It only takes Complex Design. It takes 4 hours to
10 minutes to become attuned or become attuned or end attunement to
end attunement to the item. the item.

Major Properties
d4 Beneficial property Detrimental property
1-2 Poison Immunity. You are Curse of the Voiceless. Each time you roll a
immune to poison damage and natural 1, you must succeed on a DC 10
the poisoned condition. Wisdom saving throw or be cursed for
10 minutes. While cursed in this way,
you can’t speak.
3-4 Sustained by Magic. You don’t Antimagic Susceptibility. If you’re targeted
need to eat, drink, or sleep. You by a dispel magic spell or enter an antimagic
gain the benefits of a long rest field, you must succeed on a DC 15 Con-
by entering a restful trance, stitution saving throw or fall unconscious
during which time you’re aware for 1 minute, until you take damage or
of your surroundings. until you’re shaken awake as an action.
Animated Armor Flying Sword
An animated armor soul can be crafted A flying sword soul can be crafted into
into sentinel plate. If used for a non-soul a soaring sword. If used for a non-soul
item, it instead creates mithral armor. item, it instead creates a +1 weapon
(limited to swords).
Sentinel Plate
Soul Armor (Plate), Uncommon (Requires Soaring Sword
Attunement) Soul Weapon (Any Sword), Uncommon
(Requires Attunement)
This plate armor is covered in decor-
ative eyes, and sometimes twitches This sword is extraordinarily balanced,
when enemies are near. and can easily stand on its point on
Dormant. In its Dormant state, the any even surface.
plate has the following properties: Dormant. In its Dormant state, the
sword has the following properties:
Donning Charm. As an action, you
can touch the armor and don it Throwing Blade. This sword has the
instantly. Thrown property, with a normal
Watchful. While wearing this armor, range of 20 feet and a long range of
you can roll 1d4 and add the result 60 feet. After being thrown, it
to any initiative check you make. magically returns to your hand if
possible.
Awakened. In its Awakened state,
the plate has the following extra Awakened. In its Awakened state,
properties: the sword has the following extra
properties:
Vanguard’s Eye. The armor takes
watch for you. While the armor is Magic Weapon. You have a +1 bonus
uncovered, you can’t be surprised, to attack and damage rolls using
even while unconscious. this sword.
Arcing Throw. When you make a
thrown attack with the sword and

Soaring
Sword
miss, you can use your bonus Homunculus
action to make the sword to fly at a
new target within 15 feet of the A homunculus soul can be crafted into
original target. Make a separate a familiar bell. If used for a non-soul
attack roll against the new target, item, it instead creates a pearl of power.
which must be within the weapon’s Familiar Bell
Thrown range.
Soul Item, Uncommon
Golem This simple silver bell is attached to a
Any golem soul without its own entry, leather loop, and can be conveniently
including but not limited to the clay hung from a belt or bag.
golem, flesh golem, stone golem, and Dormant. In its Dormant state, the
iron golem, can be crafted into bell has the following properties:
immutable bracers. If used for a non- Summon Familiar. You can use this
soul item, it instead creates a manual of bell to cast the find familiar spell. If
golems of the golem’s type. the bell is used again by a different
Pre-Awakening. A stone golem or creature, a familiar from a previous
iron golem soul is powerful enough to use of the bell vanishes. Once you
awaken its soul item as soon as the use this property, you can’t do so
item is created. again for 24 hours.
Immutable Bracers Awakened. In its Awakened state,
Soul Item, Rare (Requires Attunement) the bell has the following extra
properties:
These bracers are made of the same
material as the golem used in their Summon Homunculus. You can use
creation, save for a large, gaudy piece this bell to cast the create homunculus
of jade set into each bracer. spell. If the bell is used again by a
Dormant. In their Dormant state, different creature, a homunculus
the bracers have the following from a previous use of the bell
properties: vanishes. Once you use this property,
you can’t do so again for 24 hours.
Immutable Form. While wearing
the bracers, you are immune to any Rug of Smothering
spell or magical effect that would
alter your form, such as a polymorph A rug of smothering soul can be
or reduce spell. crafted into a smothering scarf. If used
for a non-soul item, it instead creates a
Awakened. In their Awakened carpet of flying.
state, the bracers have the following
extra properties: Smothering Scarf
Protective Ward. You have advantage Soul Item, Uncommon
on saving throws against spells and This long scarf is sewn with an elaborate
other effects. and colorful pattern, like an antique
Selective Form. You choose which rug or fine tapestry. It sometimes
spells and magical effects trigger perks up like a snake, appearing to
the Immutable Form property. listen to words directed at it.
Shield Guardian
A shield guardian soul can be crafted
into guardian bracelets. If used for a
non-soul item, it instead creates an
animated shield.
Guardian Bracelets
Soul Item, Rare
These paired bracelets are made of a
sturdy, reliable bronze, and each have
a charm in the shape of a shield. The
pair must be split between two
creatures in order to function. Both
creatures can use the bracers’ magical
properties.
Dormant. In their Dormant state,
the bracelets have the following
properties:
Smothering
Scarf Absorb Harm. As a reaction to seeing
or hearing the creature wearing the
Dormant. In its Dormant state, the other bracelet take damage, you can
scarf has the following properties: use your bracelet to transfer half of
the triggering damage (rounded
Smother. As an action, you can cause up) to yourself.
the scarf to fly at a creature with a
head within 30 feet of you. Make Awakened. In their Awakened
an attack roll against the creature state, the bracelets have the following
(+5 to hit). On a hit, the creature is extra properties:
blinded and begins suffocating. Guardian’s Boon. When you use the
The scarf can be removed with a Absorb Harm property, you can
successful DC 14 Strength check as grant a +2 bonus to Armor Class to
an action, ending the effect. A yourself or the creature wearing
creature with no head is unaffected. the other bracelet until the end of
Once you use this property, you this turn. This effect doesn’t stack
can’t do so again for 1 hour. with itself.
Awakened. In its Awakened state, Share Healing. As a reaction to a
the scarf has the following extra magical effect restoring your hit
properties: points, you can transfer half of the
restored hit points (rounded up) to
Attack Bonus and Save DC. The the creature wearing the other
scarf’s attack bonus increases to +7, bracelet.
and its removal DC increases to 16.
Crushing Smother. At the start of each
turn a creature spends smothered
by the scarf, it takes 2d6 bludgeoning
damage.
Dragons Some dragons are so fearsome that
merely standing in their presence
Dragons are mighty winged reptiles inspires a supernatural sense of dread.
with a deep connection to the Dragon soul items almost
elemental forces of the cosmos. Using always incorporate scales of the same
this connection, a dragon can shape color and sheen as the dragon used in
elemental energy into a destructive the item’s creation. Many dragon
breath weapon of legendary potency. items also incorporate claws, fangs, or
Dragons are known for building bone; due to their draconic origin,
complex lairs and gathering great these materials are as tough as metal.
hoards of treasure from anyone who
dares enter their hunting grounds.

Minor Properties
d4 Beneficial property Detrimental property
1 Eye for Value. You can accurately Hoarding Instinct. You find it extremely
count any pile of coins you can see difficult to part with gold and treasures,
in about 6 seconds. even to purchase greater ones.
2 Treasure Keeper. Objects worn or Carnivorous Tastes. Raw meat becomes
carried by you don’t tarnish, grow your preferred meal. Other foods are
dull, or accumulate dirt. difficult to stomach.
3 Dragon’s Favor. Dragons are Dragon’s Ire. Dragons mistrust you. You
curious about you. You have have disadvantage on Charisma checks
advantage on Charisma checks made to influence Dragons.
made to influence Dragons.
4 Extra Language. You can speak, Wealthy Recovery. The item can’t regain
read, and understand Draconic. charges unless kept in a container full of
coins or jewels for 1 hour per day.

Major Properties
d4 Beneficial property Detrimental property
1-2 Dragonshape (1/Day). As an action, Curse of Greed. If presented with the
you can polymorph into a dragon of chance to acquire treasure, you must
the type used in the item’s creation succeed on a DC 15 Wisdom saving
(though not necessarily the same throw to resist it.
age). Other than creature type, this
effect is identical to a polymorph spell.
3-4 Dragon’s Heart. You have advantage Breath Vulnerability. While touching
on saving throws against being the item, you have vulnerability to
frightened, and immunity to the acid, cold, fire, lightning, or poison
Frightening Presence of all dragons. damage (chosen randomly).
Black Dragon Charges. The scythe has 7 charges,
and regains 1d4 + 3 expended
A black dragon soul can be crafted charges daily at dawn.
into a black scale scythe. If used for a Swamp Magic. You can expend
non-soul item, it instead creates a charges to cast the following spells
wand of fear. from the scythe without material
Pre-Awakening. An adult or components (save DC 17): acid
ancient black dragon soul is powerful arrow (2 charges), darkness (2
enough to awaken its soul item as charges), giant insect (4 charges), or
soon as the item is created. insect plague (5 charges).
Black Scale Scythe Blue Dragon
Soul Weapon (Glaive), Rare (Requires
Attunement) A blue dragon soul can be crafted into
a blue scale spear. If used for a non-soul
This wicked scythe drips with fuming item, it instead creates a wand of
acid that leaves blistering wounds. lightning bolts.
Dormant. In its Dormant state, the Pre-Awakening. An adult or
scythe has the following properties: ancient blue dragon soul is powerful
Magic Weapon. You gain a +1 bonus enough to awaken its soul item as
to attack and damage rolls using soon as the item is created.
this scythe. Blue Scale Spear
Elemental Edge. This scythe deals an
extra 1d8 acid damage on a hit. Soul Weapon (Spear or Pike), Rare
Frightening Presence. As an action, (Requires Attunement)
you can raise the scythe and emit This spear crackles with electricity,
supernatural dread. Each creature which rolls harmlessly up the arms of
within 30 feet of you that can see its wielder but shocks enemies.
you must succeed on a DC 15 Dormant. In its Dormant state, the
Wisdom saving throw or be spear has the following properties:
frightened of you for 1 minute. A
frightened creature can repeat its Magic Weapon. You gain a +1 bonus
saving throw at the end of each of to attack and damage rolls using
its turns, ending the effect on itself this spear.
on a successful save. Once you use Elemental Edge. This spear deals an
this property, you can’t do so again extra 1d8 lightning damage on a hit.
for 24 hours. Frightening Presence. As an action,
you can raise the spear and emit
Awakened. In its Awakened state, supernatural dread. Each creature
the scythe has the following extra within 30 feet of you that can see
properties: you must succeed on a DC 15
Magic Weapon. The scythe’s bonus Wisdom saving throw or be
to attack and damage rolls increases frightened of you for 1 minute. A
to +2. frightened creature can repeat its
Save DC. The save DC of the Fright- saving throw at the end of each of
ening Presence property increases its turns, ending the effect on itself
to 17. on a successful save. Once you use
this property, you can’t do so again
for 24 hours.
Awakened. In its Awakened state, Amplified Fire. When you cast a
the spear has the following extra spell that deals fire damage using
properties: the fan, the spell is cast one level
higher than the spell slot you
Magic Weapon. The spear’s bonus to
expended (to a maximum of 9th
attack and damage rolls increases
level).
to +2.
Save DC. The save DC of the Fright- Awakened. In its Awakened state,
ening Presence property increases the fan has the following extra
to 17. properties:
Charges. The spear has 7 charges, and
Improved Focus. The fan’s bonus to
regains 1d4 + 3 expended charges
spell save DC and spell attack rolls
daily at dawn.
increases to +2.
Coast Magic. You can expend charges
Sleep Breath. As an action, you can
to cast the following spells from
swing the fan to create a 60-foot
the spear without material
cone of soporific gas. Each creature
components (save DC 17): control
in the area must succeed on a DC
water (4 charges), mirror image (2
17 Constitution saving throw or
charges), misty step (2 charges), or
fall unconscious for 10 minutes.
water breathing (3 charges).
The effect ends for a creature if it
Brass Dragon takes damage or a someone uses an
action to wake it. Once you use this
A brass dragon soul can be crafted into property, you can’t do so again for
a brass scale fan. If used for a non-soul 24 hours.
item, it instead creates a ring of feather
falling. Bronze Dragon
Pre-Awakening. An adult or
A bronze dragon soul can be crafted
ancient brass dragon soul is powerful
into a bronze scale horn. If used for a
enough to awaken its soul item as
non-soul item, it instead creates a horn
soon as the item is created.
of blasting.
Brass Scale Fan Pre-Awakening. An adult or
Soul Item, Rare (Requires Attunement) ancient bronze dragon soul is powerful
enough to awaken its soul item as
This fan is made of flat brass scales. soon as the item is created.
Every flap of the fan generates far more
wind than an ordinary fan, making it Bronze Scale Horn
easy to cool yourself in the heat. Soul Item, Rare (Requires Attunement)
Dormant. In its Dormant state, the
This horn is laden with bronze scales,
fan has the following properties:
and when blown, creates a sound much
Spellcasting Focus. The fan can be louder than its size would suggest.
used as a spellcasting focus. You Dormant. In its Dormant state, the
gain a +1 bonus to the spell save horn has the following properties:
DC and spell attack rolls of spells
Spellcasting Focus. The horn can be
cast using the fan.
used as a spellcasting focus. You
Fire Resilience. You have resistance
gain a +1 bonus to the spell save
to fire damage.
DC and spell attack rolls of spells
cast using the horn.
Lightning Resilience. You have Spellcasting Focus. The staff can be
resistance to lightning damage. used as a spellcasting focus. You
Amplified Lightning. When you gain a +1 bonus to the spell save
cast a spell that deals lightning DC and spell attack rolls of spells
damage using the horn, the spell is cast using the staff.
cast one level higher than the spell Acid Resilience. You have resistance
slot you expended (to a maximum to acid damage.
of 9th level). Amplified Acid. When you cast a
spell that deals acid damage using
Awakened. In its Awakened state,
the staff, the spell is cast one level
the horn has the following extra
higher than the spell slot you
properties:
expended (to a maximum of 9th
Improved Focus. The horn’s bonus level).
to spell save DC and spell attack
Awakened. In its Awakened state,
rolls increases to +2.
the staff has the following extra
Repulsion Breath. As an action, you
properties:
can blow into the horn and create a
30-foot cone of thunderous force. Improved Focus. The staff’s bonus to
Each creature in the area must spell save DC and spell attack rolls
succeed on a DC 17 Strength saving increases to +2.
throw or be pushed up to 60 feet Slowing Breath. As an action, you
away from you. If a creature strikes can swing the staff and create a 60-
a surface or object during this foot cone of slowing gas. Each
move, it stops moving and takes creature in the area must succeed
1d6 bludgeoning damage for every on a DC 17 Constitution saving
10 feet it moved. Once you use this throw or be slowed, as if by the
property, you can’t do so again for slow spell. A slowed creature can
24 hours. repeat its saving throw at the end
of each of its turns, ending the
Copper Dragon effect on itself on a successful save.
A copper dragon soul can be crafted Once you use this property, you
into a copper scale staff. If used to craft a can’t do so again for 24 hours.
non-soul item, it instead creates a staff
of the woodlands.
Dragon Turtle
Pre-Awakening. An adult or A dragon turtle soul can be crafted
ancient copper dragon soul is powerful into a tortoise shield. If used for a non-
enough to awaken its soul item as soul item, it instead creates a +2 shield.
soon as the item is created.
Tortoise Shield
Copper Scale Staff Armor (Shield), Very Rare (Requires
Soul Staff, Rare (Requires Attunement) Attunement)
This copper staff has a flare of scales This shield resembles the shell of a
with a green patina near its tip. The staff dragon turtle, and its geometric plates
makes a satisfying hum when it moves. is laden with draconic runes.
Dormant. In its Dormant state, the Dormant. In its Dormant state, the
staff has the following properties: shield has the following properties:
Magic Shield. The shield provides a
+1 bonus to Armor Class in
addition to its normal bonus.
Charges. The shield has 5 charges, and
regains 1d4 + 1 expended charges
daily at dawn.
Water Boon. As an action, you can
expend a charge to cast the water
breathing spell.
Scalding Defense. When a creature
within 15 feet of you deals damage
to you, you can use your reaction
to expend a charge and blast it with
scalding steam. The creature must
make a DC 16 Constitution saving
throw, taking 5d10 fire damage on
a failed save or half as much
damage on a successful one. Being
underwater doesn’t grant
resistance against this damage.
tortoise
Awakened. In its Awakened state,
the shield has the following extra Shield
properties:
Magic Shield. The shield provides a Gold Scale Crown
+2 bonus to Armor Class in Soul Item, Rare (Requires Attunement)
addition to its normal bonus.
Save DC. The save DC of the Scalding This crown of golden scales seems to
Defense property increases to 18. glow with arcane power, and makes
Traveling Home. You can use the its wearer feel particularly regal and
shield to cast the magnificent mansion mighty.
spell without material components. Dormant. In its Dormant state, the
When cast in this way, the entrance crown has the following properties:
to the dwelling is a massive tortoise Spellcasting Focus. The crown can
shell you can walk into. Once you be used as a spellcasting focus. You
use this property, you can’t do so gain a +1 bonus to the spell save
again for 24 hours. DC and spell attack rolls of spells
cast using the crown.
Gold Dragon Fire Resilience. You have resistance
A gold dragon soul can be crafted into to fire damage.
a gold scale crown. If used for a non- Amplified Fire. When you cast a
soul item, it instead creates a wand of spell that deals fire damage using
polymorph. the crown, the spell is cast one
Pre-Awakening. An adult or level higher than the spell slot you
ancient gold dragon soul is powerful expended (to a maximum of 9th
enough to awaken its soul item as level).
soon as the item is created.
Awakened. In its Awakened state, Green Scale Sword
the crown has the following extra Soul Weapon (Any Sword), Rare
properties: (Requires Attunement)
Improved Focus. The crown’s bonus This hooked blade has a venomous
to spell save DC and spell attack edge that leaves its victims feeling weak.
rolls increases to +2. Dormant. In its Dormant state, the
Weakening Breath. As an action, sword has the following properties:
you can touch the crown and
create a 60-foot cone of weakening Magic Weapon. You gain a +1 bonus
gas. Each creature in the area must to attack and damage rolls using
succeed on a DC 17 Constitution this sword.
saving throw or be weakened for 1 Elemental Edge. This sword deals an
minute. A weakened creature has extra 1d8 poison damage on a hit.
disadvantage on Strength checks Frightening Presence. As an action,
and saving throws, as well as you can raise the sword and emit
Strength-based attack rolls. A supernatural dread. Each creature
weakened creature can repeat its within 30 feet of you that can see
saving throw at the end of each of you must succeed on a DC 15
its turns, ending the effect on itself Wisdom saving throw or be
on a successful save. Once you use frightened of you for 1 minute. A
this property, you can’t do so again frightened creature can repeat its
for 24 hours. saving throw at the end of each of
its turns, ending the effect on itself
Green Dragon on a successful save. Once you use
A green dragon soul can be crafted this property, you can’t do so again
into a green scale sword. If used for a for 24 hours.
non-soul item, it instead creates a Awakened. In its Awakened state,
periapt of proof against poison. the sword has the following extra
Pre-Awakening. An adult or properties:
ancient green dragon soul is powerful
enough to awaken its soul item as Magic Weapon. The sword’s bonus
soon as the item is created. to attack and damage rolls increases
to +2.

Green Scale
Sword
Save DC. The save DC of the Fright- pseudodragon created by the
ening Presence property increases whistle’s previous use disappears.
to 17.
Charges. The sword has 7 charges, Red Dragon
and regains 1d4 + 3 expended A red dragon soul can be crafted into a
charges daily at dawn. red scale hammer. If used for a non-soul
Forest Magic. You can expend item, it instead creates a wand of fireballs.
charges to cast the following spells Pre-Awakening. An adult or
from the sword without material ancient red dragon soul is powerful
components (save DC 17): barkskin enough to awaken its soul item as
(2 charges), plant growth (3 charges), soon as the item is created.
spike growth (2 charges), and tree
stride (5 charges). Red Scale Hammer
Soul Weapon (Warhammer or Maul),
Pseudodragon Rare (Requires Attunement)
A pseudodragon soul can be crafted This heavy hammer turns red-hot in
into a draconic whistle. If used for a the hands of its wielder and leaves
non-soul item, it instead creates a smoking burn marks wherever it strikes.
medallion of thoughts. Dormant. In its Dormant state, the
Draconic Whistle hammer has the following properties:
Soul Item, Uncommon Magic Weapon. You gain a +1 bonus
to attack and damage rolls using
This whistle is shaped like a miniature
this hammer.
pseudodragon with its wings folded
Elemental Edge. This hammer deals
back, and it creates a small spout of
an extra 1d8 fire damage on a hit.
flame when blown.
Frightening Presence. As an action,
Dormant. In its Dormant state, the
you can raise the hammer and emit
whistle has the following properties:
supernatural dread. Each creature
Dragon Familiar. As an action, you within 30 feet of you that can see
can blow into the whistle to you must succeed on a DC 15
summon a pseudodragon in an Wisdom saving throw or be
unoccupied space within 10 feet of frightened of you for 1 minute. A
you. The pseudodragon is bound to frightened creature can repeat its
you as if summoned by the find saving throw at the end of each of
familiar spell, but it only remains its turns, ending the effect on itself
for 1 hour or until killed. Once you on a successful save. Once you use
use this property, you can’t do so this property, you can’t do so again
again for 24 hours. for 24 hours.
Awakened. In its Awakened state, Awakened. In its Awakened state,
the whistle has the following extra the hammer has the following extra
properties: properties:
Improved Duration. The Dragon Magic Weapon. The hammer’s bonus
Familiar property is no longer to attack and damage rolls increases
limited in duration. If a different to +2.
creature blows into the whistle, the
Save DC. The save DC of the Fright-
ening Presence property increases
to 17.
Charges. The hammer has 7 charges,
and regains 1d4 + 3 expended
charges daily at dawn.
Mountain Magic. You can expend
charges to cast the following spells
from the hammer without material
components (save DC 17): meld
into stone (3 charges), spider climb (2
charges), stone shape (4 charges), or
wall of stone (5 charges).
Silver Dragon
Silver
A silver dragon soul can be crafted
into a silver scale orb. If used for a non-
Scale Orb
soul item, it instead creates boots of the
winterlands. Awakened. In its Awakened state,
Pre-Awakening. An adult or the orb has the following extra
ancient silver dragon soul is powerful properties:
enough to awaken its soul item as Improved Focus. The orb’s bonus to
soon as the item is created. spell save DC and spell attack rolls
Silver Scale Orb increases to +2.
Paralyzing Breath. As an action, you
Soul Item, Rare (Requires Attunement) can touch the orb and create a 30-
This scale resembles a pearl with a foot cone of paralytic gas. Each
ring of silver scales near its base. It creature in the area must succeed
glows with white light from within. on a DC 17 Constitution saving
Dormant. In its Dormant state, the throw or be paralyzed for 1
orb has the following properties: minute. A paralyzed creature can
repeat its saving throw at the end
Spellcasting Focus. The orb can be of each of its turns, ending the
used as a spellcasting focus. You effect on itself on a successful save.
gain a +1 bonus to the spell save Once you use this property, you
DC and spell attack rolls of spells can’t do so again for 24 hours.
cast using the orb.
Cold Resilience. You have resistance White Dragon
to cold damage.
Amplified Cold. When you cast a A white dragon soul can be crafted
spell that deals cold damage using into a white scale axe. If used for a non-
the orb, the spell is cast one level soul item, it instead creates a staff of frost.
higher than the spell slot you Pre-Awakening. An adult or
expended (to a maximum of 9th ancient white dragon soul is powerful
level). enough to awaken its soul item as
soon as the item is created.
White Scale Axe Wyvern
Soul Weapon (Battleaxe or Greataxe), A wyvern soul can be crafted into
Rare (Requires Attunement) wyvern armor. If used for a non-soul
This axe is surrounded by a frigid mist item, it instead creates armor of poison
that numbs enemies and leaves resistance.
frostbitten black wounds. Wyvern Armor
Dormant. In its Dormant state, the
axe has the following properties: Soul Armor (Any Light Armor),
Uncommon (Requires Attunement)
Magic Weapon. You gain a +1 bonus
to attack and damage rolls using This armor has a leathery cape and a
this axe. barbed tail, which rattles and swings
Elemental Edge. This axe deals an as you walk.
extra 1d8 cold damage on a hit. Dormant. In its Dormant state, the
Frightening Presence. As an action, armor has the following properties:
you can raise the axe and emit Protection Against Poison. While
supernatural dread. Each creature wearing the armor, you have
within 30 feet of you that can see advantage on saving throws
you must succeed on a DC 15 against being poisoned.
Wisdom saving throw or be Wyvern Stinger. When you score a
frightened of you for 1 minute. A critical hit against a creature within
frightened creature can repeat its 10 feet of you, the armor’s poisonous
saving throw at the end of each of stinger lashes out at the creature,
its turns, ending the effect on itself dealing an extra 2d8 poison
on a successful save. Once you use damage. The target must succeed
this property, you can’t do so again on a DC 13 Constitution saving
for 24 hours. throw or be poisoned for 1 minute.
Awakened. In its Awakened state, A poisoned creature can repeat its
the axe has the following extra saving throw at the end of each of
properties: its turns, ending the effect on itself
on a successful save.
Magic Weapon. The axe’s bonus to
attack and damage rolls increases Awakened. In its Awakened state,
to +2. the armor has the following extra
Save DC. The save DC of the Fright- properties:
ening Presence property increases Save DC and Damage. The save DC
to 17. of the Wyvern Stinger property
Charges. The axe has 7 charges, and increases to 15, and the extra
regains 1d4 + 3 expended charges damage increases to 3d8.
daily at dawn. Leather Wings. You can grip the
Arctic Magic. You can expend edges of the armor’s cape with both
charges to cast the following spells hands and use it to fly at a speed of
from the axe without material 40 feet. If you ever fail to grip the
components (save DC 17): cone of cape’s edges while flying in this
cold (5 charges), hold person (2 way, you lose this flying speed.
charges), ice storm (4 charges), or
slow (3 charges).
Elementals feudal lords, living in absurd luxury
while their servants build grand cities
True to their name, elementals are and statues in their name.
beings created from pure elemental Elemental soul items are
force—air, fire, earth, water, and the usually made from stone or metal, and
secondary elements that arise from brim with energy of the type used in
their interactions, like dust, ice, magma, their creation. For example, air-based
and steam. In spite of their strange and soul items might generate an aura of
sometimes amorphous appearance, whirling wind, while fire-based soul
most elementals are sentient beings. items fume with sparks and smoke.
The mightiest elementals of all are Holding an elemental soul item fills
genies like the djinn and efreet: these the wielder with a tingling sense of
fickle spirits use their powerful magic raw power.
to rule over the Elemental Planes like
Minor Properties
d4 Beneficial property Detrimental property
1 Extra Language. You can speak, Primordial Recovery. The item can’t
write, and understand one dialect regain charges unless submerged in its
of Primordial known by the native element for at least 1 hour. (Air-
elemental. based items need a direct path to the sky.)
2 Sense the Elements. As an action, you Overcharged. Due to the elemental energy
can use the item to predict the in your body, your touch ranges from
weather for the next 24 hours. uncomfortable to painful for others.
3 Absorb Elements (1/Day). You can Ruled by Genies. You fear and respect
use the item to cast the absorb genies like djinn and efreet. You have
elements spell once without the disadvantage on saving throws against
need for components. effects originating from genies.
4 Primal Beauty. You see strange and Material Tastes. You suffer from the
mystifying patterns in clouds (air), overpowering desire to eat raw and
waves (water), dirt (earth), or inedible things, like dirt and wood.
smoke (fire).
Major Properties
d4 Beneficial property Detrimental property
1-2 Elemental Focus. When you deal Elemental Demise. When you die,
damage of a certain type, you can there’s a 25% chance your body turns
reroll any damage dice with a result into vapor (air), melts into water
of 1 once. The damage type is deter- (water), crumbles to dust (earth), or
mined by the elemental: thunder vanishes in a burst of flame (fire).
(air), fire (fire), cold (water), or This renders your body unusable for
bludgeoning (earth). spells like revivify.
3-4 Create Elemental (1/Day). As an Curse of Destruction. If presented
action, you can use the item to cast with the chance to break something
the conjure elemental spell, limited to fragile, you must succeed on a DC 10
elementals of the item’s type. Wisdom saving throw to resist it.
Air Elemental 20 feet in a random direction, landing
prone. If the creature strikes an
An air elemental soul can be crafted object or surface, it takes 1d8
into an auran bangle. If used for a non- bludgeoning damage for every 10
soul item, it instead creates a censer of feet it was thrown. On a successful
controlling air elementals. save, a creature takes half as much
Auran Bangle damage and isn’t thrown or
knocked prone. Once you use this
Soul Item, Rare (Requires Attunement) property, you can’t do so again for
This golden bangle is set with a blue 24 hours.
sapphire. It belongs to a set of four
bangles, and longs for its missing Azer
companions. An azer soul can be crafted into an
Dormant. In its Dormant state, the amulet of heat. If used for a non-soul
bangle has the following properties: item, it instead creates a circlet of
Combined Attunement. If you are blasting.
attuned to this bangle and an aquan Amulet of Heat
bangle, ignan bangle, or terran
bangle, the items merge together. Soul Item, Uncommon (Requires
They take only one attunement Attunement)
slot and have a combined pool of This cast-iron amulet resembles a
charges. screaming face in a halo of flames. It is
Charges. The bangle has 5 charges, always uncomfortably warm to touch.
and regains 1d4 + 1 expended Dormant. In its Dormant state, the
charges daily at dawn. amulet has the following properties:
Auran Magic. You can expend
charges from the bangle to cast the Heated Hands. As a bonus action, you
following spells without material can use the amulet to cause your
components (save DC 15): feather hands to glow with heat. For 1
fall (1 charge), gust of wind (2 minute, any weapon you make a
charges), or telekinesis (5 charges). weapon attack with deals an extra
1d4 fire damage on a hit. Once you
Awakened. In its Awakened state, use this property, you can’t do so
the bangle has the following extra again for 24 hours.
properties:
Awakened. In its Awakened state,
Save DC. The save DC of the Auran the amulet has the following extra
Magic property increases to 17. properties:
Charges. The bangle has 7 charges,
and regains 1d4 + 3 expended Increased Damage. The extra
charges daily at dawn. damage of the Heated Hands
Whirlwind. As an action, you can use property increases to 1d6.
the bangle to create a whirlwind in Heated Body. While Heated Hands is
a 10-foot radius around you. Each active, the glow covers your body.
creature in the area must make a A creature that hits you with a
DC 17 Strength saving throw. On a melee attack while within 5 feet of
failure, a creature takes 6d8 bludg- you takes 1d6 fire damage.
eoning damage and is flung up to
Djinni Earth Elemental
A djinni soul can be crafted into a An earth elemental soul can be crafted
djinn scimitar. If used for a non-soul into a terran bangle. If used for a non-
item, it instead creates a ring of air soul item, it instead creates a stone of
elemental command. controlling earth elementals.
Djinn Scimitar Terran Bangle
Soul Weapon (Scimitar), Very Rare Soul Item, Rare (Requires Attunement)
(Requires Attunement)
This golden bangle is set with a yellow
When this magic scimitar is held, the diamond. It belongs to a set of four
silver hilt creates a trail of swaying bangles, and longs for its missing
electricity that resembles a brilliant companions.
blue ribbon. Dormant. In its Dormant state, the
Dormant. In its Dormant state, the bangle has the following properties:
scimitar has the following properties:
Combined Attunement. If you are
Magic Weapon. You gain a +2 bonus attuned to this bangle and an aquan
to attack and damage rolls using bangle, auran bangle, or ignan
this scimitar. bangle, the items merge together.
Storm Blade. When you hit a creature They take only one attunement
with the scimitar, you can choose slot and have a combined pool of
whether the damage dealt is light- charges.
ning, thunder, or slashing damage. Charges. The bangle has 5 charges,
Carried on the Wind. While holding and regains 1d4 + 1 expended
the scimitar, you have a flying charges daily at dawn.
speed of 60 feet. Terran Magic. You can expend
charges from the bangle to cast the
Awakened. In its Awakened state,
following spells without material
the scimitar has the following extra
components (save DC 15): enlarge/
properties:
reduce (2 charges), meld into stone (3
Magic Weapon. The scimitar’s bonus charges), or wall of stone (5 charges).
to attack and damage rolls
Awakened. In its Awakened state,
increases to +3.
the bangle has the following extra
Charges. The scimitar has 5 charges,
properties:
and regains 1d4 + 1 expended
charges daily at dawn. Save DC. The save DC of the Terran
Storm Step. As a bonus action, you Magic property increases to 17.
can expend a charge to teleport up Charges. The bangle has 7 charges,
to 60 feet to an unoccupied space and regains 1d4 + 3 expended
you can see. When you reappear, charges daily at dawn.
lightning bolts strike creatures of Stone Fist. As an action, you can use
your choice within 10 feet of you. the bangle to cause a giant stone
Each creature must make a DC 18 hand to erupt from the earth. This
Dexterity saving throw, taking effect is identical to an arcane hand
4d10 lightning damage on a failed spell (save DC 17) save for three
save or half as much damage on a changes: the hand fills its space, it
successful one. can only move along the ground, and
it doesn’t require concentration to
maintain. Once you use this
property, you can’t do so again for
24 hours.
Efreeti
An efreeti soul can be crafted into an
efreet scimitar. If used for a non-soul
item, it instead creates a ring of fire
elemental command.
Efreet Scimitar
Soul Item, Very Rare (Requires
Attunement)
When this magic scimitar is held, the
silver hilt creates a tendril of swaying
flame that resembles a brilliant orange
ribbon.
Dormant. In its Dormant state, the
scimitar has the following properties:
Magic Weapon. You gain a +2 bonus
to attack and damage rolls using
this scimitar.
Flame Blade. When you hit a
creature with the scimitar, you can
choose whether the damage dealt is
fire or slashing damage.
Extra Strike. When you take the
Attack action on your turn, you
can make an extra attack with the
scimitar as a bonus action.
Awakened. In its Awakened state,
the scimitar has the following extra
properties:
Magic Weapon. The scimitar’s bonus
to attack and damage rolls
increases to +3.
Charges. The scimitar has 5 charges,
and regains 1d4 + 1 expended
charges daily at dawn.
Flame Step. As a bonus action, you Djinn Scimiter (left)
can expend a charge to teleport up & Efreet Scimitar (right)
to 60 feet to an unoccupied space
you can see. When you reappear, a
wave of fire scalds each creature
within 10 feet of you. Each creature person-shaped mass of flame, then
must make a DC 18 Dexterity surge up to 60 feet to an unoccupied
saving throw, taking 5d10 fire space you can see before reverting
damage on a failed save or half as to normal. While surging, you are
much damage on a successful one. immune to all damage and can pass
through the spaces of other creatures,
Fire Elemental dealing 4d8 fire damage to each
A fire elemental soul can be crafted creature you pass through. You can
into an ignan bangle. If used for a non- only deal this damage to a creature
soul item, it instead creates a brazier of once per use this property. Once
commanding fire elementals. you use this property, you can’t do
so again for 24 hours.
Ignan Bangle
Soul Item, Rare (Requires Attunement) Gargoyle
This golden bangle is set with a yellow A gargoyle soul can be crafted into a
diamond. It belongs to a set of four rod of statues. If used for a non-soul
bangles, and longs for its missing item, it instead creates an immovable rod.
companions. Rod of Statues
Dormant. In its Dormant state, the
Soul Rod, Uncommon
bangle has the following properties:
This stone rod has a tiny gargoyle
Combined Attunement. If you are
perched on its head. Despite its
attuned to this bangle and an aquan
material, the rod is surprisingly light.
bangle, auran bangle, or terran bangle,
Dormant. In its Dormant state, the
the items merge together. They
rod has the following properties:
take only one attunement slot and
have a combined pool of charges. Create Gargoyle. As an action, you
Charges. The bangle has 5 charges, can use the rod to transform one
and regains 1d4 + 1 expended Large or smaller statue that you
charges daily at dawn. can see within 60 feet of you into a
Ignan Magic. You can expend charges gargoyle of the same size (a Large
from the bangle to cast the follow- gargoyle has an extra 10 hit points,
ing spells without material comp- while a Small or Tiny gargoyle has
onents (save DC 15): burning hands 10 fewer hit points). The gargoyle
(1 charge), fireball (3 charges), or obeys the verbal commands of the
wall of fire (4 charges). creature holding the rod, and lasts
for 8 hours or until killed. Once
Awakened. In its Awakened state,
you use this property, you can’t do
the bangle has the following extra
so again for 24 hours.
properties:
Awakened. In its Awakened state,
Save DC. The save DC of the Ignan
the rod has the following extra properties:
Magic property increases to 17.
Charges. The bangle has 7 charges, Charges. The rod has 3 charges, and
and regains 1d4 + 3 expended regains all expended charges daily
charges daily at dawn. at dawn.
Fiery Surge. As an action, you can Stone Shape. As an action, you can
use the bangle to transform into a expend a charge to cast the stone shape
spell without material components.
Statues created by this spell are
valid targets for the Create
Gargoyle property.
Invisible Stalker
An invisible stalker soul can be crafted
into a coat of the pursuer. If used for a
non-soul item, it instead creates a
potion of gaseous form.
Coat of the Pursuer
Soul Item, Rare (Requires Attunement)
This long coat is made of a silvery, silk- Magma Lantern
like material, and weighs practically
nothing. Magmin
Dormant. In its Dormant state, the A magmin soul can be crafted into a
coat has the following properties: magma lantern. If used for a non-soul
Protective Charm. The coat provides item, it instead creates an ever-smoking
a +1 bonus to Armor Class. bottle.
Mark of the Unseen. As an action, Magma Lantern
you can declare a creature you can
see within 60 feet of you as your Soul Item, Common
quarry, then turn invisible for 1 This brass lantern is panelled with
hour. While invisible, you always volcanic stone and smells strongly of
know the creature’s distance and sulfur. Its surface glows like a vein of
direction from you. The effect ends molten rock.
early if you make an attack or cast a Dormant. In its Dormant state, the
spell. Once you use this property, lantern has the following properties:
you can’t do so again for 24 hours.
Illumination. The lantern sheds
Awakened. In its Awakened state, bright light in a 30-foot radius and
the coat has the following extra dim light for 30 feet beyond that,
properties: no oil required. You can extinguish
Improved Charm. The coat also or restore the light as a bonus action.
provides a +1 bonus to all saving Spray of Magma. As an action, you
throws. can swing the lantern to create a
Wind Form. While invisible from spray of sparks and molten pebbles,
the Mark of the Unseen property, which functions as a burning hands
you have a flying speed of 50 feet spell (save DC 12). Once you use
and can’t be grappled or restrained. this property, you can’t do so again
for 24 hours.
Awakened. In its Awakened state, the Elemental Powder table to
the lantern has the following extra determine what effect fills the area.
properties:
Elemental Powder
Improved Spray. The Spray of Magma
property now has three uses, d4 effect
which recharge after 24 hours. 1 Dust. Each creature in the area
Magmin Helper. As an action, you must succeed on a DC 13 Cons-
can use the lantern to summon a titution saving throw or be blinded
magmin in an unoccupied space until the end of its next turn.
you can see within 30 feet of you. 2 Ice. Each creature in the area
When the magmin appears, you must make a DC 13 Constitution
can give it a simple task, such as saving throw, taking 3d6 cold
“guard this door” or “attack that damage on a failed save, or half as
wolf.” The magmin performs the much damage on a successful one.
task to the best of its ability. The
magmin disappears after 1 hour or 3 Magma. Each creature in the area
when the task is complete (whichever must make a DC 13 Dexterity
comes first). Once you use this saving throw, taking 1d10 fire
property, you can’t do so again for damage and 1d10 bludgeoning
1d4 days. damage on a failed save, or half as
much damage on a successful one.
Mephits
4 Steam. The area is heavily obscured
Any mephit soul without its own by steam for 1 minute or until
entry, including but not limited to the dispersed by a wind of moderate
dust mephit, ice mephit, magma strength (10 miles per hour or
mephit, and smoke mephit, can be greater).
crafted into a mephit pouch. If used for
a non-soul item, it instead creates a
potion of resistance of the damage type Awakened. In its Awakened state,
dealt by the mephit. the pouch has the following extra
properties:
Mephit Pouch
Charges. The pouch has 7 charges,
Soul Item, Uncommon and regains 1d4 + 3 expended
This pouch is full of glowing dust that charges daily at dawn.
rapidly changes color and temperature. Save DC. The save DC of the
When the pouch is opened, it some- Elemental Powder property
times cackles. increases to 15.
Dormant. In its Dormant state, the Conjure Mephits. As an action, you
pouch has the following properties: can expend 4 charges to upend the
pouch and cast conjure minor
Charges. The pouch has 5 charges, elementals without the need for
and regains 1d4 + 1 expended components. This special casting of
charges daily at dawn. the spell is limited to mephits; roll
Elemental Powder. As an action, on the Elemental Powder table to
you can expend a charge and blow determine which type of mephits
into the pouch to create a 15-foot appear.
cone of elemental powder. Roll on
Salamander Water Elemental
A salamander soul can be crafted into A water elemental soul can be crafted
salamander armor. If used for a non- into an aquan bangle. If used for a non-
soul item, it instead creates a ring of soul item, it instead creates a bowl of
fire resistance. commanding water elementals.
Salamander Armor Aquan Bangle
Soul Armor (Any), Rare (Requires Soul Item, Rare (Requires Attunement)
Attunement)
This golden bangle is set with an
This scaly orange armor is hot on the emerald. It belongs to a set of four
surface, but keeps its wearer cool. It bangles, and longs for its missing
occasionally sheds embers as you walk. companions.
Dormant. In its Dormant state, the Dormant. In its Dormant state, the
armor has the following properties: bangle has the following properties:
Fire Resilience. While wearing the Combined Attunement. If you are
armor, you have resistance to fire attuned to this bangle and an auran
damage. bangle, ignan bangle, or terran bangle,
Illumination. As a bonus action, can the items merge together. They
cause the armor to smolder with take only one attunement slot and
harmless flames, which shed bright have a combined pool of charges.
light in a 15-foot radius and dim Charges. The bangle has 5 charges,
light for 15 feet beyond that. and regains 1d4 + 1 expended
Extinguishing the flames is also a charges daily at dawn.
bonus action. Aquan Magic. You can expend
charges from the bangle to cast the
Awakened. In its Awakened state,
following spells without material
the armor has the following extra
components (save DC 15): control
properties:
water (4 charges), create or destroy
Salamander Tail. As an action, you water (1 charge), or water breathing
can cause the armor to transform (3 charges).
the lower half of your body into a
Awakened. In its Awakened state,
long, serpentine tail. The tail is a
the bangle has the following extra
simple melee weapon that deals
properties:
2d6 bludgeoning damage on a hit.
You can’t be disarmed of this weap- Save DC. The save DC of the Aquan
on, and you’re proficient with it. Magic property increases to 17.
Dismissing the tail is also an action. Charges. The bangle has 7 charges,
Constrict. When you grapple a and regains 1d4 + 3 expended
creature while the Salamander Tail charges daily at dawn.
property is active, the creature is Water Whelm. As an action, you can
constricted by your tail. Until the use the bangle to trap a creature
grapple ends, the creature is also you can see within 30 feet of you in
restrained. a sphere of water. The target must
succeed on a DC 17 Strength saving
throw or take 4d8 bludgeoning
Treasure-
Hungry Bag

damage and be restrained for 1 Digest Treasure. As an action, you


minute. Until the effect ends, the can feed the bag coins or jewels
target is unable to breathe unless it worth 50 gp or more. The bag
can breathe water, and it takes 2d8 destroys the treasures and turns
bludgeoning damage at the start of them into vital essence, causing
each of its turns. A creature within you to regain 2d4 + 2 hit points.
5 feet of the target can pull it out of Each time you use this property,
the water with a successful DC 17 roll a d6. On a roll of 1 or 2, the
Strength check as an action, ending bag is satiated and you can’t use
the effect. Once you use this this property again for 24 hours.
property, you can’t do so again for
Awakened. In its Awakened state,
24 hours.
the bag has the following extra
Xorn properties:
A xorn soul can be crafted into a Improved Digestion. When you use
treasure-hungry bag. If used for a non- the Digest Treasure property, you
soul item, it can instead be crafted into can feed the bag up to 250 gp. For
goggles of night. every 50 gp of treasure you feed
the bag beyond the initial 50 gp,
Treasure-Hungry Bag the number of hit points restored
Soul Item, Uncommon (Requires increases by 1d4 + 1.
Attunement) Jewel Forge. Over the course of 1
hour, you can feed jewels into the
This leather bag has stony teeth all bag to combine them into a single
along its interior. It twitches and gem, split them into smaller gems,
salivates in the presence of precious or grind them into dust. The
gems and metals. collective value of the gemstones
Dormant. In its Dormant state, the doesn’t change.
bag has the following properties:
Fey wield powerful magic over plants and
animals, and can weave convincing
Deep in the wilderness, where roads illusions to mislead their foes.
cannot reach and travelers hesitate to Fey soul items are often made of
go, creatures called fey hold court over wood and glass, and incorporate
all the wild things of nature. Some fey swirling natural designs like leaves,
are guardians of the green world, bound vines, and flowers. A fey soul item’s
to protect particular trees, lakes, or command words often relate to a
groves; others are figments believed riddle, song, or poem, which might
into existence by fairy tales, songs, and echo on the wind as the item is used.
other stories, and exist only to play
tricks and games with mortals. Fey

Minor Properties
d4 Beneficial property Detrimental property
1 Extra Language. You can speak, Misplaced Name. You often forget your
write, and understand Sylvan. name and fail to answer to it. You still
recognize descriptions of yourself.
2 Musical Instincts. You gain prof- Musical Recovery. The item can’t regain
iciency in a random musical charges unless music is played near it for
instrument. at least 1 hour per day.
3 Ethereal Beauty. Your most attractive Proud and Prejudiced. You behave like an
traits are enhanced, granting you exaggerated stereotype of royalty,
otherworldly beauty. ordering people around and obsessing
over luxury and elegance.
4 Nature Lore. You gain proficiency in Self-Interested. You have disadvantage on
Nature, if you don’t already have it. Wisdom (Insight) checks that aren’t
somehow related to you.

Major Properties
d4 Beneficial property Detrimental property
1-2 Trickster’s Mind. You have Curse of Narcissism. If you see your
advantage on saving throws reflection, you are compelled to stop and
against being charmed, and stare. You must succeed on a DC 10
magic can’t put you to sleep. If Wisdom saving throw or be
you have the Fey Ancestry trait, incapacitated until the end of your next
you instead become immune to turn. Once you trigger this property, you
being charmed. are immune to it for 10 minutes.
3-4 Sweet Talker. Each time you Curse of Truth. If you tell a lie, you must
make a Charisma (Persuasion) succeed on a DC 15 Wisdom saving
check, you can roll 1d4 and add throw or immediately blurt out the truth.
the result to your roll.
Blink Dog This ring is made of wood, but shows
no signs of carving. Its surface is
A blink dog soul can be crafted into knobbly and bark-like, with a single
blinking boots. If used for a non-soul leaf laying flat like a gemstone in its
item, it instead creates a cape of the setting.
mountebank. Dormant. In its Dormant state, the
Blinking Boots ring has the following properties:
Soul Item, Uncommon (Requires Charges. The ring has 3 charges, and
Attunement) regains all expended charges daily
at dawn.
These leather boots leave faint echoes Rapid Barkskin. As a reaction to
of themselves as you walk. rolling initiative, you can expend a
Dormant. In their Dormant state, charge to immediately cast the
the boots have the following barkskin spell.
properties:
Awakened. In its Awakened state,
Charges. The boots have 3 charges, the ring has the following extra
and regain expended charges daily properties:
at dawn.
Blink Step. As a bonus action, you Perpetual Barkskin. While wearing
can expend a charge to teleport up the ring, your skin is covered in
to 30 feet to an unoccupied space plates of protective bark. Your
you can see. Armor Class can’t be lower than
16, regardless of what armor
Awakened. In their Awakened you’re wearing.
state, the boots have the following
extra properties: Green Hag
Charges. The boots have 5 charges, A green hag soul can be crafted into a
and regain expended charges daily crone’s mask. If used for a non-soul
at dawn. item, it instead creates a hat of disguise.
Blink Strike. After using the Blink
Step property, your body is charged Crone’s Mask
with magical power until the end Soul Item, Uncommon (Requires
of your next turn. The next weapon Attunement)
attack you make while charged
deals an extra 2d6 force damage. This wooden mask resembles the
sneering face of a green hag, complete
Dryad with glassy eyes and long silvery hair.
The eyes are translucent from within,
A dryad soul can be crafted into a ring casting the world in vague gray tones.
of barkskin. If used for a non-soul Dormant. In its Dormant state, the
item, it instead creates a ring of animal mask has the following properties:
influence.
Mimicry. While wearing the mask,
Ring of Barkskin you can magically mimic voices
Soul Ring, Uncommon (Requires and sounds you’ve heard before. A
Attunement) creature can distinguish the mimicry
as false with a successful DC 15 saving throw or be charmed for 1
Wisdom (Insight) check. minute. While charmed in this
Mocking Voice. As an action, you way, the target is incapacitated and
can use the mask to cast the vicious its speed is halved. The target can
mockery cantrip (save DC 13) at will. repeat its saving throw at the end
of each of its turns, ending the
Awakened. In its Awakened state,
effect on itself on a successful save.
the mask has the following extra
A creature that succeeds on its
properties:
saving throw against this property
Save and Check DC. The check DC is immune to it for 24 hours.
of the Mimicry property increases
Awakened. In its Awakened state,
to 17, and the save DC of the Mocking
the flute has the following extra
Voice property increases to 15.
properties:
Charges. The mask has 5 charges, and
regains charges daily at dawn. Charges. The flute has 7 charges, and
Deceitful Magic. You can expend regains 1d6 + 1 expended charges
charges from the mask to cast the daily at dawn.
following spells without comp- Save DC. The save DC of the Song of
onents (save DC 15): disguise self (1 Revelry property increases to 17.
charge) or invisibility (2 charges). Improved Song. When you use the
Song of Revelry property, you can
Satyr expend multiple charges to target
A satyr soul can be crafted into a flute more than one creature. For each
of revelry. If used for a non-soul item, charge you expend after the first,
it instead creates boots of striding and you can target an additional
springing. creature within 60 feet of you.

Flute of Revelry
Soul Item, Rare Flute of
Revelry
This party-ready pan flute has a leather
strap that allows it to hang around the
flutist’s neck during more vigorous
dance numbers.
Dormant. In its Dormant state, the
flute has the following properties:
Bardic Focus. This flute can be used
as a spellcasting focus by bards.
Charges. The flute has 5 charges, and
regains 1d4 + 1 expended charges
daily at dawn.
Song of Revelry. As an action, you
can expend a charge to play an
enchanting melody and compel a
creature within 60 feet of you that
can hear you to dance. The target
must succeed on a DC 15 Wisdom
Sea Hag
A sea hag soul can be crafted into a
cursewater claw. If used for a non-soul
item, it instead creates a wand of fear.
Cursewater Claw
Soul Item, Uncommon (Requires
Attunement)
This horrid gauntlet is made of bones
strung together with what appears to
be braided seaweed. It drips with slimy
green water.
Dormant. In its Dormant state, the Spritely
claw has the following properties: Lenses
Magic Weapon. The claw is a simple
melee weapon, dealing 1d8 slash- Spritely Lenses
ing damage on a hit. You can’t be Soul Item, Common (Requires Attunement)
disarmed of this weapon. You are
These heart-shaped lenses are fitted
proficient with the gauntlet so long
with pink glass, lending everything
as you’re attuned to it.
you see a rosy and pleasant hue.
Sea Hunter. While wearing the claw,
Dormant. In their Dormant state,
you have a swimming speed of 40 feet.
the lenses have the following
Awakened. In its Awakened state, properties:
the claw has the following extra
Insightful Eyes. The lenses highlight
properties:
the body language of creatures you
Charges. The claw has 3 charges, and can see. While wearing the lenses,
regains all expended charges daily you are proficient in the Insight skill.
at dawn.
Awakened. In their Awakened
Cursed Wound. When you hit a
state, the lenses have the following
creature with the claw, you can
extra properties:
expend a charge to cast the bestow
curse spell (save DC 15) on the Glimpse Heart. As an action, you can
same creature as a bonus action. In use the lenses to peer deeper into
addition to the curse’s other effects, the heart of a creature you can see
the target drips with slimy green within 30 feet of you. The target
water until the curse ends. must succeed on a DC 13 Charisma
saving throw or you learn its current
Sprite emotional state. After learning this
A sprite soul can be crafted into state, you have advantage on
spritely lenses. If used for a non-soul Wisdom (Insight) and Charisma
item, it instead creates a spell scroll of (Persuasion) checks against the
invisibility. creature for 1 hour. Once you use
this property, you can’t do so again
for 24 hours.
Fiends bottomless hunger and chaos. Other
fiends reside somewhere in the middle
Fiends are wicked creatures from the of the spectrum, balancing silvered
fiery pits of the Lower Planes, using words and poisoned blades to pursue
dark magic to swindle mortals out of their dark agenda.
their souls and spread destruction to Fiend soul items are twisted objects
distant corners of reality. These of blood and iron, full of sharp points,
wicked beings represent the spectrum hooked blades, barbed wire, and other
of evil: on one end, devils are the dangerous details. When charges are
personification of tyranny and fine- expended, these items produce tendrils
print deception, and on the other, of flame, puffs of brimstone, or an equally
demons are the personification of ominous symbol of unholy power.

Minor Properties
d4 Beneficial property Detrimental property
1 Extra Language. You can speak, write, Hellish Form. Your skin turns red,
and understand Abyssal or Infernal horns appear on your head, and your
(whichever is spoken by the fiend). eyes become yellow and goat-like.
2 Religious Lore. You gain proficiency in Grim Recovery. The item can’t
Religion, if you don’t already have it. regain charges unless submerged in
blood for at least 1 hour per day.
3 Fiery Illumination. As a bonus action, Tempting Whispers. You have
you can cause the item to burst into disadvantage on saving throws
harmless flames, shedding bright light against being charmed. This trait is
in a 10-foot radius and dim light for 10 suppressed while you’re deafened.
feet beyond that. Dismissing the flames
is also a bonus action.
4 Hellish Rebuke (1/Day). You cast the Possessive. When a creature other
hellish rebuke spell (spell save DC 14 or than you touches the item, it burns
the item’s save DC, whichever is higher). them. The pain is uncomfortable but
not damaging.

Major Properties
d4 Beneficial property Detrimental property
1-2 Energy Resilience. You gain Silver Poisoning. You are poisoned while
resistance to cold, fire, or touching an object made of silver. If hit
lightning damage (determined with a silvered weapon, you must succeed
randomly). on a DC 10 Constitution saving throw or
be poisoned until the end of your next turn.
3-4 Devil’s Sight. You gain darkvision Curse of Contract. If you make a promise
to a distance of 120 feet. Magical or agreement, you are magically bound
darkness doesn’t impede this to fulfill it, as if by a geas spell (save DC
darkvision. 15) with an unlimited duration.
Fiends: Demons
The soul items in this section correspond
to Fiends with the “demon” tag.
Balor
A balor soul can be crafted into hands
of calamity. If used for a non-soul item,
it instead creates a nine lives stealer.
Hands of Calamity
Soul Item, Legendary (Requires Attunement)
This pair of metal gauntlets is mis-
matched: the left is red and hot to the
touch, while the right is blue and
subtly vibrates when worn. Both have
a feeling of immense power.
Dormant. In their Dormant state,
the gauntlets have the following
properties:
Lightning Sword. As a bonus action, Hands of
you can clench the right gauntlet Calamity
and summon a magical +2 longsword
that crackles with electricity. The Fiery Pull. When you hit a creature
long-sword disappears if you with the Fire Whip, you can pull
relinquish it. On a hit, the the target as a bonus action. The
longsword deals an extra 3d8 target must succeed on a DC 20
lightning damage. Strength saving throw or be pulled
Fire Whip. As a bonus action, you up to 25 feet toward you.
can clench the left gauntlet and Storm Critical. When you score a
summon a magical +2 whip made of critical hit with the Lightning
coiled flame. The whip disappears Sword, you roll the damage dice
if you relinquish it. On a hit, the whip three times instead of twice.
deals an extra 3d8 fire damage.
Cursed. Once you attune to the Dretch
gauntlets, you can’t remove them A dretch soul can be crafted into a
unless you are targeted by the remove pouch of stink bombs. If used for a non-
curse spell or similar magic. While soul item, it instead creates a potion of
wearing the gauntlets, you behave poison.
recklessly and prefer to solve your
problems with wanton violence. Pouch of Stink Bombs
Awakened. In their Awakened Soul Item, Uncommon
state, the gauntlets have the following This scorched leather pouch contains
properties: chalky green orbs of varying sizes. The
smell emitting from the pouch is foul.
Dormant. In its Dormant state, the Extra Arms. While wearing the
pouch has the following properties: girdle, you sprout two small arms
from your sides. The arms are
Charges. The pouch has 3 charges,
dextrous enough to manipulate
and regains all expended charges
objects weighing no more than 5
daily at dawn.
pounds and wield melee weapons
Stink Bomb. As an action, you can
with the Light property.
expend a charge to hurl a stink
Powerful Build. With the aid of
bomb at a point you can see within
your extra arms, you can grapple or
60 feet of you, creating a 10-foot-
shove a creature up to two size
radius cloud of stinking gas. The gas
categories larger than you, instead
lightly obscures its area and remains
of just one.
for 1 minute or until dispersed by a
Bonus Strike. When you take the
wind of moderate or greater
Attack action on your turn, you can
strength. A creature that starts its
make a single weapon attack with
turn in the cloud or moves there
your extra arms as a bonus action.
for the first time on a turn must
succeed on a DC 13 Constitution Awakened. In its Awakened state,
saving throw or be poisoned until the girdle has the following extra
the start of its next turn. properties:
Awakened. In its Awakened state, Improved Arms. The extra arms can
the pouch has the following extra now manipulate objects up to 15
properties: pounds in weight, and can wield
any weapon that lacks the Heavy or
Charges. The pouch has 5 charges, and
Versatile property. The arms can
regains all expended charges daily
also wield a shield, but you gain no
at dawn.
benefit from wielding multiple
Save DC. The save DC of the Stink
shields.
Bomb property increases to 15.
Potent Gas. A creature affected by the Hezrou
gas takes 3d6 poison damage on a
failed save, or half as much damage A hezrou soul can be crafted into a
on a successful one. hezscale cloak. If used for a non-soul
item, it instead creates a periapt of proof
Glabrezu against poison.
A glabrezu soul can be crafted into a Hezscale Cloak
four-armed girdle. If used for a non- Soul Item, Rare (Requires Attunement)
soul item, it instead creates gloves of
missile snaring. This scaly cloak has tiny pouches of
stink gas hidden in its lining. Thank-
Four-Armed Girdle fully, the gas is only noticeable when
Soul Item, Rare (Requires Attunement) the cloak is activated.
Dormant. In its Dormant state, the
This scaly red girdle has four hand-
cloak has the following properties:
like clasps with clawed fingertips.
Dormant. In its Dormant state, the Protective Charm. The cloak provides
girdle has the following properties: a +1 bonus to Armor Class.
Charges. The cloak has 3 charges, and Reactive. You can expend a charge
regains all expended charges daily from the ring to take an extra
at dawn. reaction this round, such as an
Stink Spray. When a creature within opportunity attack or the hellish
15 feet of you deals damage to you, rebuke spell. You can’t take more
you can use your reaction to expend than one reaction per turn.
a charge and cause the cloak to
Awakened. In its Awakened state,
spray the creature with stink gas.
the ring has the following extra
The target must succeed on a DC
properties:
15 Constitution saving throw or
spend its action on its next turn Charges. The ring has 7 charges, and
retching and reeling for breath. regains 1d4 + 3 expended charges
Creatures that don’t breathe or are daily at dawn.
immune to poison automatically Swift Parry. As a reaction to being
succeed on this saving throw. hit by a weapon attack, you can
expend a charge to gain a +5 bonus
Awakened. In its Awakened state,
to your Armor Class against the
the cloak has the following extra
triggering attack. You must be
properties:
wielding a weapon to use this
Improved Charm. The cloak also reaction.
provides a +1 bonus to all saving
throws. Nalfeshnee
Charges. The cloak has 5 charges, and A nalfeshnee soul can be crafted into a
regains all expended charges daily jewel of horror. If used for a non-soul
at dawn. item, it instead creates a mace of terror.
Potent Spray. A creature that fails its
saving throw against the Stink Jewel of Horror
Spray property is also blinded until Soul Item, Rare (Requires Attunement)
the end of its next turn.
This multicolored jewel is filled with
Marilith psychic dread that makes the holder
feel uneasy.
A marilith soul can be crafted into a Dormant. In its Dormant state, the
ring of reflexes. If used for a non-soul jewel has the following properties:
item, it instead creates demon armor.
Illumination. As a bonus action, you
Ring of Reflexes can cause the jewel to shed
Soul Ring, Very Rare (Requires rainbow light in a 30-foot radius
Attunement) and dim light for 30 feet beyond
that. Extinguishing the light is also
This ring resembles a coiled serpent
a bonus action.
with the face of a woman. While
Charges. The jewel has 5 charges, and
wearing it, your senses feel sharper.
regains 1d4 + 1 expended charges
Dormant. In its Dormant state, the
daily at dawn.
ring has the following properties:
Horror Nimbus. As an action, you
Charges. The ring has 5 charges, and can expend a charge from the jewel
regains 1d4 + 1 expended charges to create a scintillating flash of
daily at dawn. dread-inspiring light. Each creature
within 15 feet of you that can see
the light must succeed on a DC 15
Wisdom saving throw or be
frightened of you for 1 minute. A
frightened creature can repeat its
saving throw at the end of each of
its turns, ending the effect on itself
on a successful save.
Awakened. In its Awakened state,
the jewel has the following extra
properties:
Charges. The jewel has 7 charges, and
regains 1d4 + 3 expended charges
daily at dawn.
Save DC. The save DC of the Horror
Nimbus property increases to 17.
Horror Beam. As an action, you can Quasith
expend a charge from the jewel to Dagger
fire a beam of dreadful light at a
creature you can see within 60 feet deals piercing or psychic damage
of you. If the target can see the light, (your choice).
it must make a DC 17 Wisdom Charges. The dagger has 3 charges,
saving throw. On a failed save, the and regains all expended charges
creature takes 8d8 psychic damage daily at dawn.
and is frightened until the end of Limited Invisibility. As an action, you
its next turn. On a successful save, can flourish the dagger and expend
the creature takes half as much a charge to disappear, turning
damage and isn’t frightened. invisible for 1 minute. The effect
ends early if you make an attack or
Quasit cast a spell.
A quasit soul can be crafted into a Awakened. In its Awakened state,
quasith dagger. If used for a non-soul the dagger has the following extra
item, it instead creates a dagger of venom. properties:
Quasith Dagger Magic Weapon. You gain a +1 bonus
Soul Weapon (Dagger), Uncommon to attack and damage rolls using
(Requires Attunement) this dagger.
Charges. The dagger has 5 charges,
This green-scaled dagger has a single and regains all expended charges
onyx set in its hilt, resembling the eye daily at dawn.
of a quasit. Scare. When the effect of the Limited
Dormant. In its Dormant state, the Invisibility property ends, you
dagger has the following properties: reappear in a wave of supernatural
Psychic Edge. When you hit a dread. Each creature within 10 feet
creature with the dagger, the attack of you must succeed on a DC 14
Wisdom saving throw or be
frightened of you until the end of Stunning Spores. When you use the
its next turn. Spore Cloud property, you can
expend an extra charge to lace the
Vrock spores with stunning poison. Instead
A vrock soul can be crafted into a of the normal effect, a creature that
vrockfeather cape. If used for a non-soul fails its saving throw against the
item, it instead creates wings of flying. spores is stunned until the end of
its next turn.
Vrockfeather Cape
Soul Item, Uncommon (Requires Fiends: Devils
Attunement) The soul items in this section correspond
This black feathered cape is covered in to Fiends with the “devil” tag.
a thin layer of demonic spores, which
create a bizarre musty smell.
Barbed Devil
Dormant. In its Dormant state, the A barbed devil soul can be crafted into
cape has the following properties: armor of barbs. If used for a non-soul
item, it instead creates a circlet of blasting.
Poison Resilience. While wearing the
cape, you have advantage on saving Armor of Barbs
throws against being poisoned. Soul Armor (Any), Uncommon (Requires
Charges. The cape has 3 charges, and Attunement)
regains all expended charges daily
at dawn. This purplish armor is covered in
Spore Cloud. As an action, you can spines, which lay flat against the armor
shake the cape and expend a charge when they aren’t in use.
to create a brief cloud of poisonous Dormant. In its Dormant state, the
spores in a 15-foot radius. Each armor has the following properties:
creature in the area must succeed Barbed Hide. As a bonus action, you
on a DC 13 Constitution saving can cause the armor’s barbs to
throw or be poisoned for 1 minute. stand on end. While the barbs are
A poisoned creature takes 1d10 standing, a creature that starts its
poison damage at the start of each turn grappling you or grappled by
of its turns. A target can repeat its you takes 1d10 piercing damage.
saving throw at the end of each of Flattening the barbs down is also a
its turns, ending the effect on itself bonus action.
on a successful save. Emptying a
vial of holy water on a target also Awakened. In its Awakened state,
ends the effect on it. the armor has the following extra
properties:
Awakened. In its Awakened state,
the cape has the following extra Magic Armor. The armor provides a
properties: +1 bonus to Armor Class.
Charges. The armor has 3 charges,
Charges. The cape has 5 charges, and and regains all expended charges
regains all expended charges daily daily at dawn.
at dawn. Barbed Rebuke. When a creature
Save DC. The save DC of the Spore within 5 feet of you hits you with a
Cloud property increases to 15. melee weapon attack, you can use
your reaction to expend a charge saving throw at the end of each of
and stab the creature with barbs. its turns, ending the effect on itself
The creature must make a DC 15 on a successful save.
Dexterity saving throw, taking 4d8
Awakened. In its Awakened state,
piercing damage on a failed save or
the helm has the following extra
half as much damage on a success-
properties:
ful one.
Charges. The helmet has 5 charges,
Bearded Devil and regains all expended charges
A bearded devil soul can be crafted daily at dawn.
into a bearded helm. If used for a non- Attack Bonus and Save DC. The
soul item, it instead creates a ring of Beard Attack property’s attack
poison resistance. bonus increases to +7, and its save
DC increases to 15.
Bearded Helm Steadfast. While wearing the helm, you
Soul Item, Uncommon (Requires have advantage on saving throws
Attunement) against being frightened if you can
see an allied creature within 30 feet
This iron helm has a face plate with a of you.
beard of barbed tendrils. When worn,
the helm’s eyes glow with fiery light. Bone Devil
Dormant. In its Dormant state, the
helm has the following properties: A bone devil soul can be crafted into a
pike of stinging. If used for a non-soul
Charges. The helm has 3 charges, and item, it instead creates wings of flying.
regains all expended charges daily
at dawn. Pike of Stinging
Beard Attack. As an action, you can Soul Weapon (Pike), Rare (Requires
expend a charge to lash a creature Attunement)
within 5 feet of you with the helm’s
This pike appears to be made of strange,
tendril beard. Make an attack roll
insectoid bones, with a bulbous stinger
against the target (+5 to hit). On a
in place of a bladed tip. It sometimes
hit, the target takes 2d8 piercing
chitters ominously in battle.
damage and must succeed on a DC
Dormant. In its Dormant state, the
13 Constitution saving throw or be
pike has the following properties:
poisoned for 1 minute. While
poisoned in this way, the creature Magic Weapon. You gain a +1 bonus
can’t magically regain hit points. A to attack and damage rolls using
poisoned creature can repeat its this pike.

Pike of
Stinging
Charges. The pike has 7 charges, and Dormant. In its Dormant state, the
regains 1d4 + 3 expended charges whip has the following properties:
daily at dawn.
Magic Weapon. You gain a +1 bonus
Stinging Strike. When you hit a
to attack and damage rolls using
creature with an attack using the
this whip.
pike, you can expend up to 3 charges
Chain Whip. This heavy metal whip
to fill the target with venom. For
deals 2d4 slashing damage on a hit,
every charge expended, the attack
instead of the normal 1d4.
deals an extra 1d8 poison damage.
Charges. The whip has 5 charges, and
If you expend 3 charges, the target
regains 1d4 + 1 expended charges
must also succeed on a DC 15
daily at dawn.
Constitution saving throw or be
Restraining Lash. As a bonus action
poisoned for 1 minute. A poisoned
after hitting a creature with a melee
creature can repeat its saving throw
weapon attack using the whip, you
at the end of each of its turns,
can expend a charge to attempt to
ending the effect on itself on a
grapple the target from up to 10 feet
successful save.
away. A target successfully grappled
Awakened. In its Awakened state, in this way is also restrained until
the pike has the following extra the grapple ends, and takes 2d4
properties: piercing damage at the start of each
of its turns. You can’t make attacks
Magic Weapon. The pike’s bonus to
with the whip while grappling a
attack and damage rolls increases
creature with it.
to +2.
Charges. The pike has 10 charges, and Awakened. In its Awakened state,
regains 2d4 + 2 expended charges the whip has the following extra
daily at dawn. properties:
Save DC. The save DC of the Stinging
Magic Weapon. The whip’s attack
Strike property increases to 17.
and damage bonus increases to +2.
Poison Reaper. You have advantage
Charges. The whip has 7 charges, and
on attack rolls with the pike against
regains 1d4 + 3 expended charges
poisoned creatures.
daily at dawn.
Chain Devil Animate Chain. As a bonus action,
you can expend a charge to cause a
A chain devil soul can be crafted into chain you can see within 60 feet
an infernal chain. If used for a non-soul that isn’t being worn or carried to
item, it instead creates a chain of en- sprout spikes and animate under
tanglement (which is identical to a rope your control. For 1 minute, you can
of entanglement but made of metal). make a weapon attack using the
Infernal Chain chain as a bonus action on each of
your turns. The chain uses the whip’s
Soul Weapon (Whip), Rare (Requires statistics and has a reach equal to
Attunement) its total length. You can use the
This iron chain whip is covered in tiny Restraining Lash property to grapple
spikes that bite and tear at the flesh of creatures using the chain, but the
its victims. grappled condition ends when the
chain becomes inanimate again. The
Flaming
Fork

effect ends early if the chain is you fall unconscious, die, or


destroyed or you use this property dismiss them as a bonus action.
on a different chain.
Horned Devil
Erinyes A horned devil soul can be crafted into
An erinyes soul can be crafted into a flaming fork. If used for a non-soul
plate of the furies. If used for a non-soul item, it instead creates a wand of fireballs.
item, it instead creates a flame tongue.
Flaming Fork
Plate of the Furies Soul Weapon (Trident), Very Rare
Soul Armor (Plate), Very Rare (Requires (Requires Attunement)
Attunement)
This two-pronged spear is unusually
This black plate armor is infused with heavy for its size. When thrown, it
hellish magic that protects its wearer strikes its targets with staggering force.
from the most common dangers in the Dormant. In its Dormant state, the
Lower Planes. An insignia of two wings fork has the following properties:
covers the back of the armor.
Magic Weapon. You have a +1 bonus
Dormant. In its Dormant state, the
to attack and damage rolls using
armor has the following properties:
this fork.
Magic Armor. The armor provides a Fiery Edge. The fork deals an extra
+1 bonus to Armor Class. 1d8 fire damage on a hit.
Hellish Resilience. While wearing Returning. After the fork is thrown,
the armor, you have resistance to it magically returns to your hand if
cold and fire damage. possible.
Awakened. In its Awakened state, Awakened. In its Awakened state,
the armor has the following extra the fork has the following extra
properties: properties:
Magic Armor. The armor’s bonus to Magic Weapon. The fork’s bonus to
Armor Class increases to +2. attack and damage rolls increases
Wings of the Fallen. As a bonus to +2.
action, you can cause feathered Charges. The fork has 5 charges. It
wings to erupt from the back of the regains 1d4 + 1 expended charges
armor, granting you a flying speed daily at dawn.
of 60 feet. The wings disappear if
Infernal Wounds. Once per turn, also cast these spells using spell
when you hit a creature other than slots of an appropriate level.
a Construct or Undead with the fork,
Awakened. In its Awakened state,
you can leave an infernal wound.
the rod has the following extra
At the start of each of its turns, a
properties:
creature loses 1d8 hit points for
each infernal wound on its body. It Improved Focus. The rod’s bonus to
can then make a DC 17 Constitution spell save DC and spell attack rolls
saving throw, ending the effect of increases to +2.
all such wounds on itself on a Charges. The rod has 10 charges, and
success. The effect ends early if the regains 1d6 + 4 expended charges
wounded creature is magically daily at dawn.
healed or closes the wound with a Ice Elemental. As an action, you can
successful DC 15 Wisdom use the rod to cast the conjure
(Medicine) check as an action. elemental spell, creating an ice
elemental in an unoccupied space
Ice Devil within range. An ice elemental has
An ice devil soul can be crafted into a the statistics of an earth elemental
rod of hellfrost. If used for a non-soul with three changes:
item, it instead creates a staff of frost. • It is immune to cold damage.
Rod of Hellfrost • It deals cold damage with its
Soul Rod, Very Rare (Requires Slam attacks.
Attunement by a Spellcaster) • It can burrow through ice and
snow instead of earth and stone.
This blue metal rod is bitterly cold to
the touch, and leaves a trail of chilly Once you use this property, you
fog as it moves. can’t do so again for 24 hours.
Dormant. In its Dormant state, the Imp
rod has the following properties:
An imp soul can be crafted into an
Arcane Focus. This rod can be used impish dagger. If used for a non-soul
as an arcane focus for casting item, it instead creates a dagger of venom.
spells. You have a +1 bonus to the
spell save DC and spell attack rolls Impish Dagger
of spells cast using the rod. Soul Weapon (Dagger), Uncommon
Cold Resilience. While holding the (Requires Attunement)
rod, you have resistance to cold
damage. This red-scaled dagger has a finger
Charges. The rod has 7 charges, and guard resembling an imp’s scorpion-
regains 1d6 + 1 expended charges tipped tail.
daily at dawn. Dormant. In its Dormant state, the
Frost Magic. You can expend charges dagger has the following properties:
from the rod to cast one of the Poison Edge. When you hit a creature
following spells using your spell with the dagger, the attack deals
save DC: fog cloud (1 charge), hold piercing or poison damage (your
person (2 charges), slow (3 charges), choice).
or wall of ice (6 charges). You can
Charges. The dagger has 3 charges, you can instead be reduced to 1 hit
and regains all expended charges point. Once you use this property,
daily at dawn. you can’t do so again for 24 hours.
Limited Invisibility. As an action,
Awakened. In its Awakened state,
you can flourish the dagger and
the pendant has the following extra
expend a charge to disappear, turning
properties:
invisible for 1 minute. The effect
ends early if you make an attack or Rejuvenate. When you use the Endure
cast a spell. property, you can immediately
expend and roll a single Hit Die.
Awakened. In its Awakened state,
You regain a number of hit points
the dagger has the following extra
equal to the result of the roll plus
properties:
your Constitution modifier.
Magic Weapon. You gain a +1 bonus
to attack and damage rolls using Pit Fiend
this dagger. A pit fiend soul can be crafted into a
Charges. The dagger has 5 charges, mace of the pit. If used for a non-soul
and regains all expended charges item, it instead creates a rod of lordly
daily at dawn. might.
Sting. If you end the effect of the
Limited Invisibility property by Mace of the Pit
making an attack, the attack deals Soul Weapon (Mace or Maul), Legendary
an extra 4d4 poison damage on a (Requires Attunement)
hit, and the target must succeed on
a DC 14 Constitution saving throw This massive iron mace is heavy and
or be poisoned until the end of its unwieldy, but proves deadly in the
next turn. right hands. While holding the mace,
your appearance is warped, making
Lemure you look supernaturally frightening.
Dormant. In its Dormant state, the
A lemure soul can be crafted into a mace has the following properties:
pendant of persistence. If used for a non-
soul item, it instead creates a potion of Magic Weapon. You gain a +3 bonus
healing. to attack and damage rolls using
this mace.
Pendant of Persistence Fiery Edge. The mace deals an extra
Soul Item, Common (Requires 3d6 fire damage on a hit.
Attunement) Charges. The mace has 10 charges,
and regains 2d4 + 2 expended
This pendant contains a vial of gray
charges daily at dawn.
sludge with a foul smell. Despite its
Hell Magic. You can expend charges
humble appearance, the pendant is
from the mace to cast the following
extremely durable.
spells without material components
Dormant. In its Dormant state, the
(save DC 20): fear (3 charges),
pendant has the following properties:
fireball (3 charges), hold monster (5
Endure. When you’re reduced to 0 hit charges), or wall of fire (4 charges).
points while wearing the amulet,
Awakened. In its Awakened state, Awakened. In its Awakened state,
the mace has the following extra the collar has the following extra
properties: properties:
Charges. The mace has 20 charges, Charges. The collar has 5 charges, and
and regains 2d8 + 4 expended regains all expended charges daily
charges daily at dawn. at dawn.
Hellish Decree. You can use the mace Save DC and Damage. The save DC
to cast the dominate monster spell of the Fire Breath property
(save DC 20). If the target is a Devil increases to 15, and the damage
but not an archdevil, it has disad- increases to 6d6.
vantage on its saving throw. Once Fire Resilience. While wearing the
you use this property, you can’t do collar, you are resistant to fire
so again for 24 hours. damage.

Fiends: Other Night Hag


The soul items in this section correspond A night hag soul can be crafted into a
to Fiends without the “demon” or nightmare poppet. If used for a non-soul
“devil” tag. item, it instead creates a wand of paralysis.

Hell Hound Nightmare Poppet


Soul Item, Rare (Requires Attunement by
A hell hound soul can be crafted into a
a Spellcaster)
hellish collar. If used for a non-soul
item, it instead creates a ring of fire This tiny doll is made of leather, hair,
resistance. and bone. Occasionally, in total darkness,
the doll giggles.
Hellish Collar Dormant. In its Dormant state, the
Soul Item, Uncommon (Requires poppet has the following properties:
Attunement)
This spike-laden collar can be worn by Nightmare
canines and people alike—its hellish Poppet
powers don’t discriminate.
Dormant. In its Dormant state, the
collar has the following properties:
Charges. The collar has 3 charges, and
regains all expended charges daily
at dawn.
Fire Breath. As an action, you can
expend a charge to exhale a 15-foot
cone of flames. Each creature in the
area must make a DC 13 Dexterity
saving throw, taking 4d6 fire damage
on a failed save, or half as much
damage on a successful one.
Arcane Focus. This poppet can be used Horseshoes
as an arcane focus for casting spells. of Hell
Charges. The poppet has 8 charges,
and regains 2d4 expended charges
daily at dawn.
Night Magic. You can expend charges
from the poppet to cast the follow-
ing spells using your spell save DC:
darkness (2 charges), ray of enfeeble-
ment (2 charges), or silence (2 charges).
Awakened. In its Awakened state,
the poppet has the following extra
properties:
Improved Focus. You gain a +1 bonus
to the spell save DC and spell attack
bonus of spells cast using the poppet.
Charges. The poppet has 12 charges, Molten Hooves. If the creature wearing
and regains 2d4 + 4 expended charges the horseshoes can make an attack
daily at dawn. with its hooves, the attack deals an
Greater Night Magic. You can now extra 1d6 fire damage on a hit.
cast the following additional spells
Awakened. In their Awakened state,
using the poppet: bestow curse (3
the horseshoes have the following
charges), dream (5 charges), and
extra properties:
sleep (3rd-level version, 3 charges).
Nightmare Form. If the creature
Nightmare wearing the horseshoes has a
A nightmare soul can be crafted into challenge rating of 3 or lower, its
horseshoes of hell. If used for a non-soul statistics are replaced with those of
item, it instead creates oil of etherealness. a nightmare until the horseshoes
are removed. The creature retains
Horseshoes of Hell its alignment, personality, and
Soul Item, Rare memories.
These black iron horseshoes turn a Rakshasa
molten orange color when affixed,
though the heat is harmless to the A rakshasa soul can be crafted into a
wearer. The horseshoes can only be staff of illusions. If used for a non-soul
affixed to the hooves of a horse or item, it instead creates a rod of absorption.
similar creature. Staff of Illusions
Dormant. In their Dormant state,
Soul Staff, Very Rare (Requires
the horseshoes have the following
Attunement by a Spellcaster)
properties:
This copper staff ends in a curled tiger
Horse of Hell. While the horseshoes
paw with an amber stone in its palm.
are affixed, the creature gains
It leaves a shimmering trail of echoes
resistance to fire damage and its
when swung.
speed increases by 20 feet.
Dormant. In its Dormant state, the Charming Corset
staff has the following properties: Soul Item, Rare (Requires Attunement)
Magic Weapon. The staff can be This fine leather corset grants its wearer
wielded as a magic +2 quarterstaff. a devilish grace and eloquence—and,
Spellcasting Focus. The staff can be in some cases, a more flirtatious attitude.
used as an arcane focus for casting The corset is surprisingly comfortable,
spells. You have a +2 bonus to the allowing its wearer to breathe normally
spell save DC and spell attack rolls even when tightly strung.
of spells cast using it. Dormant. In its Dormant state, the
Charges. The staff has 12 charges, and corset has the following properties:
regains 1d8 + 4 expended charges
daily at dawn. Devilish Charisma. While attuned
Illusion Magic. You can expend charges to and wearing this corset, your
from the staff to cast the following Charisma score becomes 19, unless
spells, using your spell save DC: it would otherwise be higher.
disguise self (1 charge), major image Awakened. In its Awakened state,
(3 charges), minor illusion (no charges), the corset has the following extra
phantasmal killer (4 charges) or properties:
programmed illusion (6 charges).
You can also cast these spells using Shapechanger. As an action, you can use
spell slots of an appropriate level. the corset to alter your appearance,
as if by the Change Appearance
Awakened. In its Awakened state, effect of an alter self spell. This
the staff has the following extra effect is a transformation, not an
properties: illusion; truesight reveals that you
Charges. The staff has 20 charges, and are transformed, but doesn’t reveal
regains 2d8 + 4 expended charges your original form. If you are
daily at dawn. targeted by a dispel magic spell or
Rakshasa’s Curse. When you hit a similar magic, the transformation
creature with a melee weapon attack ends and this property ceases to
using the staff, you can curse it with function for the next minute.
terrible visions and nightmares.
While cursed in this way, the
creature gains no benefit from
short or long rests. The curse lasts
until removed by a remove curse
spell or similar effect. Once you use
this property, you can’t do so again
for 1d4 days.
Succubus & Incubus
A succubus or incubus soul can be
crafted into a charming corset. If used
for a non-soul item, it instead creates
eyes of charming.
Giants artisanry, including weapons, armor,
and great strongholds. They carve
Giants are colossal human-like mystical symbols called runes into
creatures with incredible strength and their works to enchant them with
endurance. Many giants live in the magical power.
most extreme environments, from Giant soul items are always
fiery volcanoes to the deepest trenches fine works of art, rivaling the labors of
of the ocean to the breathless peaks of master smiths, masons, and leather-
the highest mountains. Giants are workers. When a giant soul item is used,
known for their incredible works of glowing runes flare up on its surface.

Minor Properties
d4 Beneficial property Detrimental property
1 Extra Language. You can speak, write, Dense Body. Your size doesn’t
and understand Giant. change, but your weight doubles,
reducing your speed by 5 feet.
2 Artisan Lore. You gain proficiency in Runic Brand. Your skin is covered in
one set of artisan’s tools (chosen runes that subtly shift and move,
randomly). nauseating creatures that look
directly at you.
3 Size Charm. As a bonus action, you can Artisanal Snob. You feel revulsion
shrink the item down to fit in your when forced to use equipment of
palm and weigh only 1 lb., or restore it subpar quality. Only the finest goods
to its normal size and weight. It can appeal to you.
only grow if it has enough room.
4 Maker’s Eye. After watching an artisan Made for Giants. The item is
work for 1 minute, you can identify uncomfortably large and weighs four
any of their creations on sight. times as much as normal. If it’s a
weapon, it gains the Heavy property.
Major Properties
d4 Beneficial property Detrimental property
1-2 Titanic Toughness. Your hit point Curse of Shrinking. Each time you roll a
maximum is increased by an natural 1, you must succeed on a DC 15
amount equal to your total Constitution saving throw or shrink for
character level. 10 minutes, as if by a reduce spell.
3-4 Giant Form (1/Day). As an action, Troll Brain. You must succeed on a DC
you can use the item to cast the 10 Charisma saving throw after each
enlarge spell on yourself. This long rest or suffer a 1d4 penalty to
special casting doesn’t require Intelligence checks and saving throws
concentration. until the end of your next long rest.
Cloud Giant duration. Once you use this
property, you can’t do so again for
A cloud giant soul can be crafted into a 24 hours.
lute of weathersong. If used for a non-
soul item, it instead creates a belt of Ettin
cloud giant strength.
An ettin soul can be crafted into a
Lute of Weathersong second-head amulet. If used for a non-
Soul Item, Rare (Requires Attunement by soul item, it instead creates a +1 weapon.
a Bard) Second-Head Amulet
This beautiful lute has rolling clouds Soul Item, Uncommon (Requires
and celestial bodies painted on its Attunement)
wooden surface. Its strings are some
kind of gold alloy that hum wondrously This stone amulet resembles a coin with
when plucked. two faces carved into its sides: a smiling
Dormant. In its Dormant state, the ettin face on one side, a snarling ettin
lute has the following properties: face on the other.
Dormant. In its Dormant state, the
Bardic Focus. This lute can be used as amulet has the following properties:
a spellcasting focus by bards. You
gain a +1 bonus to the spell save Sentience. The amulet is a sentient
DC and spell attack rolls of spells magical item with an Intelligence
cast using the lute. score of 6, a Wisdom score of 10,
Charges. The lute has 7 charges, and and a Charisma score of 8. It has a
regains 1d4 + 3 expended charges +4 bonus to Wisdom (Perception)
daily at dawn. checks, and it can speak and
Weather Magic. You can expend understand Giant and Orc.
charges from the lute to cast the Personality. The amulet’s faces have
following spells using your spell different personalities. The smiling
save DC: feather fall (1 charge), fog face is pleasant but dumb, while
cloud (1 charge), fly (3 charges), or the snarling face is rude and
misty step (2 charges). surprisingly well-spoken. The two
faces can’t agree on a single goal
Awakened. In its Awakened state, and bicker at every chance.
the lute has the following extra Wakeful. While you’re asleep, the
properties: amulet keeps watch for you. If it
Improved Focus. The lute’s bonus to spots something suspicious, it shouts
spell save DC and spell attack rolls in a thunderous voice, awakening
increases to +2. everyone within 120 feet.
Charges. The lute has 10 charges, and Awakened. In its Awakened state,
regains 2d4 + 2 expended charges the amulet has the following extra
daily at dawn. properties:
Song of the Clouds. Over the course
of 10 minutes, you can play a song Ability Score Increase. The amulet’s
from the lute that harnesses the Wisdom score increases to 14, and
sky, casting the control weather spell. its bonus to Wisdom (Perception)
The song echoes for the spell’s checks increases to +6.
Proficiencies. The amulet has a creature takes half as much damage
proficiency bonus of +2. It gains and isn’t knocked prone.
proficiency in two of the following
Awakened. In its Awakened state,
skills, chosen randomly: Animal
the shield has the following extra
Handling, Medicine, or Survival.
properties:
Borrow Skills. When you make an
ability check using a skill the amulet Magic Shield. The shield provides a
is proficient in, you can instead make +1 bonus to Armor Class in
a DC 13 Charisma (Persuasion) addition to its normal bonus.
check to talk the amulet into doing Charges. The shield has 5 charges,
it instead. On a success, the amulet and regains all expended charges
rolls the check for you. On a failure, daily at dawn.
you can’t use this property again Molten Rebuke. When a creature
for 1 hour. within 10 feet of you hits you with
a melee attack, you can use the
Fire Giant Molten Bash property on the
A fire giant soul can be crafted into a creature as a reaction, instead of a
molten shield. If used for a non-soul bonus action.
item, it instead creates a belt of fire
giant strength.
Frost Giant
A frost giant soul can be crafted into a
Molten Shield bitter greataxe. If used for a non-soul
Soul Armor (Shield), Rare (Requires item, it instead creates a belt of frost
Attunement) giant strength.
This thick iron shield is monumentally Bitter Greataxe
heavy until you attune to it, at which
Soul Weapon (Greataxe), Rare (Requires
point it weighs as much as a wooden
Attunement)
shield of the same size. It sometimes
creates a spray of cinders when struck. Every strike with this frost-rimmed
Dormant. In its Dormant state, the axe sounds like ice cracking.
shield has the following properties: Dormant. In its Dormant state, the
axe has the following properties:
Fire Resilience. While holding the
shield, you are resistant to fire Magic Weapon. You gain a +1 bonus
damage. to attack and damage rolls using
Charges. The shield has 3 charges, this axe.
and regains all expended charges Frost Edge. The axe deals an extra
daily at dawn. 1d6 cold damage on a hit.
Molten Bash. When you hit a creature Chilling Aura. As an action, you can
with a weapon attack on your turn, cause the axe to emit an aura of
you can expend a charge to bash frigid air in a 10-foot radius, which
the same creature with the shield lasts for 1 minute or until dismissed.
as a bonus action. The target must A creature that starts its turn in the
make a DC 15 Strength saving throw. aura or moves there for the first
On a failed save, the creature takes time on a turn must succeed on a
4d10 fire damage and is knocked DC 15 Constitution saving throw
prone. On a successful save, the or be chilled until the end of its
next turn. A chilled creature has its
speed halved, and has disadvantage
on Dexterity checks and saving
throws. You choose which
creatures are affected by the aura
and which are not. Once you use
this property, you can’t do so again
for 24 hours.
Awakened. In its Awakened state,
the axe has the following extra
properties:
Magic Weapon. The axe’s bonus to
attack and damage rolls increases
to +2.
Improved Aura. A creature that fails
its saving throw against the Chilling
Aura property also takes 2d6 cold Boulder Sling
damage. A creature reduced to 0
hit points by this damage freezes Awakened. In its Awakened state,
into an icy statue. the sling has the following extra
properties:
Hill Giant
Magic Weapon. You gain a +1 bonus
A hill giant soul can be crafted into a to attack and damage rolls using
boulder sling. If used for a non-soul this sling.
item, it instead creates a belt of hill Charges. The sling has 5 charges, and
giant strength. regains all expended charges daily
Boulder Sling at dawn.
Bigger Boulder. The damage of the
Soul Weapon (Sling), Uncommon Boulder Shot property increases to
(Requires Attunement) 5d8. Also, a Huge or smaller creature
This leather sling is simple but reliable, hit by a boulder must succeed on a
with a surprising heft for its size. DC 15 Strength saving throw or be
Dormant. In its Dormant state, the knocked prone.
sling has the following properties:
Ogre
Charges. The sling has 3 charges, and
regains all expended charges daily An ogre soul can be crafted into an
at dawn. ogre club. If used for a non-soul item, it
Boulder Shot. When you hit a creature instead creates gauntlets of ogre strength.
with a ranged attack using the Ogre Club
sling, you can expend a charge to
Soul Weapon (Greatclub), Uncommon
transform the sling bullet into a
(Requires Attunement)
boulder as it flies through the air.
For this attack, the sling deals 3d8 This large wooden club appears crude
bludgeoning damage on a hit at a first glance, but upon closer inspect-
instead of its normal damage die. ion, its bumpy surface is covered in
tiny whirls and rings that form an Dormant. In its Dormant state, the
intricate pattern. mask has the following properties:
Dormant. In its Dormant state, the
Charges. The mask has 5 charges, and
club has the following properties:
regains 1d4 + 1 expended charges
Shared Attunement. If you attune to daily at dawn.
this club and gauntlets of ogre strength, Frightening Gaze. As an action, you
the two items share the same can expend a charge to spook a
attunement slot. You ignore the creature you can see within 60 feet.
penalties of the Oversize property If the creature can see you, it must
while attuned to gauntlets of ogre succeed on a DC 15 Wisdom saving
strength. throw or be frightened of you for 1
Oversize. As a bonus action, you can minute. A creature frightened in
cause the club to grow to a size fit this way has a speed of 0. A fright-
for an ogre. While enlarged, the ened creature can repeat its saving
club deals an extra die of damage, throw at the end of each of its turns,
but your speed is halved. At the ending the effect on itself on a
end of each turn the club spends successful save.
enlarged, roll a d6. On a roll of 1,
Awakened. In its Awakened state,
the club returns to normal size and
the mask has the following extra
you can’t use this property again
properties:
for 8 hours.
Charges. The mask has 7 charges, and
Awakened. In its Awakened state,
regains 1d4 + 3 expended charges
the club has the following extra
daily at dawn.
properties:
Save DC. The save DC of the Fright-
Magic Weapon. You gain a +1 bonus ening Gaze property increases to 17.
to attack and damage rolls using Miasma of Fear. As an action, you
this club. can expend 3 charges to create a
Improved Oversize. Once the club 30-foot cone of fear-inducing
returns to normal size, you only miasma. Each creature of your
need to wait 1 hour to use the choice in the area must succeed on
Oversize property again. a DC 17 Wisdom saving throw or
Siege Weapon. While the Oversize be frightened of you for 1 minute.
property is active, the club deals A frightened creature can repeat its
double damage to objects and saving throw at the end of each of
structures. its turns, ending the effect on itself
on a successful save.
Oni Fear Reaper. You have advantage on
An oni soul can be crafted into a mask attack rolls against frightened
of dread. If used for a non-soul item, it creatures.
instead creates a wand of fear.
Stone Giant
Mask of Dread A stone giant soul can be crafted into a
Soul Item, Rare (Requires Attunement) chisel of the mountains. If used for a
This wooden mask resembles the snarl- non-soul item, it instead creates a belt
ing face of an oni. Looking directly at of stone giant strength.
the mask makes you uneasy.
Chisel of the Mountains Awakened. In its Awakened state,
Soul Item, Rare (Requires Attunement) the chisel has the following extra
properties:
This steel chisel has a leather-wrapped
hilt that fits your hand perfectly. The Charges. The chisel has 10 charges,
chisel begins to hum and sing when it and regains 1d6 + 4 expended
nears stone. charges daily at dawn.
Dormant. In its Dormant state, the Save DC. The save DC of the Stone
chisel has the following properties: Magic property increases to 17.
Greater Stone Magic. You can now
Fine Tools. The chisel doubles as a set cast the following additional spells
of mason’s tools. If you aren’t prof- using the chisel: meld into stone (3
icient with mason’s tools, you gain charges) or wall of stone (5 charges).
proficiency while attuned to the chisel. Breaking Point. As an action, you
If you’re already proficient, you can can point the chisel at an object or
add your proficiency bonus twice structure you can see within 120 feet,
to any check that uses mason’s tools. magically marking its weakest point
Charges. The chisel has 7 charges, and with a glowing rune. If an attack
regains 1d6 + 1 expended charges against the object or structure targets
daily at dawn. the rune, it deals double damage.
Stone Magic. You can expend charges The rune fades after 1 minute.
from the chisel to cast the following Once you use this property, you
spells without material components can’t do so again for 24 hours.
(spell save DC 15): floating disk (1
charge), shatter (2 charges), or stone Storm Giant
shape (4 charges). A storm giant soul can be crafted into
a tempest longbow. If used for a non-
Chisel of the soul item, it instead creates a belt of
Mountains storm giant strength.
Tempest Longbow
Soul Weapon (Longbow), Very Rare
(Requires Attunement)
This wooden longbow is scorched
black, as if carved from a lightning-
struck tree. When the drawstring is
pulled, the air around the bow begins
to rumble.
Dormant. In its Dormant state, the
bow has the following properties:
Magic Weapon. You gain a +2 bonus
to attack and damage rolls using
this bow.
Charges. The bow has 7 charges, and
regains 1d6 + 1 expended charges
daily at dawn.
Lightning Strike. As an action, you Dormant. In its Dormant state, the
can expend a charge and fire an flask has the following properties:
arrow into the sky, causing it to
Troll Potion. The flask contains 3 doses
crash down as a lightning strike on
of troll potion, and expended doses
a point you can see within 500 feet.
are replenished each day at dawn.
Each creature within 10 feet of that
Foul Healing. As an action, you can
point must make a DC 17 Dexterity
drink 1 or more doses of troll
saving throw, taking 9d6 lightning
potion from the flask. For each
damage on a failed save, or half as
dose you drink, you gain 2d4 + 2
much damage on a successful one.
temporary hit points. After 1 hour,
Awakened. In its Awakened state, any remaining temporary hit points
the bow has the following extra are absorbed, and you regain the
properties: same number of hit points. If you
take acid or fire damage, the
Magic Weapon. The bow’s bonus to
temporary hit points immediately
attack and damage rolls increases
vanish without being used.
to +3.
Personal Flask. If a creature other
Charges. The bow has 10 charges, and
than you tries to use the Foul
regains 1d6 + 4 expended charges
Healing property, it instead takes
daily at dawn.
2d4 + 2 necrotic damage for each
Save DC. The save DC of the Lightning
dose it drinks.
Strike property increases to 19.
Lightning Step. When you use the Awakened. In its Awakened state,
Lightning Strike property, you can the flask has the following extra
expend an additional charge to properties:
tele-port to the point where the
Improved Potion. The number of
lightning strikes. If that space is
temporary hit points granted (or
occupied, you instead appear in the
necrotic damage dealt) by each
nearest unoccupied space.
dose of troll potion increases to
Troll 3d4 + 3.
Shared Flask. When you attune to
A troll soul can be crafted into a flask the flask, you can designate a single
of troll healing. If used for a non-soul creature to share the flask with.
item, it instead creates dust of sneezing This creature can use the Foul
and choking. Healing property normally instead
Flask of Troll Healing of taking necrotic damage.
Soul Item, Uncommon (Requires
Attunement)
This silver flask is studded with bones
and other grisly adornments, and
contains a foul-smelling potion. It
rejects other fluids in favor of its own
awful brew.
Monstrosities death dogs are monstrous hounds
with disease-inflicting bites, and
Unlike most creature types, monstrosities owlbears are a hybrid of an owl and a
have no defining traits or common bear, just as their name suggests.
features; the category includes any Monstrosity soul items are
creature that doesn’t fit into another just as varied as the category suggests,
category. A common type of monstrosity encompassing dozens of different
is “beasts with special powers:” for materials, shapes, and styles. The Random
instance, phase spiders are giant spiders Properties awakened in monstrosity
that can travel to the Ethereal Plane, soul items are just as random.

Minor Properties
d4 Beneficial property Detrimental property
1 Extra Language. You can speak and Fear of Civilization. You have
understand one random language known disadvantage on concentration checks
by the monstrosity. If the creature and saving throws against being
knows no languages, you can speak to frightened while in cities and towns.
and understand creatures like the
monstrosity as if you shared a language.
2 Random Proficiency. You gain prof- Monstrous Features. Your body takes
iciency in one random skill. on some of the monstrosity’s features,
which unsettle and frighten others.
3 Simple Magic. You can cast one random Misplaced Mind. You feel out of
cantrip from the wizard spell list. place among humanoids, as if this
Intelligence, Wisdom, or Charisma is body isn’t your real form.
your spellcasting ability for this spell
(your choice).
4 Burst of Magic (1/Day). You can cast Weird Tastes. You have an intense
one random 1st-level spell from the preference for one specific food, like
wizard spell list. Intelligence, Wisdom, fruit, raw meat, or insects.
or Charisma is your spellcasting ability
for this spell (your choice).

Major Properties
d4 Beneficial property Detrimental property
1-2 Protective Ward. While holding Damage Vulnerability. While touching
the item, you gain a +1 bonus to the item, you are vulnerable to a
Armor Class. random damage type other than
bludgeoning, piercing, or slashing.
3-4 Damage Resilience. You gain Monstrous Awakening. When you die,
resistance to a random damage your body transforms into a monstrosity
type other than bludgeoning, of the item’s type, which is hostile to all
piercing, or slashing. creatures. Once the monstrosity dies, it
turns back into your corpse.
Ankheg Eye of Petrification
An ankheg soul can be crafted into a Soul Item, Uncommon (Requires
trembling antenna. If used for a non- Attunement)
soul item, it instead creates armor of This glassy blue sphere has a dark slash
acid resistance. across one side, giving it the appearance
Trembling Antenna of a reptilian eye. Looking directly into
the eye makes your joints feel stiff.
Soul Item, Uncommon (Requires Dormant. In its Dormant state, the
Attunement) eye has the following properties:
This twitching wand resembles the Charges. The eye has 5 charges, and
jointed antenna of a large insect. It makes regains 1d4 + 1 expended charges
a quiet rattling sound when it moves. daily at dawn.
Dormant. In its Dormant state, the Stony Gaze. As an action, you can use
antenna has the following properties: the eye to partially petrify a creature
Charges. The wand has 5 charges, and within 60 feet. If the creature can
regains 1d4 + 1 expended charges see the eye, it must succeed on a
daily at dawn. DC 13 Constitution saving throw
Tremorsense. As a bonus action, you or be restrained for 1 minute as its
can expend a charge from the body partially turns to stone. A
antenna to extend your senses into creature immune to being petrified
the earth. Until the start of your is unaffected. A restrained creature
next turn, you have tremorsense to can repeat its saving throw at the
a distance of 30 feet. Tremorsense end of each of its turns, ending the
allows you to sense any creature or effect on itself on a successful save.
object in contact with the ground Awakened. In its Awakened state,
within range, even if you cannot the eye has the following extra
see or hear it. This sense extends properties:
also underground.
Charges. The eye has 7 charges, and
Awakened. In its Awakened state, regains 1d4 + 3 expended charges
the antenna has the following extra daily at dawn.
properties: Save DC. The save DC of the Stony
Charges. The wand has 7 charges, and Gaze property increases to 15.
regains 1d4 + 3 expended charges Petrification. If a creature fails three
daily at dawn. saving throws against the Stony Gaze
Improved Tremorsense. The range property, it remains petrified until
of the Tremorsense property the effect is removed by a greater
increases to 60 feet. restoration spell or similar effect.

Basilisk Behir
A basilisk soul can be crafted into an A behir soul can be crafted into a
eye of petrification. If used for a non- lightning lash. If used for a non-soul
soul item, it instead creates a dagger of item, it instead creates a staff of thunder
venom. and lightning.
Lightning Lash
Soul Weapon (Whip), Rare (Requires
Attunement)
This whip is covered in tiny blue scales
that crackle with electrical energy.
Dormant. In its Dormant state, the
whip has the following properties:
Magic Weapon. You gain a +1 bonus
to attack and damage rolls using
this whip.
Electrical Edge. As a bonus action, you
can cause the whip to crackle with
electricity. While crackling, the
whip deals an extra 2d4 lightning
damage on a hit. Dismissing the
electricity is also a bonus action. Lightning
Lash
Awakened. In its Awakened state,
the whip has the following extra Dormant. In its Dormant state, the
properties: hammer has the following properties:
Magic Weapon. The whip’s bonus to Magic Weapon. You gain a +1 bonus
attack and damage rolls increases to attack and damage rolls using
to +2. this hammer.
Redirect Charge. If you take lightning Jumping Charm. While holding this
damage while holding the whip, hammer, your jumping distance
you can use your reaction to strike and height are both tripled.
a creature within 10 feet of you
with the whip. The target takes the Awakened. In its Awakened state,
triggering lightning damage instead the hammer has the following extra
of you. properties:
Charges. The hammer has 5 charges,
Bulette and regains 1d4 + 1 expended
A bulette soul can be crafted into a charges daily at dawn.
hammer of leaping. If used for a non- Landing Shockwave. As an action
soul item, it instead creates boots of after leaping at least 15 feet, you can
striding and springing. expend a charge and strike the
ground with the hammer to create
Hammer of Leaping a destructive shockwave. Each
Soul Weapon (Warhammer or Maul), creature within 10 feet of the point
Uncommon (Requires Attunement) must make a DC 15 Strength saving
throw. On a failed save, a creature
This hammer is made of bone and takes 6d8 thunder damage and is
hard enamel, like the shell of a bulette. knocked prone. On a successful
Every swing of the hammer pulls you save, a creature takes half as much
forward, as if it were eager to leap out damage and isn’t knocked prone.
of your grip.
Centaur & Drider Chimera
A centaur or drider soul can be crafted A chimera soul can be crafted into a
into a belt of quadriform. If used for a three-faced helm. If used for a non-soul
non-soul item, it instead creates item, it instead creates a ring of fire
horseshoes of speed (for centaur souls) resistance.
or a wand of web (for drider souls).
Three-Faced Helm
Belt of Quadriform Soul Item, Rare (Requires Attunement)
Soul Item, Uncommon (Requires
This horned helm has three different
Attunement)
face plates resembling a dragon, a goat,
This belt has four jade stones set in its and a lion. When a face plate isn’t in
buckle. It fills its wearer with a strong use, it is affixed to the side of the helm.
desire to run at full speed. Dormant. In its Dormant state, the
Dormant. In its Dormant state, the helm has the following properties:
belt has the following properties:
Faces of Power. At the start of each
Charges. The belt has 3 charges, and day you spend attuned to the helm,
regains all expended charges daily choose one of the helm’s faces: dragon,
at dawn. goat, or lion. For the next 24 hours,
Quadriform. As an action, you can you gain the benefits of the chosen
expend a charge to transform your face while wearing the helm.
lower body into that of a centaur
• Dragon Face. While the dragon
or drider. In this four-legged form,
face is active, you have resistance
your size becomes Large and your
to fire damage.
speed increases to 50 feet unless it
would otherwise be higher. The • Goat Face. While the goat face is
transformation lasts for 10 minutes active, you have advantage on saving
or until dismissed as an action. throws against being pushed,
pulled, or knocked prone.
Awakened. In its Awakened state,
• Lion Face. While the lion face is
the belt has the following extra
active, you have advantage on saving
properties:
throws against being frightened.
Duration. The duration of the Awakened. In its Awakened state,
Quadriform property increases to 1 the helm has the following extra
hour. properties:
Bonus Strike. When you take the
Attack action while the Quadriform Rotate Helm. As an action, you can
property is active, you can make an change which face is active for the
attack with your hooves (for centaurs) rest of the day. Once you use this
or stinger (for driders) as a bonus property, you can’t do so again for
action. You are proficient with this 24 hours.
natural weapon, which deals 1d10
bludgeoning damage (hooves) or
Cockatrice
poison damage (stinger) on a hit. A cockatrice soul can be crafted into a
ring of petrification proof. If used for a
non-soul item, it instead creates a
potion of diminution.
Ring of Petrification Proof Charges. The mantle has 5 charges,
Soul Ring, Common (Requires Attunement) and regains all expended charges
daily at dawn.
This stone ring has a frill of spines Darkvision. While the hood of the
facing outward. It’s surprisingly heavy mantle is raised, you have
for something so miniscule. darkvision to a distance of 60 feet.
Dormant. In its Dormant state, the Improved Darkness. Magical dark-
ring has the following properties: ness created by the Inky Darkness
Petrification Resilience. While wearing property doesn’t impede your vision.
the ring, you have advantage on Death Dog
saving throws against being
petrified. A death dog soul can be crafted into a
death blade. If used for a non-soul item,
Awakened. In its Awakened state, it instead creates a potion of poison.
the ring has the following extra
properties: Death Blade
Petrification Proof. While wearing Soul Weapon (Any Sword), Rare
the ring, you are immune to being (Requires Attunement)
petrified. The hilt of this wicked sword resembles
Darkmantle two canine heads turned in opposite
directions. It sometimes fumes with
A darkmantle soul can be crafted into sickly smoke when it draws blood.
a mantle of darkness. If used for a non- Dormant. In its Dormant state, the
soul item, it instead creates goggles of sword has the following properties:
night.
Magic Weapon. You gain a +1 bonus
Mantle of Darkness to attack and damage rolls using
Soul Item, Uncommon (Requires this sword.
Attunement) Cursed Strike. Once per turn, when
you hit a creature with the sword,
This leather cloak has five tails with you can reduce your hit point
tiny suction cups. The tendrils tense in maximum by 5. If you do, the attack
bright light and relax in darkness. deals an extra 2d6 necrotic damage.
Dormant. In its Dormant state, the This reduction to your hit point
mantle has the following properties: maximum lasts until you finish a
Charges. The mantle has 3 charges, long rest. If this effect reduces your
and regains all expended charges hit point maximum to 0, you die.
daily at dawn. Awakened. In its Awakened state,
Inky Darkness. As an action, you can the sword has the following extra
expend a charge and twirl the properties:
mantle to cast darkness without
material components. Magic Weapon. The sword’s bonus
to attack and damage rolls increases
Awakened. In its Awakened state, to +2.
the mantle has the following extra Deep Curse. When you use the
properties: Cursed Strike property, you can
reduce your hit point maximum by
more than 5. For every 5 hit points isn’t visible to others, allowing you
you sacrifice beyond the initial 5, to subtly extend the ring’s effects
the extra necrotic damage increases without being discovered.
by 2d6.
Ettercap
Doppelganger An ettercap soul can be crafted into a
A doppelganger soul can be crafted poison pendulum. If used for a non-soul
into a ring of shapechanging. If used for item, it instead creates a potion of
a non-soul item, it instead creates a hat poison.
of disguise.
Poison Pendulum
Ring of Shapechanging Soul Item, Common (Requires
Soul Ring, Uncommon (Requires Attunement)
Attunement)
This spider-shaped pendulum is set
This ring is difficult to describe beyond with a single red teardrop-shaped
its smooth surface, as its color, shape, gemstone. The gem gleams when the
and other properties subtly shift and pendulum detects poison nearby.
change over time. Dormant. In its Dormant state, the
Dormant. In its Dormant state, the pendulum has the following
ring has the following properties: properties:
Charges. The ring has 3 charges, and Charges. The pendulum has 3
regains all expended charges daily charges, and regains all expended
at dawn. charges daily at dawn.
Alter Self. As an action, you can Detect Poison and Disease. As an
expend a charge to cast alter self action, you can expend a charge to
without components. This special cast detect poison and disease without
casting of the spell also allows you material components. If the pendulum
to change your size to Small or detects a target within range, it
Medium, instead of being restricted swings towards that target and
to your natural size. leads you to it.
Awakened. In its Awakened state, Awakened. In its Awakened state,
the ring has the following extra the pendulum has the following extra
properties: properties:
Charges. The ring has 5 charges, and Charges. The pendulum has 5
regains all expended charges daily charges, and regains all expended
at dawn. charges daily at dawn.
Sustained Alteration. Any time the Extract Poison. As an action, you can
effects of this ring would end, such touch the pendulum to a poisoned
as losing concentration, reaching creature and expend 2 charges to
the end of the spell’s duration, or neutralize the poison. If more than
being targeted by a dispel magic one poison afflicts the target, you
spell, you can expend a charge to neutralize one poison that you
cast the spell again as a reaction, know is present, or you neutralize
recreating the same transformation one at random.
from the initial casting. This change
Stone Armor. As an action, you can
cause your stone skin to expand
into thick plates of stone armor. For
the next hour, you have resistance
to bludgeoning, piercing, and
slashing damage. If you take more
than 15 points of thunder damage
in a single turn, the armor shatters,
ending the effect early. Once you
use this property, you can’t do so
again for 24 hours.
Griffon & Hippogriff
A griffon or hippogriff soul can be
crafted into griff reins. If used for a non-
soul item, it instead creates a wind fan.
Griff Reins
Amulet Soul Item, Uncommon
of Stoneform These leather reins have a frill of large
eagle feathers. The reins create an
Gorgon unusual amount of wind when swung
A gorgon soul can be crafted into an through the air.
amulet of stoneform. If used for a non- Dormant. In their Dormant state,
soul item, it instead creates stone bands the reins have the following properties:
of binding (which are identical to iron Spectral Steed. You can use the reins
bands of binding, but made of stone). to cast the find steed spell. The
conjured mount uses the statistics
Amulet of Stoneform of a griffon or hippogriff (whichever
Soul Item, Rare (Requires Attunement) was used in the item’s creation).
This stone amulet is shaped like the Once you use this property, you
head of a bull, with two dull jade stones can’t do so again for 24 hours.
set in its eyes. Awakened. In their Awakened
Dormant. In its Dormant state, the state, the reins have the following
amulet has the following properties: extra properties:
Stone Defense. While wearing the Tougher Mount. The mount’s hit
amulet, your skin hardens into point maximum is doubled. Also, it
smooth but flexible stone. While you appears with spectral barding,
aren’t wearing armor, your Armor increasing its Armor Class to 14.
Class equals 12 + your Dexterity
modifier. Harpy
Awakened. In its Awakened state, A harpy soul can be crafted into a harpy’s
the amulet has the following extra ocarina. If used for a non-soul item, it
properties: instead creates eyes of charming.
Harpy’s Ocarina Harpy’s Call. As an action, you can
Soul Item, Uncommon (Requires blow into the ocarina to summon a
Attunement) flock of four spectral harpies,
which appear in unoccupied spaces
This clay ocarina is painted with you can see within 60 feet. The
motifs of waves and wind. If you hold harpies are begrudgingly loyal to
it up to your ear, you can distantly you and complete one reasonable
hear the ocean. task you give them, such as “kill
Dormant. In its Dormant state, the that creature” or “guard this door.”
ocarina has the following properties: The harpies remain for 1 hour,
Charges. The ocarina has 3 charges, until killed, or until the task is
and regains all expended charges complete, at which point they
daily at dawn. vanish in a puff of ocean mist.
Luring Song. As an action, you can Once you use this property, you
expend a charge and play an alluring can’t do so again for 1d4 days.
melody from the ocarina. Choose a Hydra
Humanoid or Giant within 300 feet
that can hear the melody. The target A hydra soul can be crafted into a five-
must succeed on a DC 13 Wisdom headed flail. If used for a non-soul item,
saving throw or be charmed until it instead creates a ring of regeneration.
the song ends. You must take a bonus Five-Headed Flail
action on each of your subsequent
turns to continue playing the song. Soul Weapon (Flail), Rare (Requires
The song ends after 1 minute or if Attunement)
you are incapacitated. This metal flail has five metal striking
On its turn, a charmed heads resembling the serpentine heads
creature must move towards you of a hydra. The heads occasionally snarl
by the most direct route until it is and gnash their teeth in anticipation.
within 5 feet of you, at which point Dormant. In its Dormant state, the
its speed becomes 0. If it would flail has the following properties:
move into hazardous terrain, like
lava or a pit, it can repeat its saving Magic Weapon. You gain a +1 bonus
throw. It can also repeat its saving to attack and damage rolls using
throw at the end of each of its this flail.
turns. On a successful save, the Charges. The flail has 3 charges, and
creature is no longer charmed. regains all expended charges daily
at dawn.
Awakened. In its Awakened state, Flurry of Bites. As an action, you can
the ocarina has the following extra expend a charge and swing the flail,
properties: causing its heads to magically lash
Charges. The ocarina has 5 charges, and bite in a 30-foot cone. Each
and regains all expended charges creature in the area must make a
daily at dawn. DC 15 Dexterity saving throw,
Save DC. The save DC of the Luring taking 5d8 piercing damage on a
Song property increases to 15. failed save or half as much damage
on a successful one.
Awakened. In its Awakened state,
the flail has the following extra
properties:
Magic Weapon. The flail’s bonus to
attack and damage rolls increases
to +2.
Charges. The flail has 5 charges, and
regains all expended charges daily
at dawn.
Reactive Heads. When you make an
opportunity attack using the flail,
you can expend a charge to make
the attack without expending your
reaction. You can use this property
even if you’ve already used your
reaction this round. Rod of
Kraken The Kraken
A kraken soul can be crafted into a rod black tentacles (4 charges), call lightning
of the kraken. If used for a non-soul (5th-level version; 5 charges), chain
item, it instead creates a staff of power. lightning (6 charges), control weather
Rod of the Kraken (8 charges), control water (4 charges),
sleet storm (3 charges), or water
Soul Rod, Legendary (Requires breathing (3 charges).
Attunement by a Spellcaster)
Awakened. In its Awakened state,
This dark rod is coiled in tentacles, the rod has the following extra
and has a single yellow stone like a properties:
glaring eye set in its head. The rod is
far heavier than its size would suggest. Improved Focus. The rod’s bonus to
Dormant. In its Dormant state, the spell save DC and spell attack rolls
rod has the following properties: increases to +3.
Freedom of Movement. While
Spellcasting Focus. This rod can be holding the rod, you are under the
used as a spellcasting focus. You effects of a freedom of movement
have a +2 bonus to the spell save spell with no duration or need for
DC and spell attack rolls of spells concentration.
cast using the rod. Stomach of the Beast. As an action,
Ocean Boon. While holding the rod, you you can expend 7 charges to banish
have a swimming speed of 60 feet a creature you can see within 60
and can breathe both air and water. feet. The creature is transported to
Charges. The rod has 20 charges, and a demiplane that resembles the
regains 2d6 + 4 expended charges stomach of a kraken. While in this
daily at dawn. demiplane, the creature is blinded
Kraken Magic. You can expend charges and restrained, and takes 12d6 acid
from the rod to cast the following damage at the start of each of its
spells using your spell save DC: turns. At the end of each of its turns,
it can make a DC 20 Charisma Manticore
saving throw. On a successful save,
the effect ends and the target A manticore soul can be crafted into a
reappears in the space it left, or if spike quiver. If used for a non-soul
that space is occupied, the nearest item, it instead creates a +1 crossbow.
unoccupied space. A creature can Spike Quiver
leave the demiplane early using a
plane shift spell or similar magic. Soul Item, Uncommon
This quiver has a frill of tiny spikes,
Lamia making it difficult to handle without
A lamia soul can be crafted into a claw hurting your hands.
of intoxication. If used for a non-soul Dormant. In its Dormant state, the
item, it instead creates a hat of disguise. quiver has the following properties:
Claw of Intoxication Spike Supply. The quiver holds 24
spikes. Each spike can be used as an
Soul Item, Uncommon arrow, a bolt, or a dart. At the start
This golden accessory covers a single of each day, the quiver replenishes
finger and ends in a hooked claw. It its supply of spikes, and any spikes
tingles in the presence of alcohol and produced on previous days crumble
other intoxicating substances. into ash.
Dormant. In its Dormant state, the Awakened. In its Awakened state,
claw has the following properties: the quiver has the following extra
Intoxicating Touch. As an action, you properties:
can touch a creature with the claw Enchanted Spikes. Each spike produced
to fill its body with intoxicating by the quiver is now a +1 arrow, +1
venom. The target must succeed on bolt, or +1 dart. The spikes count as
a DC 13 Constitution saving throw magical weapons for the purpose
or be poisoned for 1 hour. While of overcoming damage resistances
poisoned in this way, the target or immunities.
behaves as if intoxicated, and has Spike Cone. As an action, you can
disadvantage on Wisdom saving reach into the quiver and grab up
throws. Once you use this property, to 6 spikes, then throw them to
you can’t do so again for 24 hours. create a barrage of spikes in a 15-
Awakened. In its Awakened state, foot cone. Each creature in the area
the claw has the following extra must make a DC 15 Dexterity
properties: saving throw, taking 1d8 piercing
damage per spike expended on a
Save DC. The save DC of the Intoxicating failed save, or half as much damage
Touch property increases to 15. on a successful save. After using
Potent Intoxication. If a target fails this property, the thrown spikes
its saving throw against the Intox- crumble into ash.
icating Touch property by 5 or
more, it falls unconscious for the
duration. The creature awakens
early if it takes damage or is shaken
awake as an action.
Medusa or piece of ammunition within
your reach. The next time the
A medusa soul can be crafted into a weapon or piece of ammunition
crown of serpents. If used for a non-soul hits a target, it deals an extra 3d6
item, it instead creates a ring of poison poison damage, and the effect ends.
resistance. If unused, the venom disappears
Crown of Serpents after 1 hour. Multiple uses of
venom don’t stack with each other.
Soul Item, Rare (Requires Attunement)
This brass circlet resembles a slender Merrow
serpent coiling around your head. A merrow soul can be crafted into a
When worn, the circlet replaces your tidal harpoon. If used for a non-soul item,
hair with dozens of hissing snakes, like it instead creates a ring of swimming.
the hair of a medusa. If you have no
hair, the snakes seem to emerge from Tidal Harpoon
the circlet instead. Soul Weapon (Spear), Uncommon
Dormant. In its Dormant state, the (Requires Attunement)
circlet has the following properties:
This spear has a barbed head and a shaft
Menacing Visage. While wearing the like carved driftwood. It is hooked to a
circlet, you have proficiency in the reel of rope, which attaches to your
Intimidation skill. waist or wraps around your arm.
Charges. The circlet has 5 charges, and Dormant. In its Dormant state, the
regains 1d4 + 1 expended charges harpoon has the following properties:
daily at dawn.
Poison Mist. As an action, you can Reel In. After using the harpoon to
expend a charge to cause the snakes make a thrown attack, you can reel
created by the circlet to exhale it back in using the rope. If the
poisonous mist in a 15-foot radius. attack missed, the harpoon returns
Each creature other than you in the to your hand. If the attack hit, the
area must make a DC 15 Constitution target must succeed on a Strength
saving throw, taking 6d6 poison check contested by your own
damage on a failed save or half as Strength check or be pulled up to
much damage on a successful one. 15 feet towards you. Regardless of
The mist then disperses. the contest’s result, the harpoon
then dislodges from the target and
Awakened. In its Awakened state, returns to your hand.
the circlet has the following extra
properties: Awakened. In its Awakened state,
the harpoon has the following extra
Improved Menace. You can add your properties:
proficiency bonus twice to any check
that uses the Intimidation skill. Magic Weapon. You gain a +1 bonus
Charges. The circlet has 7 charges, to attack and damage rolls using
and regains 1d6 + 1 expended this harpoon.
charges daily at dawn. Aquatic Boon. While holding the
Poison Coating. As an action, you harpoon, you gain a swimming
can expend a charge to cause the speed of 40 feet.
snakes to drip venom on a weapon
Mimic Minotaur
A mimic soul can be crafted into a cloak A minotaur soul can be crafted into a
of mimicry. If used for a non-soul item, labyrinth axe. If used for a non-soul
it instead creates a wand of polymorph. item, it instead creates a berserker axe.
Cloak of Mimicry Labyrinth Axe
Soul Item, Uncommon (Requires Soul Weapon (Battleaxe or Greataxe),
Attunement) Uncommon (Requires Attunement)
This purple cloak has a clasp in the This steel axe has a mazelike pattern
shape of a sinister eye. It sometimes forged onto the flat of its blade. The
flicks and wavers on its own. end of the shaft is adorned with two
Dormant. In its Dormant state, the metal bull horns.
cloak has the following properties: Dormant. In its Dormant state, the
axe has the following properties:
Charges. The cloak has 3 charges, and
regains all expended charges daily Charges. The axe has 3 charges, and
at dawn. regains all expended charges daily
Object Disguise. As an action, you at dawn.
can expend a charge to transform Confounding Strike. When you hit
into a Small or Medium object for a creature with a melee attack using
1 hour or until you lose concentration the axe, you can expend a charge to
(as if concentrating on a spell). In confound the creature with mazelike
object form, you look indisting- visions. The target must succeed
uishable from an ordinary object so on a DC 13 Wisdom saving throw
long as you remain motionless. or be confused for 1 minute, as if
Creatures that rely on senses other suffering the effects of a confusion
than sight can still detect you as spell. A confused creature can repeat
normal. If you make an attack or its saving throw at the end of each
cast a spell, the effect ends early. of its turns, ending the effect on
itself on a success. Minotaurs are
Awakened. In its Awakened state,
unaffected by this property.
the cloak has the following extra
properties: Awakened. In its Awakened state,
the axe has the following extra
Malleable Disguise. As an action during
properties:
the effects of the Object Disguise
property, you can transform into a Magic Weapon. You gain a +1 bonus
different Small or Medium object. to attack and damage rolls using
Ambush Strike. If you break your this axe.
disguise by making a weapon attack Charges. The axe has 5 charges, and
against a creature that isn’t aware regains all expended charges daily
of your presence, the attack becomes at dawn.
an ambush, dealing an extra 3d6 Save DC. The save DC of the Confound-
damage of the weapon’s type. ing Strike property increases to 15.
Psychic Assault. When you use the
Confounding Strike property, the
target also takes 3d8 psychic
damage on a failed save or half as
much damage on a successful one.
Nagas spell. If you have access to the Wild
Shape feature, you retain your
A guardian naga or spirit naga soul Intelligence, Wisdom, and Charisma
can be crafted into a ring of rejuven- scores when you transform in this
ation. If used for a non-soul item, it way. Once you use this property,
instead creates a staff of healing. you can’t do so again for 24 hours.
Ring of Rejuvenation Awakened. In its Awakened state,
Soul Ring, Very Rare the cowl has the following extra
properties:
This golden ring has a flat adornment
in the shape of a cobra’s head, complete Charges. The cowl has 3 charges, and
with a wide hood and two tiny diamonds regains all expended charges daily
for eyes. at dawn. Rather than recharging
Dormant. In its Dormant state, the after 24 hours, the Owlbear Form
ring has the following properties: property now expends 1 charge.
Armored Form. When you use the
Rejuvenate. If you are killed while Owlbear Form property, your
wearing the ring, you immediately armor reshapes itself to suit your
return to life as if targeted by a new form. You keep your normal
raise dead spell. Once you use this Armor Class as an owlbear, unless
property, you can’t do so again for it would otherwise be higher.
1 year. Hoot-Growl. As an action in Owlbear
Awakened. In its Awakened state, Form, you can unleash a terrifying
the ring has the following extra hoot-growl. Each creature within
properties: 15 feet of you that can hear you
must succeed on a DC 16 Wisdom
Rapid Rejuvenate. You can now use saving throw or be frightened for 1
the Rejuvenate property once per minute. A frightened creature must
month instead of once per year. spend its turns trying to get as far
Owlbear away from you as it can, taking the
Dash action whenever possible. If
An owlbear soul can be crafted into an it can’t move or take the Dash
owlbear cowl. If used for a non-soul item, action, it can take the Dodge action
it instead creates a cloak of protection. instead. A frightened creature can
repeat its saving throw at the end
Owlbear Cowl
of each of its turns, ending the
Soul Item, Rare (Requires Attunement) effect on itself on a success. Once
This purple-feathered cloak has a cowl you use this property, you can’t use
that covers the upper half of your face, it again until the next time you use
giving you the beaked visage of an your Owlbear Form property.
owlbear.
Dormant. In its Dormant state, the
Phase Spider
cowl has the following properties: A phase spider soul can be crafted into
a phase watch. If used for a non-soul
Owlbear Form. As an action, you can
item, it instead creates a cape of the
use the cowl to transform into an
mountebank.
owlbear, as if by the polymorph
Phase Watch charge from the watch to roll again
and take the second result.
Purple Worm
A purple worm soul can be crafted
into a tunneler’s drillstaff. If used for a
non-soul item, it instead creates +2
light or medium armor.
Tunneler’s Drillstaff
Soul Weapon (Pike), Very Rare (Requires
Attunement)
The point of this hefty tooth-and-bone
pike is carved into a spiral drill. Its
smooth handle allows it to spin in
your hands without generating much
heat or friction.
Phase Watch Dormant. In its Dormant state, the
Soul Item, Uncommon (Requires pike has the following properties:
Attunement)
Magic Weapon. You gain a +2 bonus
This silver pocket watch is studded with to attack and damage rolls using
a ring of small sapphires, all surrounding this pike.
an etching of a spider web. Tunneler. You can spin the pike in your
Dormant. In its Dormant state, the grip to create a magical bulwark of
watch has the following properties: force in front of you, which resembles
the head of a purple worm. Until
Blink. As an action while holding the
you stop spinning the pike, the
watch, you can cast the blink spell.
bulwark grants you a burrowing
When you cast the spell, a Tiny
speed of 10 feet, which creates a
spectral spider climbs out of the
stable 10-foot-wide tunnel wherever
watch and onto your body, where
you burrow. You can’t make attacks
it remains until the spell ends.
with the pike while burrowing in
Once you use this property, you
this way.
can’t do so again for 24 hours.
Awakened. In its Awakened state,
Awakened. In its Awakened state,
the pike has the following extra
the watch has the following extra
properties:
properties:
Earth’s Boon. While underground,
Charges. The watch has 3 charges, and
the pike deals an extra 1d10 force
regains all expended charges daily
damage on a hit.
at dawn. Rather than recharging
Earthshaker. As an action, you can
after 24 hours, the Blink property
strike the ground with the pike to
now expends 1 charge.
shake the earth, casting the earthquake
Controlled Blink. After rolling a d20
spell (save DC 19). Once you use
to determine whether the blink
this property, you can’t do so again
spell takes effect, you can expend a
for 1d4 days.
Remorhaz This feathered cloak surges and
billows with an invisible wind, even
A remorhaz soul can be crafted into indoors. The cloak’s wearer is filled
frostburn armor. If used for a non-soul with a sense of pride and majesty
item, it instead creates a staff of frost or befitting a monarch of the skies.
staff of fire. Dormant. In its Dormant state, the
Frostburn Armor cloak has the following properties:
Soul Armor (Any), Rare (Requires Protective Charm. The cloak provides
Attunement) a +1 bonus to Armor Class.
Roc Rampage. As an action while
This chitinous armor heats and cools wearing the cloak, you can use it to
to suit its surroundings, keeping the transform into a roc, as if by the
wearer comfortable in nearly any polymorph spell. However, you have
temperature. no control over your actions in this
Dormant. In its Dormant state, the form, and you can’t choose to end
armor has the following properties: it early. As a roc, you move towards
Heat Ward. At the end of each long and attack a random creature that
rest you spend attuned to the armor, you can see or hear on each of your
choose cold or fire. You are resistant turns. If you can’t see or hear any
to the chosen damage type until the creatures, you spend your turns
end of your next long rest. flying and taking the Search action
until you find a target. Once you
Awakened. In its Awakened state, use this property, you can’t do so
the armor has the following extra again for 3d4 days.
properties: Cursed. This cloak is cursed, and
Magic Armor. The armor provides a becoming attuned to it extends its
+1 bonus to Armor Class. curse to you. You can’t end your
Frostburn. As an action, you can cause attunement to this cloak unless
the armor to burn with icy flames targeted by a remove curse spell or
for 1 minute. A creature that hits similar magic. While cursed, you
you with a melee attack while within gain the following flaw: “I am an
5 feet of you takes 2d8 damage from apex predator, and weak creatures
the icy flames. The damage type deserve none of my respect.”
dealt is whichever damage type you Awakened. In its Awakened state,
didn’t choose for your Heat Ward the cloak has the following extra
property. Once you use this property, properties:
you can’t do so again for 24 hours.
Improved Charm. The cloak also
Roc provides a +1 bonus to all saving
A roc soul can be crafted into a rocfeather throws.
cloak. If used for a non-soul item, it Controlled Rampage. At the start of
instead creates wings of flying. each turn you spend as a roc, you
can make a DC 10 Wisdom check
Rocfeather Cloak using the roc’s statistics. On a success,
Soul Item, Very Rare (Requires you regain control of yourself until
Attunement) the start of your next turn.
Roper Rust Monster
A roper soul can be crafted into a rope A rust monster soul can be crafted
of swinging. If used for a non-soul item, into a rust-eating ruby. If used for a
it instead creates a rope of entanglement. non-soul item, it instead creates dust of
dryness.
Rope of Swinging
Soul Item, Uncommon Rust-Eating Ruby
Soul Item, Common
This leathery braid ends in three loose
cords, which flex and wrap around This small ruby is always perfectly
nearby objects like a grasper. clean and polished, no matter how
Dormant. In its Dormant state, the dirty it gets. It sticks to metal objects
rope has the following properties: like a magnet.
Dormant. In its Dormant state, the
Living Rope. This rope can coil up or
ruby has the following properties:
relax at your command, making it
much easier to use. You have Attach. Over the course of 1 minute,
advantage on checks made to climb you can press this ruby against a
or swing that incorporate the rope. metal object to magically adhere it
Self-Mending. This 60-foot-long in place. Until the ruby is pried off
rope has AC 20 and 20 hit points. the object by a successful DC 15
It regains 1 hit point and 3 feet of Strength check, the object benefits
length every 5 minutes as long as it from the ruby’s magical properties.
has at least 1 hit point. If the rope Rust-Proof. While the ruby is attached,
drops to 0 hit points, it is destroyed. the object is immune to rust and
Lengths cut off the rope shrivel up tarnish, including penalties imposed
and turn to dust after 10 minutes. by a rust monster’s Antennae action.
This property doesn’t reverse existing
Awakened. In its Awakened state,
rust or tarnish, only prevent new
the rope has the following extra
damage from accumulating.
properties:
Awakened. In its Awakened state,
Charges. The rope has 5 charges, and
the ruby has the following extra
regains 1d4 + 1 charges daily at dawn.
properties:
Tendril Pull. As a bonus action, you
can expend a charge from the rope Corrosion-Proof. While the ruby is
and cause it to magically pull you attached, the object is also immune
to an unoccupied space you can see to corrosion, including penalties
within 30 feet. To use this property, imposed by oozes like black pudding.
there must be a clear path between
you and the destination, and there Sphinxes
must be something near the destin- An androsphinx or gynosphinx soul
ation for the rope to grasp, like a can be crafted into a roaring shield. If
structure, heavy object, or Huge used for a non-soul item, it instead
creature. creates a rod of absorption.
Pre-Awakening. An androsphinx
soul is powerful enough to awaken its
soul item as soon as the item is created.
Roaring Shield Save DC. The save DC of the Roar of
Soul Armor (Shield), Very Rare (Requires the Sphinx property increases to 19.
Attunement) Psychic Bulwark. While holding the
shield, you are immune to any effect
This golden shield is forged into the that would sense your emotions or
stoic and regal profile of a sphinx, read your thoughts, as well as any
complete with its splendid mane. divination spell you refuse.
Dormant. In its Dormant state, the
shield has the following properties: Tarrasque
Magic Shield. The shield provides a A tarrasque soul can be crafted into an
+2 bonus to Armor Class in apocalyptic totem. If used for a non-soul
addition to its normal bonus. item, it instead creates a luck blade.
Charges. The shield has 3 charges, Apocalyptic Totem
and regains all expended charges
daily at dawn. Soul Item, Legendary
Roar of the Sphinx. As an action, This cylindrical obsidian totem is
you can expend a charge to cause carved with the likeness of the great
the sphinx face to open its mouth and terrible tarrasque. Even seeing the
and roar. Choose one of the effects totem inspires a terrible sense of doom
listed below. Every creature within in a creature.
60 feet that can hear the roar Dormant. In its Dormant state, the
suffers the chosen effect: totem has the following properties:
• It must succeed on a DC 17 Summon Tarrasque. The totem has
Wisdom saving throw or be AC 20, 50 hit points, and immunity
frightened of you for 1 minute. to poison, psychic, and nonmagical
• It must succeed on a DC 17 damage inflicted by anything but
Wisdom saving throw or be adamantine weapons. If the totem
paralyzed for 1 minute. is destroyed, a tarrasque awakens
• It must make a DC 17 and emerges from the earth within
Constitution saving throw. On a 1 mile. The tarrasque is hungry
failed save, it takes 44 (8d10) from its eons of slumber and
thunder damage and is knocked hostile to all creatures.
prone. On a successful save, it Awakened. In its Awakened state,
takes half as much damage and the totem has the following extra
isn’t knocked prone. properties:
A frightened or paralyzed creature
Persistent Totem. If the totem is
can repeat its saving throw at the
destroyed, it reforms 1d100 years
end of each of its turns, ending the
later in a random location on the
effect on itself on a successful save.
same plane of existence.
Once you choose a roar, you can’t
use that effect again for 24 hours. Winter Wolf
Awakened. In its Awakened state, A winter wolf soul can be crafted into
the shield has the following extra a horn of winter’s call. If used for a non-
properties: soul item, it instead creates armor of
cold resistance.
Horn of Winter’s Call Worg
Soul Item, Uncommon (Requires A worg soul can be crafted into a
Attunement) worgen mace. If used for a non-soul
This brass-buckled horn is engraved item, it instead creates a +1 weapon.
with scenes of winter and leaping Worgen Mace
wolves. The end of the horn fumes
with frigid fog. Soul Weapon (Mace), Uncommon
Dormant. In its Dormant state, the (Requires Attunement)
horn has the following properties: This gnarly metal mace is covered in
Charges. The horn has 3 charges, and barbs and spikes facing in all directions.
regains all expended charges daily An unskilled wielder of this mace is
at dawn. likely to hurt themselves as much as
Boreal Wind. As an action, you can their enemies.
expend a charge and blow into the Dormant. In its Dormant state, the
horn, unleashing a bitter cold wind mace has the following properties:
in a 30-foot-long line that is 5 feet Overwhelm. When you hit a creature
wide. Each creature in the area with a melee weapon attack using
must make a DC 13 Constitution the mace, you can attempt to shove
saving throw. On a failed save, a the creature prone as a bonus action.
creature takes 4d8 cold damage and
is knocked prone. On a successful Awakened. In its Awakened state,
save, a creature takes half as much the mace has the following extra
damage and isn’t knocked prone. properties:
Awakened. In its Awakened state, Magic Weapon. You gain a +1 bonus
the horn has the following extra to attack and damage rolls using
properties: this mace.
Treacherous Pack. As an action, you
Charges. The horn has 5 charges, and can point the mace at a creature
regains all expended charges daily you can see within 60 feet of you
at dawn. and speak its command word. Four
Save DC and Damage. The save DC worgs appear in unoccupied spaces
of the Boreal Wind property within 30 feet of the target. The
increases to 15, and the damage worgs are hostile to all creatures,
increases to 6d8. but use their turns to attack the
Hunting Mate. As an action, you can target if possible. If the target dies
blow into the horn and summon a or the worgs can’t attack the target
spectral winter wolf in an unocc- for any reason, they instead attack
upied space you can see within 60 you and your allies. The worgs
feet. The winter wolf is loyal to remain for 1 hour or until killed.
whomever holds the horn, obeying Once you use this property, you
their verbal commands. It remains can’t do so again for 24 hours.
for 1 hour, until killed, or until the
horn is blown a second time to
dismiss it. Once you use this property,
you can’t do so again for 24 hours.
Oozes flaging themselves to hide in plain sight;
others simply inch towards anything
Oozes are sticky amorphous creatures that lives and breaths, hoping to catch
made of slime. On account of most their prey unawares and digest them
oozes being practically mindless, they before they can escape.
live simple, straightforward lives: Ooze soul items generally
waiting on ceilings and in dark corners, alter their holder’s bodies to become
ambushing their prey, and dissolving acidic or amorphous. Their design
their victims with their caustic bodies. reflects their off-putting nature, often
Some have evolved towards more secreting sticky slime or bending like
specific ambush methods, like camou- flexible gelatin.
Minor Properties
d4 Beneficial property Detrimental property
1 Flexible Form. While touching the Quick as Molasses. You move sluggishly,
item, you can move through a space reducing your speed by 5 feet.
one size category smaller than you
without squeezing.
2 Transparency. As a bonus action, you Thick Secretions. Your skin oozes with
can cause the item to become trans- a thick, sticky mucus that others find
parent, hiding it from view. Reverting off-putting.
it to normal is also a bonus action.
3 Acid Splash. You can use the item to Surface Stains. The item leaves a
cast the acid splash cantrip at will. brightly-colored stain on anything it
Intelligence, Wisdom, or Charisma is touches.
your spellcasting ability for this spell
(your choice).
4 Sticky Grip. While you’re holding or Bottomless Hunger. You need twice as
wearing the item, it sticks to your much food and water as normal to
body. You can’t be forced to drop it survive.
against your will.

Major Properties
d4 Beneficial property Detrimental property
1-2 Acidic Body. You are resistant Curse of Formlessness. Each time you roll a
to acid damage. natural 1, you must succeed on a DC 10
Constitution saving throw be cursed for 10
minutes. While cursed, your speed is halved
and you have disadvantage on Dexterity
checks and saving throws.
3-4 Blindsight. While touching Liquid Death. When you die, there’s a 25%
the item, you have blindsight chance your body liquifies into ooze,
to a distance of 10 feet. becoming unusable for spells like revivify.
Black Pudding Gelatinous Cube
A black pudding soul can be crafted A gelatinous cube soul can be crafted
into a corrosive flask. If used for a non- into an amulet of transparency. If used
soul item, it instead creates slippers of for a non-soul item, it instead creates a
spider climbing. potion of invisibility.
Corrosive Flask Amulet of Transparency
Soul Item, Uncommon Soul Item, Uncommon (Requires
Attunement)
This brass-topped flask contains a
bubbling black tar that tastes and smells This glass amulet is shaped like a
like lemons. translucent cube encasing a tiny skull.
Dormant. In its Dormant state, the At a glance, the skull appears to be
flask has the following properties: floating in mid-air.
Dormant. In its Dormant state, the
Replenishing Flask. The flask
amulet has the following properties:
contains enough tar for a single use.
The contents of the flask replenish Charges. The amulet has 3 charges,
every 24 hours. and regains all expended charges
Corrosive Skin. As an action, you every 24 hours.
can drink the contents of the flask, Translucence. As an action, you can
causing your skin to secrete corrosive expend a charge to become
tar. The tar is harmless to you and translucent for 10 minutes. For the
to objects, but deals 1d6 acid damage duration, you are invisible, but
to any creature that hits you with a only while you aren’t moving. The
melee attack while within 5 feet of effect ends early if you attack or
you. After 1 minute, the tar dries cast a spell.
and flakes away, becoming inert.
Awakened. In its Awakened state,
Awakened. In its Awakened state, the amulet has the following extra
the flask has the following extra properties:
properties:
Charges. The amulet has 5 charges,
Greater Flask. The flask now contains and regains all expended charges
enough tar for three uses, instead every 24 hours.
of one. Ooze Shift. As a bonus action, you
Toxic Skin. The damage of the can expend a charge to transform
Corrosive Skin property increases your body into caustic ooze until
to 1d10. the end of your turn. In ooze form,
Tar Puddle. As an action, you can flick you can pass through the spaces of
the flask to create a 10-foot-diameter other creatures and objects, dealing
puddle of corrosive tar centered on 1d8 acid damage to them in the
a point you can see within 30 feet process. You can only deal this
of you. A creature that starts its turn damage to a particular creature or
in the tar or enters it for the first object once per turn. You can’t pass
time on a turn takes 2d6 acid damage. through surfaces like walls or
After 1 minute, the tar dries and floors in ooze form.
turns to dust, becoming inert.
Gray Ooze Belt of Splitting
A gray ooze soul can be crafted into a Soul Item, Rare (Requires Attunement)
ring of limited absorption. If used for a This sticky yellow belt has a clasp
non-soul item, it instead creates a resembling two overlapping faces.
cloak of camouflage (which is identical Dormant. In its Dormant state, the
to a cloak of elvenkind). belt has the following properties:
Ring of Limited Absorption Ochre Duplicate. As an action, you can
Soul Ring, Uncommon (Requires use the belt to create a duplicate of
Attunement) yourself and all of your equipment
in an unoccupied space you can see
This gray stone ring has three tiny stones: within 30 feet. The duplicate has
a pearl, a tourmaline, and a garnet. the same statistics as you, save for
Dormant. In its Dormant state, the the following changes:
ring has the following properties:
• Its creature type is Ooze, and it is
Charges. The ring has 3 charges, and visibly made of yellow ooze.
regains 1d4 – 1 expended charges
daily at dawn. • It only has 20 hit points.
Absorb Energy. As a reaction to taking • It can’t make attacks, cast spells, or
acid, cold, or fire damage, you can activate magic items.
expend a charge from the ring to The duplicate acts on the same
gain resistance to the triggering initiative count as you. You can
damage type until the start of your telepathically control the duplicate’s
next turn. This resistance applies movement and actions, and can
to the triggering damage. speak from its space. At the end of
Awakened. In its Awakened state, your turn, or if the duplicate is
the ring has the following extra reduced to 0 hit points, the
properties: duplicate melts and disappears.
Once you use this property, you
Charges. The ring has 5 charges, and can’t do so again for 24 hours.
regains 1d4 + 1 expended charges
daily at dawn. Awakened. In its Awakened state,
Triple Absorption. When you use the belt has the following extra
the Absorb Energy property, you properties:
gain resistance to all three of the
listed damage types until the start Sustained Duplicate. Your duplicate
of your next turn, instead of just now has 40 hit points instead of 20,
the triggering damage type. and lasts for up to 1 minute. You
can dismiss the duplicate early as
Ochre Jelly an action.
An ochre jelly soul can be crafted into
a belt of splitting. If used for a non-soul
item, it instead creates a ring of
lightning resistance.
Plants mobility and strength to protect the
natural world from destructive forces.
Plants are among the most abundant Plant souls items incorporate
lifeforms in nearly any world, from wood, vines, leaves, and other organic
leafy trees and squishy moss to gnarled materials into their construction. Unlike
roots and prickly cacti. However, when ordinary items, which show signs of
a plant gathers enough magical energy craftsmanship, these items look as if
to possess a “soul,” it takes on animalistic they naturally grew into the shape
qualities, like movement, sentience, they now hold, with all the bumps and
and even speech. Plant creatures are imperfections of nature intact.
often guardians of the wilds, using their

Minor Properties
d4 Beneficial property Detrimental property
1 Growth Aura. Flowers and other small Life Siphon. Flowers and other small
plants bloom wherever you linger for plants die when you touch the item to
longer than 8 hours. them. This trait doesn’t affect Plant
creatures unless they have a CR of 0.
2 Nature Lore. You gain proficiency in Solar Recovery. The item can't regain
Nature, if you don't already have it. charges unless kept in an area of bright
sunlight for at least 1 hour per day.
3 Floral Scent. The item produces a Acute Thirst. You need three times as
pleasant floral aroma with relaxing much water as normal to survive.
properties.
4 Sense Toxicity. The item changes color Healing Roots. When you take a long
when it touches a poisonous plant. rest, you sink roots into the ground. If
you move more than 5 feet, the rest is
interrupted, and you must rest for an
extra hour to gain the rest’s benefits.

Major Properties
d4 Beneficial property Detrimental property
1-2 Photosynthesis. At the end of Aversion to Fire. Each time you take fire
each hour you spend in bright damage, you must succeed on a DC 10
sunlight, you regain 1d4 + 1 hit Wisdom saving throw or be frightened of
points. the source of the damage until the end of
your next turn.
3-4 Wild Passage. While touching Curse of Thorns. Each time you roll a
the item, you ignore difficult natural 1, you must succeed on a DC 10
terrain caused by plants. Constitution saving throw or be poisoned
for 1 minute.
Awakened Tree Overgrowth Powder
An awakened tree soul can be crafted Soul Item, Rare (Requires Attunement)
into armor of bark. If used for a non- This hemp pouch is full of an earthy
soul item, it instead creates a feather red-brown powder that smells strongly
token (tree). of cinnamon and cardamom.
Armor of Bark Dormant. In its Dormant state, the
pouch has the following properties:
Soul Armor (Any Medium Armor),
Uncommon (Requires Attunement) Charges. The pouch has 5 charges,
and regains 1d4 + 1 expended
This armor is made of interlocking charges daily at dawn.
pieces of bark and bears a half-cape of Overgrowth Magic. As an action, you
woven vines and leaves. The armor can expend a number of charges to
often wilts in dry climates. scatter powder from the pouch and
Dormant. In its Dormant state, the cast one of the following spells
armor has the following properties: without components (spell save
Bark Layer. At the end of each short DC 14): entangle (1 charge) or plant
or long rest you spend attuned to growth (3 charges).
the armor, a layer of protective Awakened. In its Awakened state,
bark grows around you. You gain the pouch has the following extra
2d4 temporary hit points, which properties:
last until the end of your next short
or long rest. If you take any fire Charges. The pouch has 7 charges,
damage, the temporary hit points and regains 1d4 + 3 expended
are immediately lost. charges daily at dawn.
Save DC. The save DC of the Over-
Awakened. In its Awakened state, growth Magic property increases
the armor has the following extra to 16.
properties: Greater Overgrowth Magic. You can
Magic Armor. The armor provides a now cast the following additional
+1 bonus to Armor Class. spells using the pouch: spike growth
Improved Bark Layer. The number (2 charges) or wall of thorns (6 charges).
of temporary hit points granted by
the Bark Layer property increases Shrieker
to 2d6. A shrieker soul can be crafted into a
Durable Bark. The temporary hit shrieking whistle. If used for a non-soul
points granted by the Bark Layer item, it instead creates a potion of poison.
property are no longer negated by
fire damage. Shrieking Whistle
Soul Item, Common
Shambling Mound
This whistle resembles a small hollowed-
A shambling mound soul can be out mushroom. Its shrill note hurts
crafted into overgrowth powder. If used the listener’s ears.
for a non-soul item, it instead creates a Dormant. In its Dormant state, the
rope of entanglement. whistle has the following properties:
Shrill Note. When blown, this whistle Treant
creates an unusually sharp note
that resembles a person screaming. A treant soul can be crafted into a pot
As an action, a creature can make a of awakening. If used for a non-soul
DC 13 Wisdom (Insight) check to item, it instead creates a staff of the
determine the note isn’t a scream. woodlands.
The note can be heard from up to Pot of Awakening
300 feet away.
Soul Item, Very Rare (Requires
Awakened. In its Awakened state, Attunement by a Druid)
the whistle has the following extra
properties: This clay pot is engraved with druidic
runes and set with a large agate stone.
Shrieking Alarm. As an action, you It brims with lively energy.
can place the whistle on the ground Dormant. In its Dormant state, the
and speak its command word to cast pot has the following properties:
the alarm spell, using the whistle as
the spell’s material component. The Druidic Focus. The pot can be used
whistle wards an area no larger than as a druidic focus. You gain a +2
a 20-foot cube centered on itself. It bonus to the spell save DC and
creates an audible scream if triggered, spell attack rolls of spells cast using
as if by the Shrill Note property. the pot.
Change Size. As a bonus action, you
can cause the pot to become as

Pot of
Awakening
large as a 5-foot-wide cauldron or Fungal Glove
as small as a 2-inch-wide teacup. Soul Item, Common (Requires Attunement)
Awakening Ritual. Over the course
of 8 hours, you can use the pot to This leather glove is covered in a thin
perform an awakening ritual on a layer of purple fungus, which fumes
plant that fits completely inside the with spores as the glove moves.
pot. If the plant remains inside the Dormant. In its Dormant state, the
pot for the entire duration, it gains glove has the following properties:
the benefits of the awaken spell at Rotting Touch. The glove is a simple
the end of the duration (no material melee weapon, dealing 1d4 necrotic
components required). Once you damage on a hit. You can’t be
use this property, you can’t do so disarmed of this weapon. You are
again for 7 days. proficient with the glove so long as
Awakened. In its Awakened state, you’re attuned to it.
the pot has the following extra Awakened. In its Awakened state,
properties: the glove has the following extra
Superior Awakening. A plant properties:
awakened by the Awakening Ritual Magic Weapon. You gain a +1 bonus
property gains one of the following to attack and damage rolls using
extra benefits of your choice: this glove.
• Its hit point maximum is doubled. Blight Touch. When you hit a Plant
• Its speed increases to 30 feet, unless with the glove, the attack deals an
it would otherwise be higher. extra 1d4 necrotic damage.
• It learns one druid cantrip you
know and can cast it at will.
Constitution is its spellcasting
ability for this cantrip.
Tree Guardian. As an action, you can
use the pot to cast the guardian of
faith spell using your spellcasting
ability. The guardian created by the
spell is a tree that slams hostile
creatures with its branches. Once
you use this property, you can’t do
so again for 24 hours.
Violet Fungus
A violet fungus soul can be crafted
into a fungal glove. If used for a non-
soul item, it instead creates a potion of
poison.
Undead thralls wielded by necromancers or
raised by curses. Whether they’re good
Undead creatures are corpses, spirits, or evil, undead creatures are near-
bones, and other remnants of the dead universally shunned and feared by
reanimated by dark magic. Though many living ones.
undead creatures have no “soul” per se, Undead soul items often
the magical essence that animates its incorporate bones, flesh, and other
body is a sufficient substitute for soul grisly materials into their design.
crafting purposes. Some undead creatures These items reek of decay and have a
possess all the faculties they held in strong magical aura of necromancy,
life, including memories, personality, even when their effects aren’t directly
and language, while others are mindless related to raising the dead.

Minor Properties
d4 Beneficial property Detrimental property
1 Ambush Lore. You gain proficiency in Burial Recovery. The item can’t regain
Stealth, if you don’t have it already. charges unless buried in dirt for at
least 1 hour per day.
2 Bedside Manner. Touching the item Corpse Form. Your body appears rotten,
numbs aches and soothes pain, with gray flesh, exposed bones, and a
though it doesn’t actually heal you. rotten smell.
3 Spare the Dying. You can use the item Macabre Mind. You gain a creepy,
to cast spare the dying at will. macabre sense of humor, and death
no longer seems serious to you.
4 Shadow Pocket. As a bonus action, you Healing Void. Whenever you are targeted
can dismiss the item to an extraplanar by a magical effect that restores hit
pocket space, where it remains until points, you have a -2 penalty to the
you call it again as a bonus action. total number of hit points restored.

Major Properties
d4 Beneficial property Detrimental property
1-2 Deadly Presence. Each time you Call of the Grave. When you’re reduced
make a Charisma (Intimidation) to 0 hit points, you automatically fail
check, you can roll 1d4 and add one death saving throw.
the result to the roll.
3-4 Dark Planchette (1/Day). You can Sunlight Sensitivity. You have
use the item to cast the speak with disadvantage on attack rolls and Wisdom
dead spell. (Perception) checks while standing in
bright sunlight.
Ghast & Ghoul Save DC. The save DC of the Rigor
Mortis property increases to 15.
A ghast or ghoul soul can be crafted Necrotic Strike. When you expend a
into claws of paralysis. If used for a charge to use the Rigor Mortis
non-soul item, it instead creates a ring feature, you can also cause the
of poison resistance. target to take 3d8 necrotic damage
Claws of Paralysis on a failed save or half as much
damage on a successful one.
Soul Item, Rare (Requires Attunement)
These gloves are made of a rotten Ghost
purple leather and end in curled yellow A ghost soul can be crafted into a ghostly
claws. While you are attuned to them, glove. If used for a non-soul item, it
the leather fuses into your skin. instead creates boots of levitation.
Dormant. In their Dormant state,
the claws have the following Ghostly Glove
properties: Soul Item, Uncommon (Requires
Magic Weapon. The claws are simple Attunement)
melee weapons with the Light This white silk glove has a design like
property, dealing 1d6 slashing a planchette sewn into the back in
damage on a hit. You can’t be golden thread.
disarmed of these weapons. You Dormant. In its Dormant state, the
are proficient with the claws so glove has the following properties:
long as you’re attuned to them.
Charges. The claws have 3 charges, Ghost Hand. While you are attuned
and regain all expended charges to and wearing this glove, you can
daily at dawn. use it to cast mage hand at will. The
Rigor Mortis. When you hit a creature mage hand created by this spell is
with a melee weapon attack using visible to you but invisible to all
the claws, you can expend a charge other creatures.
to afflict the target with rigor Awakened. In its Awakened state,
mortis. The creature must succeed the glove has the following extra
on a DC 13 Constitution saving properties:
throw or be paralyzed until the
start of your next turn. Once you Ghostly Force. As an action, you can
use this property on a creature, it is use the glove to cast the telekinesis
immune to this property’s effects spell (save DC 15). Once you use
for the next 24 hours. the glove in this way, you can’t do
so again for 24 hours.
Awakened. In their Awakened
state, the claws have the following Lich
extra properties: A lich soul can be crafted into a tome of
Magic Weapon. You gain a +1 bonus lichdom. If used for a non-soul item, it
to attack and damage rolls using instead creates a tome of clear thought.
the claws. Tome of Lichdom
Charges. The claws have 5 charges,
and regain all expended charges Soul Item, Legendary (Requires
daily at dawn. Attunement by a Wizard)
This tome is a spellbook adorned with Death Catalyst. When you cast a
bones and bound in ancient leather, spell that deals damage, you can
which creaks and groans as the book is expend a number of charges equal
moved. to the spell’s level to convert all the
Dormant. In its Dormant state, the damage dealt by the spell to necrotic
tome has the following properties: damage. A creature that takes damage
from the spell has its hit point
Arcane Focus. This tome can be used
maximum reduced by the amount
as an arcane focus for casting
of necrotic damage it took. This
spells. You have a +2 bonus to the
reduction lasts until it finishes a
spell save DC and spell attack rolls
short or long rest. If the reduction
of spells cast using the tome.
reduces its hit point maximum to
Charges. The tome has 20 charges,
0, it dies and becomes a skeleton
and regains 2d6 + 4 expended
or zombie (your choice) under
charges each night at midnight.
your control for the next 24 hours.
Necromancy. You can expend charges
from the tome to cast the following Mummies
spells, using your spellcasting
ability: animate dead (3 charges), A mummy or mummy lord soul can be
circle of death (6 charges), false life crafted into warded bandages. If used for
(1 charge), finger of death (7 charges), a non-soul item, it instead creates a pearl
gentle repose (2 charges), ray of of power (for mummy souls) or a scarab
enfeeblement (2 charges) or vampiric of protection (for mummy lord souls).
touch (3 charges). You can also cast Pre-Awakening. A mummy lord
protection from evil and good without soul is powerful enough to awaken its
expending any charges, but limited soul item as soon as the item is created.
to protecting the target against Warded Bandages
Undead creatures.
Soul Item, Rare (Requires Attunement)
Awakened. In its Awakened state,
the tome has the following extra These bandages are soaked in protective
properties: oils and sewn with abjuration glyphs,
rendering them as tough as steel.
Phylactery. While you are attuned to Dormant. In their Dormant state,
this tome, your soul is stored the bandages have the following
within it. If you die and the tome properties:
remains, you are restored to life
1d10 days later in an unoccupied Unarmored Defense. While you are
space within 10 feet of the tome, as wearing the bandages and no other
if by the raise dead spell, with one armor, your Armor Class equals 13
statistical change: your creature type + your Dexterity modifier.
is now Undead. Once you use this Charges. The bandages have 3 charges,
property, you can’t do so again until and regain all expended charges
you kill an innocent Humanoid daily at dawn.
within 10 feet of the tome, causing Sand Step. As a bonus action, you can
its soul to be absorbed and consumed expend a charge to disappear in a
by the tome. A soul consumed in whirling cloud of sand and reappear
this way can’t be brought back to in an unoccupied space you can see
life by any means short of a wish spell. within 30 feet.
Rod of Darkness
Rod, Uncommon (Requires Attunement)
This obsidian rod casts a shadow far
darker than that of its wielder.
Dormant. In its Dormant state, the
rod has the following properties:
Charges. The rod has 6 charges, and
regains 1d6 expended charges each
night at midnight.
Extinguisher. As an action, you can
expend a charge and point the rod
at any number of light sources you
can see within 60 feet of you that
fit inside a 5-foot cube. If the light
can be extinguished, such as a
Warded lantern, torch, or campfire, it goes
Bandages out. If the light can’t be extinguished,
such as an open window or a
Awakened. In their Awakened magical effect, the light is negated
state, the bandages have the following for 1 hour, after which it returns to
extra properties: full brightness.
Defense Improvement. The Armor Shadow Magic. You can expend a
Class bestowed by the Unarmored number of charges from the rod to
Defense property increases to 15 + cast darkness (2 charges) or darkvision
your Dexterity modifier. (2 charges) without the need for
Charges. The bandages have 5 charges, components.
and regain all expended charges Awakened. In its Awakened state,
daily at dawn. the rod has the following extra
Sand Step Improvement. The range properties:
of the Sand Step property increases
to 60 feet. Charges. The rod has 8 charges, and
Blinding Sands. When you use the regains 1d6 + 2 expended charges
Sand Step property, you can create each night at midnight.
a gust of blinding sand in a 10-foot Shadow Form. As an action, you can
radius centered on the point you expend 3 charges from the rod to
reappear in. Each creature within transform into a shadow for 1 hour
the area of the sand must succeed or until you dismiss the effect as an
on a DC 16 Constitution saving action. As a shadow, you gain the
throw or be blinded until the end following benefits:
of its next turn. • You are amorphous and can pass
Shadow through spaces as narrow as 1
inch wide without squeezing.
A shadow soul can be crafted into a • You can enter and occupy the
rod of darkness. If used for a non-soul space of another creature.
item, it instead creates goggles of night.
• You have resistance to nonmagical Charges. The bag has 5 charges, and
damage and advantage on Strength, regains all expended charges daily
Dexterity, and Constitution saving at dawn.
throws. Skeleton Repertoire. When you use
However, you can’t talk, manipulate the Skeleton Servant property to
objects, attack, or cast spells in create a skeleton, you can instead
shadow form, except those spells expend 2 charges to create a
granted by the rod. The effect ends warhorse skeleton or 3 charges
early if you take radiant damage or to create a minotaur skeleton.
enter an area of bright light. Warhorse skeletons created in this
way last for 8 hours instead of 1.
Skeletons
Specter & Wraith
Any skeleton soul without its own entry,
including but not limited to skeletons, A specter or wraith soul can be crafted
minotaur skeletons, and warhorse into a crown of spirits. If used for a non-
skeletons, can be crafted into a bag of soul item, it instead creates a lantern of
bones. If used for a non-soul item, it revealing.
instead creates dust of dryness. Crown of Spirits
Bag of Bones Soul Item, Rare (Requires Attunement)
Soul Item, Uncommon This crown of black stone shards hums
This linen bag has a skull stitched into with spectral energy. A creature that
its side. It clatters with a variety of dons the crown is briefly assailed by
fingerbones, vertebrae, and other visions of death and dismemberment.
small bones. Dormant. In its Dormant state, the
Dormant. In its Dormant state, the crown has the following properties:
bag has the following properties: Charges. The crown has 3 charges,
Charges. The bag has 3 charges, and and regains all expended charges
regains all expended charges daily daily at dawn.
at dawn. Create Specter. When a Humanoid
Skeleton Servant. As an action, you dies within 30 feet of you, you can
can expend any number of charges use your reaction to expend a
and throw bones from the bag into charge and raise the creature’s
unoccupied spaces you can see spirit as a specter. The specter
within 30 feet of you. For each appears above the creature’s corpse
charge you expended, you create and remains for 8 hours or until
one skeleton, which appears in reduced to 0 hit points. The specter
the space where the bone lands. is loyal to you and obeys your verbal
Skeletons created in this way are commands. The Life Drain attack
loyal to you and obey your verbal of a specter created by the crown
commands, remaining for 1 hour doesn’t reduce hit point maximum
or until reduced to 0 hit points. of creatures hit by it. You can only
maintain one specter at a time.
Awakened. In its Awakened state,
the bag has the following extra Awakened. In its Awakened state,
properties: the crown has the following extra
properties:
Blood-
Drinker’s
Blade

Charges. The crown has 5 charges, Blood-Drinker’s Blade


and regains all expended charges
daily at dawn. Soul Weapon (Any Sword), Rare
Spectral Cohort. You can now maintain (Requires Attunement)
up to three specters at once. This blade is made of a crimson metal
Wraith Boons. While you have specters that moves and drips like a fluid. It
created by the crown under your bears the strong coppery scent of blood.
control, their deathless essences Dormant. In its Dormant state, the
empower you. You gain the following blade has the following properties:
benefits, depending on the number
of specters under your control: Magic Weapon. You gain a +1 bonus
to attack and damage rolls using
• One Specter: You have darkvision this blade.
to a distance of 60 feet. Vein Sheath. As a bonus action, you
• Two Specters: In addition to the can cause the blade to liquefy into
above benefit, you are resistant to blood and sink through your skin,
necrotic damage. hiding inside your veins. The blade
• Three Specters: In addition to the remains inside your veins until you
above benefits, you have a flying summon it to your hand again as a
speed of 60 feet. bonus action.
Siphoning Strike. When you hit a
Vampires creature with the blade, you can
expend and roll up to three Hit Dice,
A vampire or vampire spawn soul can dealing extra necrotic damage to
be crafted into a blood-drinker’s blade. If the target equal to the roll. You then
used for a non-soul item, it instead regain hit points equal to half the
creates a cloak of the bat. necrotic damage dealt. Creatures
Pre-Awakening. A vampire lord with no blood, such as Constructs
soul is powerful enough to awaken its and Undead, are unaffected by this
soul item as soon as the item is created. property.
Awakened. In its Awakened state, Magic Armor. The armor provides a
the blade has the following extra +1 bonus to Armor Class.
properties: Charges. The armor has 5 charges,
and regains all expended charges
Magic Weapon. The blade’s bonus to
daily at dawn.
attack and damage rolls increases
Lasting Resilience. When you use
to +2.
the Grave Resilience property, you
Siphoning Strike Improvement.
gain resistance to the triggering
When you use the Siphoning
damage type until the start of your
Strike property, you can add your
next turn.
Constitution modifier to the total
result of your rolled Hit Dice. Will-o’-Wisp
Blood Puppeteer. As an action, you
can use the blade to cast dominate A will-o’-wisp soul can be crafted into
beast or dominate person (save DC a wisp lantern. If used for a non-soul item,
17). Creatures with no blood, such it instead creates a gem of brightness.
as Constructs and Undead, are Wisp Lantern
unaffected by this property. Once
you use this property, you can’t do Soul Item, Uncommon (Requires
so again for 24 hours. Attunement by a Spellcaster)
This black lantern houses a small globe
Wight of shimmering light that resembles a
A wight soul can be crafted into grave will-o’-wisp. It burns brighter near
armor. If used for a non-soul item, it graveyards and other sites of death.
instead creates armor of necrotic Dormant. In its Dormant state, the
resistance. lantern has the following properties:
Grave Armor
Soul Armor (Any Armor), Rare (Requires Wisp
Attunement) Lantern
This battered armor is covered in a layer
of dried blood and grave dirt. Bones
are attached decoratively to its plates.
Dormant. In its Dormant state, the
armor has the following properties:
Charges. The armor has 3 charges,
and regains all expended charges
daily at dawn.
Grave Resilience. As a reaction to
taking bludgeoning, piercing, or
slashing damage, you can expend a
charge and gain resistance to the
triggering damage.
Awakened. In its Awakened state,
the armor has the following extra
properties:
Spellcasting Focus. The lantern can Zombies
be used as a spellcasting focus.
Absorb Death. When you kill a A zombie or ogre zombie soul can be
creature with a spell cast using the crafted into a ring of undead fortitude. If
lantern, you can cause it to absorb used for a non-soul item, it instead
shreds of vitality from the passing creates dust of sneezing and choking.
soul. You gain 1d6 temporary hit Ring of Undead Fortitude
points, which last for 1 hour.
Soul Ring, Uncommon (Requires
Awakened. In its Awakened state, Attunement)
the lantern has the following extra
properties: This bone ring turns your finger green
and rotten. Despite its grisly appearance,
Improved Focus. You gain a +1 the ring effectively numbs your sense
bonus to the spell save DC and of pain.
spell attack rolls of spells cast using Dormant. In its Dormant state, the
the lantern. ring has the following properties:
Charges. The lantern has 3 charges,
and regains all expended charges Endure Pain. As a reaction to taking
daily at dawn. damage from a source you can see,
Invisibility. As an action, you can you can expend and roll a Hit Die
expend charges from the lantern to and reduce the damage by the result
cast invisibility. If you expend a of the roll (to a minimum of 0).
single charge, you cast the spell at Once you use this property, you
its lowest level. For every charge can’t do so again for 1 hour.
you expend beyond the first, the Awakened. In its Awakened state,
spell’s level increases by 1. the ring has the following extra
properties:
Ring of Endure Pain Improvement. When
Undead Fortitude you roll a Hit Die to reduce damage
using the Endure Pain property,
you can add your Constitution
modifier to the roll. Additionally, if
damage that triggers the Endure
Pain property would reduce you to
0 hit points, it reduces you to 1 hit
point instead.
3.TheCrystalForge items and plumbing the very depths of
the arcane.
Not every adventurer is interested in Though the Crystal Forge never
crafting their own gear, or has enough grew popular outside of the magical
time between adventures to dedicate community, Coran earned enough coin
to crafting. For those busy adventurers, to expand their operation to distant
there are still ways to acquire soul items. corners of the realm. They created
One such way is the Crystal Forge, a enchanted doors and placed them in a
magic item shop run by the skilled dozen major cities, all of which connect
mage Quinn of Avendell. The Crystal to the shop’s interior. As Coran grew
Forge is setting-neutral and can be old and passed the business onto their
dropped into any campaign with ease. descendants, some of these doors were
lost or destroyed—but a handful remain
Shop Overview to this day, ready to transport any
adventurer who happens upon them
The Crystal Forge is a magic item to the one and only Crystal Forge.
shop with a long and storied history. It
was created more than two centuries Appearance and Layout
ago by an enterprising archmage called
Coran of Avendell. Coran was a scholar The Crystal Forge has been renovated
of souls and their uses in crafting, and a number of times since its creation
for many years, they struggled to supply centuries ago. Currently, the shop is a
their soul-crafting experiments with multi-floor building with hardwood
enough soul gems to make progress. floors, stone brick walls, and a domed
Then, after a visit to a local blacksmith’s ceiling supported by wooden rafters.
shop, they were struck by inspiration: Lanterns hang from the ceiling by
they could run a shop of their own, slender iron chains, illuminating the
offering their services as a soul crafter shop with warm light. Wares are dis-
to fund their research. They comm- played in glass cases, which are affixed
issioned the construction of a shop in to wooden tables and shelves all over
the nearby capital city and filled its the shop. A spiraling set of stairs
halls with a variety of enchantments, connect the first floor to the second,
creating the Crystal Forge. complete with a balcony overlooking
People flocked to the Crystal Forge the shop below. The shop also has a
in droves to buy soul items, then an cellar, accessible by a trapdoor behind
unknown art form in those lands. Coran the front counter.
offered a bargain to their customers: if Rooms
the adventurers gathered soul gems on
The layout of the shop frequently
their behalf, they’d happily offer dis-
changes, but often includes the
counts on their magical wares. Many
following rooms:
adventurers enthusiastically took them
up on this deal, enticed by the idea of Lobby. This spacious room greets
profiting off battles they already intended customers as they enter, and
to fight. This symbiotic relationship connects to all the other rooms. A
kept the adventurers of the land well- stairwell in this room leads up to
equipped and helped Coran further the second floor. When customers
their research, inventing new soul
are ready to pay, the front counter forge the many magic items sold by
can be found in this room. the shop. It contains a forge bloom,
War Room. This chamber contains a rune-laden anvil, and a variety of
magical weapons on racks and suits other tools, both magical and
of magical armor on stands. A large mundane.
map of the region is plastered on Storage Cellar. This stone-walled
one wall; cities that contain a door cellar contains dozens of iron
to the Crystal Forge are marked lockboxes filled with magic items
with a fine golden pin. A door in yet to be placed on display. The
this room connects to the Smithy, lockboxes are enchanted to repel
but customers aren’t permitted thieves (see Shop Features).
through it. Employee Lounge. This comfortable
Trinket Room. This chamber on the room is used by the shop’s
second floor contains magical employees to take breaks. It
jewelry, trinkets, and other magic contains a small kitchen, a sofa, a
items that aren’t suited to the War fireplace, and a pantry full of food.
Room. A bookshelf on the far wall Shopkeeper’s Office. This cramped
is filled with books about soul craft- office is used by the current shop-
ing, copies of which are available at keeper to house records, balance
the request of customers. books, and take private meetings.
Smithy. This workshop is used by the
shopkeeper and their employees to
Employees that enters one of these doors is trans-
ported to the lobby of the Crystal
In addition to the shopkeeper (see Forge. When a creature leaves the
Quinn of Avendell), the Crystal Forge shop, whether by the door or through
is run by a handful of employees: other means, it always reappears in
Jena Flutterstep (LG female gnome front of the enchanted door it used to
commoner) is the shop’s clerk, enter the shop, even if the door was
running errands and operating the opened to a different location. As
front counter when the shopkeeper such, the doors can’t be used to rapidly
is busy elsewhere. She wears large travel across the world.
brass-rimmed glasses and has a The only exception to the rules
nervous disposition, wringing her described above is the shopkeeper.
hands as she speaks. Due to their innate connection to the
Oran Skalfin (NG nonbinary dragon- magic of the shop, they alone can
born veteran) is the shop’s enter and leave the many doors of the
blacksmith, forging weapons and Crystal Forge at will.
armor for the shopkeeper to enchant. Warded Walls
They use their fiery breath to stoke
the forge, and answer questions in The walls of the shop are rich with
grunts when they can get away ancient abjuration magic. Each 10-foot
with it. section of the wall has AC 16 and 50
Cecil Grayhollow (CN male tiefling hit points. The walls are resistant to all
gladiator) is the shop’s resident damage and immune to poison, psychic,
adventure, kept on retainer to slay and lightning damage. The walls are
monsters and acquire their souls enchanted to slowly repair themselves,
when a recipe calls for a soul gem. regaining 1d4 hit points at the end of
Though his services aren’t always each hour.
required, Cecil hangs around the Alarms
shop between his adventures,
bragging to customers about his The doors and windows of the shop
many daring exploits. are warded by alarm spells. These spells
are dormant during the day, activating
Magical Features when the shopkeeper locks up the
shop at night. A DC 17 Intelligence
When Coran of Avendell created the (Investigation) check reveals a silver
Crystal Forge, they lined every inch of wire around each door and window,
the shop with enchantments—and which triggers the spell when crossed
Coran’s descendants have only added over. Snipping the wire disables the spell.
to the shop’s magical repertoire. The
most notable magical features are Lanterns
described below: The lanterns hanging from the ceiling
Front Door of the shop are filled with continual
flame spells, which look like a regular
The front door of the shop is magically flame but create no heat and don’t use
bound to a handful of identical doors oxygen. The lanterns can be hooded to
scattered around the world. A creature dim their light.
Display Cases and Lockboxes the contest, it telepathically alerts any
The shop’s wares are displayed in glass employees present in the shop.
cases. The glass panes used in these Rusty
cases are infused with abjuration
When the shop is in danger, the last
magic, making them as tough as iron
line of defense is Rusty: an iron golem
(AC 17, 20 hit points, immunity to
kept in a closet in the Smithy. This
poison and psychic damage). The cases
ancient metal guardian was created by
are locked and warded by arcane lock
Coran of Avendell more than a century
spells: they require a DC 25 Dexterity
ago, and groans horribly as it moves.
check using thieves’ tools or a DC 25
Rusty is ordinarily quite gentle, but it
Strength check to force open without
ruthlessly assails anyone that poses a
the key (reduced to DC 15 if the arcane
threat to the shop’s employees. Rusty’s
lock is dispelled).
programming forbids it from ending a
The display cases are also trapped
life, so it only deals nonlethal damage.
with glyphs of warding, which require a
(In the same spirit, Rusty’s Poison
DC 17 Intelligence (Investigation)
Breath action creates a toxic gas that
check to spot. If a creature opens the
hurts living things but can’t kill them.)
case without the key, the glyph triggers,
casting flesh to stone (save DC 17) on
the creature. The glyph also creates a
Quinn of Avendell
wailing siren noise audible from up to The latest shopkeeper of the Crystal
300 feet away until the case is closed Forge is Quinn of Avendell, a mage
with the key. and descendant of the shop’s original
The lockboxes in the Storage owner. Quinn is a clever and curious
Cellar are warded in the same fashion person, eager to discover new spells
as the display cases. and invent new magic items. She loves
stories and mysteries, and always shows
Watchers genuine interest in the lives of her
Every room in the shop has at least customers, whether they’re common
one “watcher” nestled inconspicuously villagers, fellow researchers, or brave
among its contents. These watchers adventurers. Though she has no desire
are shaped like miniature metal to go on adventures of her own, she
dragons. A watcher uses the statistics aspires to help other people succeed
of a pseudodragon with two changes: on their journeys, and is sometimes
• Its type is Construct. willing to bend the rules to do it. She
feels a fierce loyalty to her employees
• It has a +5 bonus to Perception
and treats them as her extended family.
checks.
In appearance, Quinn is a human
Watchers perch on high shelves and in woman with long dark hair, pale eyes,
the rafters, watching the rooms below. and a scar over one eyebrow. Her right
If a creature tries to do something arm is an ornate metal prosthesis, as
nefarious in the shop, it must make a her original arm was vaporized during
Dexterity (Stealth) check contested by a soul-crafting experiment gone
the watcher’s Wisdom (Perception) wrong. The prosthesis is enchanted to
check (which, as a reminder, is made respond to Quinn’s thoughts, making
with advantage due to the watcher’s it as limber and responsive as most
Keen Senses trait). If the watcher wins flesh-and-blood arms (though it still
lacks sensation). She usually wears and even exceed them, guided by her
blue robes with gold trim and the logo natural curiosity and her meticulous
of the Crystal Forge: a hexagonal attention to detail.
gemstone over two crossed hammers. Quinn’s life became more comp-
licated when a faction of anti-arcane
History zealots, known as the Order of Heart’s
As a child, Quinn apprenticed under Purity, declared an inquisition against
her father as a mage and soul-crafter anyone who performs necromancy—
and helped him run the shop. However, especially creating and using soul gems.
when her father died in a robbery and Though the Order of Heart’s Purity
left her alone, she was forced to take doesn’t have influence in every corner
over the shop far earlier than expected. of the realm, it does dwell near many
Due to her age and lack of experience, of the shop’s enchanted doors, and
Quinn initially struggled to win over members of the Order frequently
her father’s old customers and business attempt to destroy the Crystal Forge
partners. But over the next few years, and take Quinn’s life. The rise of the
she began to meet her father’s standards Order has forced Quinn to temper her
eager and friendly nature with caution
and suspicion, as anyone might be an
agent of the Order in disguise. Now she
spends much of her free time gathering
information about the Order and
sponsoring adventurers to sabotage
their crusades.
Combat
Quinn generally avoids combat
wherever possible, as she doesn’t want
to damage the shop or put her
employees in danger. If she’s forced to
fight, she calls for Rusty, the shop’s
iron golem, then covers for her
employees as they flee the shop or take
cover in one of its rooms.
Quinn has the statistics of an
archmage, with the following changes:
• She can only cast spells of 7th-
level or lower.
• She is attuned to an avian cape,
which grants her a flying speed of
40 feet. If she is flying at the end
of her turn, she falls.
• She has the shield spell prepared
instead of the scrying spell.
She begins battle by casting mirror
image on herself, then uses banishment
to shut down any serious threats. If Adventure Hooks
she can catch multiple people in an
area, she’ll cast cone of cold or lightning When incorporating the Crystal Forge
bolt to deal damage; if not, she’ll upcast and Quinn of Avendell into your
magic missile to deal damage to the campaigns, consider the hooks on the
creature with the least hit points. Her Crystal Forge Adventures table below.
1st-level spell slots are reserved for
casting shield whenever she’s targeted Crystal Forge Adventures
by an attack. Against a group of d4 hook
spellcasters, she’ll trade banishment for 1 A hired adventurer called Cecil Gray-
globe of invulnerability. hollow approaches the characters
If the tide turns against her, and asks their help with recovering
Quinn will round a corner to avoid a soul gem that was stolen from him.
Once the gem is acquired, he leads
being hit by a counterspell, then use
them back to the Crystal Forge,
teleport to escape with any employees where Quinn offers them all a one-
or bystanders she can rescue. That time discount for helping Cecil out.
failing, she’ll try to trap her enemies
using wall of force then flee through 2 A zealot from the Order of Heart’s
the front door of the shop. Purity approaches the characters in
private and offers to pay them hand-
Lair Actions somely if they steal an important soul
item from the cellar of the Crystal
On initiative count 20 (losing Forge. The item contains the soul of
initiative ties), Quinn can take one of a vengeful angel they hope to revive
the following lair actions while inside and enlist in their crusades.
the Crystal Forge; she can’t take the
same lair action twice in a row: 3 Quinn hires the characters to hunt
down and kill a wrathful chromatic
Arcane Reserves. Quinn regains an dragon terrorizing the city where the
expended spell slot of 5th-level or Crystal Forge resides. She gives them
lower, then rolls a d6. If the result a wand of soul trapping and offers to
is equal to or lower than the spell forge the dragon’s soul into a soul
slot’s level, she can’t use this lair item if they capture it. In any case,
action again for 24 hours. the characters can keep the wand and
use it to bring her more soul gems.
Lanterns. Quinn magically lowers or
raises the hood on any number of 4 While escaping a dangerous
the shop’s magical lanterns. The encounter, the characters stumble
area in a 30-foot radius around upon an enchanted door that leads
each lantern is filled with bright them to the Crystal Forge. However,
light, dim light, or darkness (Quinn’s the threat follows them into the shop
choice). and begins to destroy its surroundings.
Once the threat is neutralized, Quinn
Floorboards. Quinn causes the floor- demands the characters acquire a
boards to erupt under one creature valuable crafting material for her as
she can see within 60 feet. If the payment for the damages to her shop.
target is standing on the floor, it
must succeed on a DC 15 Strength
saving throw or be flung up to 15
feet in a direction of Quinn’s choice.
4.TheSoulHunters Ideals
Though every chapter of the Soul
The players and their characters aren’t
Hunters is shaped by the culture it
the only ones who know how to capture
dwells in, most chapters share a few
and harness souls. Many mages, dungeon
common ideals:
delvers, and other adventurers build
their careers around soul crafting. One Community. A hunter alone is far
such group of soul crafters, the Soul weaker than a hunter supported by
Hunters, is described in this chapter, their peers. Everyone has a role in
from its headquarters and notable the community, and together, they
members to benefits for characters can achieve great things.
who intend to join their ranks. The Knowledge. The most powerful
Soul Hunters are setting-neutral and weapon a hunter can wield is
can be dropped into any campaign knowledge. A hunter can avoid
with ease. costly mistakes by learning from
the mistakes of their predecessors.
Faction Overview Justice. Not all monsters reside in the
wilds: some live in castles or enforce
The Soul Hunters is an organization of
the law. It is the responsibility of
mages and mercenaries dedicated to
the powerful to protect the weak
hunting monsters, capturing their souls,
and oppressed from those who
and using those souls to forge new and
would exploit them.
powerful magic items. Most Soul
Balance. Killing a creature to make a
Hunters are benevolent, wandering
magic item is an act of death, and it
from town to town and hunting down
must be balanced with an act of life,
any monsters that threaten the lives of
like protecting the weak or feeding
ordinary folk; a few, however, strike
the hungry. Without balance, the
deep into the wilderness and kill magical
power of souls can easily corrupt
creatures in their native habitats,
its wielder.
upsetting the balance of the natural
world in their pursuit of power. Joining the Soul Hunters
In towns where monsters are a
frequent problem, Soul Hunters band A character can join the Soul Hunters
together to build a base of operations by reporting to any of the factions’
and train new initiates. Those who bases of operation and challenging the
remain in the town become a militia Initiation Test. This test is meant to
of sorts, using soul items to keep the prove the character’s understanding of
town safe from threats both mystical the basics of combat and crafting. The
and mundane. In a small town, Soul rules are simple: the character must
Hunters might occupy an office in a hunt down a creature, capture its soul
town hall or local church; in a grand in a soul gem, and forge that gem into
city, they might band together to build a soul item. The character is allowed
an illustrious guildhall with its own to use the base’s tools and forge, but
forges, barracks, and armories. Every must provide any costly materials.
chapter of the Soul Hunters keeps in The character’s success in the
touch with the rest, ensuring that Initiation Test is determined by the
everyone stays apprised of any threats challenge rating of creature they forge
entering or leaving the region. into a soul item. When the character
Leaving the faction resets a
character’s Influence Points to 0. A
character can have less than 0 Influence
Points, which makes the character an
enemy of the Soul Hunters until they
work to repair their bad reputation.
Gaining Influence Points. A
character gains Influence Points
with the Soul Hunters by crafting
powerful soul items, helping other
hunters defeat their quarries, learning
secrets about soul crafting, and
protecting the weak and oppressed
from monsters and tyrants.
Losing Influence Points. A character
loses Influence Points with the Soul
Hunters by destroying soul items,
sabotaging the work of other hunters,
hiding or destroying knowledge
about soul crafting, or using their
power to exploit the weak and
submits a soul item for approval, they
oppressed.
gain the rank of Apprentice and gain
Influence Points equal to half the CR Apprentice
of the soul used in the item’s creation, 1+ Influence Points
rounded down. (This point bonus is
exclusive to the Initiation test and can’t You have proven your understanding
be repeated once a character joins.) of the basics of combat and crafting,
There are only two ways to fail the earning a place in the Soul Hunters. You
Initiation Test: to submit no soul item, gain access to any base of operations
or to submit a soul item made with the run by the Soul Hunters, where you
soul of a Humanoid. can use their tools, accept jobs from
their notice boards, and live a modest
Ranks and Influence Points lifestyle at no cost.
A character’s rank within the Soul As part of your initiation to this
Hunters is measured by Influence rank, you are invited to study under a
Points. A character begins with 0 Soul Hunter specialist and learn their
Influence Points, and can gain points craft. You gain proficiency in one
by performing actions in line with the martial weapon or one set of artisan’s
Soul Hunters’ goals and ideals. Inversely, tools of your choice.
a character can lose Influence Points Specialist
by acting against those goals and ideals.
A small act might grant or remove a 5+ Influence Points
single Influence Point, while more You have mastered the basics of hunting
dramatic acts might grant or remove and soul crafting and discovered your
multiple. specialty. When you gain this rank,
choose one of the following benefits:
Hunter. You gain access to archives of Commander of the Hunt
knowledge about creatures the 25+ Influence Points
Soul Hunters have defeated in the
past. By studying a creature at any You have passed into Soul Hunter
Soul Hunter base for a number of legend as an adventurer of rare skill
days equal to its challenge rating, and bravery. Knowledge of your
you can learn its creature type, its accomplishments is common among
highest and lowest ability scores, other members of the faction, most of
and its damage resistances and which show you the utmost respect.
immunities. If the Soul Hunters Soul Hunter bases will now support
have never defeated a creature, its you at a wealthy lifestyle, affording
information doesn’t appear in the you a luxurious private room, fine
archives. meals and clothes, and a personal
Crafter. You gain access to a special assistant for the duration of your stay.
store of high-quality crafting Additionally, the total challenge
materials that coax a soul item rating of hunters you can command
towards awakening. When you during a hunt increases to half your
craft a soul item at a Soul Hunter character level, rounded down. There
base, the item immediately gains a is no longer a cooldown for how
bonus to its Awakening Score frequently you can lead hunts, as newer
equal to your character level. members of the faction are always eager
to accompany and learn from you.
Captain of the Hunt
10+ Influence Points Winterhorn Manor
You have made a name for yourself as One of the oldest and largest Soul
a skilled Soul Hunter and earned the Hunter bases of operation is Winterhorn
acknowledgement of your peers. Soul Manor, a spacious estate hidden just
Hunters bases will now support you at outside a major city on the edge of the
a comfortable lifestyle, affording you a wilderness. This storied hall has been
private room and fine meals for the the home of many of the greatest Soul
duration of your stay. Hunters in history, and holds trophies
Additionally, you can rally lower- from their most dangerous hunts. Any
ranking Soul Hunters under your adventurer hoping to make a name for
command and lead a hunt against a themselves as a monster hunter and
powerful creature you know of. When soul crafter is eventually pointed in
you do, you are granted control over a the direction of Winterhorn.
party of hunters with any of the follow-
ing stat blocks: spy, priest, druid, or History
veteran. You choose how many Winterhorn Manor was originally the
hunters accompany you, but their total ancestral home of the Kalsterns, a
challenge rating can’t exceed one-third noble family with strong ties to a
of your character level, rounded down. nearby city. The Kalsterns were
The hunters follow your verbal longtime patrons of the Soul Hunters,
commands and accompany you for 1d4 and when the final scion of the
weeks or until the hunt is complete. Kalstern family died without naming
Once you complete a hunt, you can’t an heir, she willed the manor to the
lead another for 2d4 weeks. Soul Hunters as a gift for their loyal
service to the region. The Soul Hunters, providing tools and facilities for
then a wandering organization with adventurers as they prepare for (or
no true home, invited builders and recover from) their hunts. The manor’s
artisans from the towns they rescued smooth marble walls and fine wooden
in the past, and together they refitted furnishings contrast with the many
the manor into a guildhall with every strange heads, horns, bones, and other
amenity an adventurer could wish for— trophies mounted on the walls and
forges, armories, training grounds, stowed in glass display cases. The
stables, and more. resulting atmosphere is comfortable
Since then, Winterhorn has been but worldly, like the well-used home
destroyed half a dozen times, and of an eccentric traveler.
rebuilt from the ashes just as often. It
has burned down under the sweltering Rooms
breath of an ancient red dragon, been Though there are too many rooms in
demolished by the army of a tyrannical Winterhorn to name individually, the
baron, and fallen apart during the earth- following are among the most
splitting awakening of an ancient important:
earth elemental, among other, more Lobby. This grand entrance hall is
mundane problems. The manor is filled with trophies and oddities
never destroyed for long, as hundreds that chronicle the long history of
of its adventurers, allies, and alumni the Soul Hunters, including ancient
return after every disaster to help weapons, taxidermy heads, and a
restore the manor to its former glory. full wyvern skeleton hanging from
Perhaps the most controversial the ceiling by iron chains.
crisis in Winterhorn’s history is its recent Dining Hall & Kitchen. This spacious
fall to corruption, when a manipulative set of rooms is used to feed all the
adventurer called Jathren the Shrike adventurers staying in the manor,
used blackmail to take over the Soul which ranges from a dozen to more
Hunters and use it as his personal army. than hundred based on the time of
Though a heroic group of adventurers year. Grand feasts are held here on
wrested control of Winterhorn back holidays and after important hunts.
from the Shrike, this year-long reign Clinic. This state-of-the-art clinic exists
of terror has frayed the public’s trust to treat any lingering wounds
in the Soul Hunters. The adventurers adventurers sustain during battles.
of Winterhorn work diligently to earn The room is never empty and
back this trust, even as many commoners always smells strongly of lemons
fear or spit on the name. and alcohol.
Appearance and Layout Gardens. This garden grows vegetables
to help supply the kitchen and
Winterhorn Manor is a sprawling medicinal herbs to brew potions
estate with hundreds of rooms spread and tinctures for the clinic. Many
out over three wings. Many of its adventurers spend their downtime
rooms are dedicated to housing Soul tending the garden to relax.
Hunters, all of whom are permitted to Repository. This collection of tomes
stay in the manor at no cost. Other houses the knowledge the Soul
rooms are more functional in nature, Hunters have accrued after centuries
of monster hunts. If you’ve heard various enchantments. Argent has
of a monster, there’s almost lived through more of Winterhorn’s
certainly a book about it in the history than any other member of
repository. the Soul Hunters, and they’re often
Soul Forge. This smithy is large enough swept up into long and tedious
for more than a dozen smiths to stories about its previous occupants.
work in tandem. It contains all the Gale von Sorant (CN female half-elf
ordinary tools a blacksmith would mage) is Winterhorn’s master soul
expect, plus a few magical ones crafter, responsible for forging soul
unique to the art of soul crafting. items from the soul gems adventurers
Stables. This outdoor structure houses acquire. Despite her high station,
the mounts of any adventurers Gale is a newcomer to the manor
currently visiting or staying in the and is eager to make friends with
manor, as well as a few horses new recruits, especially those with
belonging to the manor itself. If an an interest in soul crafting.
adventurer falls in battle, their steed Jakar Winehelm (NG male human
is kept in the stable and taken care veteran) is the head chef of Winter-
of until it finds a new companion horn, responsible for feeding dozens
among the Soul Hunters’ ranks. of hungry adventurers every day.
Training Grounds. This stretch of Jakar was once an adventurer
yard includes a sparring pit, an himself, and he still uses his trusty
obstacle course, and an enchanted battle machete to chop up ingred-
hedge maze that tests adventurers ients. He wears an eyepatch over
with magical facsimiles of monsters. his right eye, which he lost during
(The facsimiles never kill or maim a battle with a manticore.
combatants, but otherwise the Kali Brume (N female dwarf druid)
battles are quite real.) is the groundskeeper of Winterhorn,
Vaults. The greatest treasures of the responsible for tending the garden,
Soul Hunters are housed in these stables, and training grounds. She
warded chambers and protected by can speak fluently with plants, and
fearsome constructs. One vault is, is often found speaking at length
in truth, a prison for a monster with the hedge maze in the training
that proved too powerful for the grounds. She uses a garden rake as
Soul Hunters to destroy. a quarterstaff, leaning heavily on it
as she walks.
Employees Leon Kalisbolt (LG male tiefling;
Winterhorn Manor is run by a statistics below) is the current Lord-
dedicated team of adventurers and General of Winterhorn, a title
experts, including the following: given to the highest-ranking Soul
Hunter. Leon makes sweeping
Argent Coventide (LN nonbinary decisions that affect all Soul Hunters:
orc priest) is the master archivist choosing the organization’s goals,
and ward-layer of Winterhorn, making alliances with other factions,
responsible for organizing the declaring major threats to the
library, conducting research on region, and more. Leon leads the
serious threats, and performing most dangerous of monster hunts
maintenance on the manor’s in person.
Leon Kalisbolt Actions
Medium Humanoid (Tiefling), Lawful Good Multiattack. Leon makes three weapon attacks
Armor Class 18 (frostburn plate armor) on his turn.
Hit Points 144 (17d8 + 68) Storm Greatsword. Melee Weapon Attack: +9 to hit,
Speed 30 ft. reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing
damage plus 3 (1d6) lightning damage.
STR DEX CON INT WIS CHA Javelin. Melee or Ranged Weapon Attack: +9 to hit,
20 (+5) 10 (+0) 19 (+4) 13 (+1) 14 (+2) 17 (+3) reach 5 ft. or range 30/120 ft., one target. Hit: 8
(1d6 + 5) piercing damage.
Saving Throws Str +9, Wis +6 Frostburn (1/Day). Leon’s armor burns with blue
Skills Arcana +5, Athletics +9, Perception +6 flames. For the next minute, a creature that hits
Damage Resistances fire; cold (frostburn armor) him with a melee attack while within 5 feet of him
Condition Immunities frightened is burned by the flames, taking 2d8 fire damage.
Senses darkvision 60 ft., passive Perception 16
Languages Common, Dwarvish, Infernal Bonus Actions
Challenge 10 (5,900 XP) Prof. +4 Commander’s Orders (3/Day). Leon delivers a
command to one creature within 60 feet of him.
Amulet of the Shroud. Leon is immune to scrying If the creature can hear Leon, it can use its reaction
and to any effect that would read his thoughts, to move up to its speed and make a weapon attack
sense his emotions, or detect his location. against a creature within its reach.
Aura of Courage. Each creature of Leon’s choice
within 10 feet of Leon is immune to being Reactions
frightened. This trait is suppressed while Leon is Parry. Leon adds 4 to his AC against one melee
incapacitated. attack that would hit him. To do so, Leon must
Special Equipment. Leon is attuned to an amulet see the attacker and be wielding a melee weapon.
of the shroud and frostburn plate armor.

Magical Features Soul Forge. If the Winterstar is destroyed,


these features cease to function.
Hundreds of spellcasters have passed The most notable magical features
through Winterhorn’s ranks, and are described below:
many have left behind enchantments
to protect the manor or improve the Arcane Locks
quality of life it provides. Most of these The front doors of the manor, and
features are powered by the Winterstar, indeed most doors within, are warded
a great diamond of pure arcane force by arcane lock spells. A creature must
that floats in an adamantine cage in the succeed on a DC 25 Dexterity check
using thieves’ tools or a DC 25 Strength Adventure Hooks
check to force open such a door with-
out the key. (The DC drops to 15 if When incorporating the Soul Hunters
the arcane lock is dispelled.) into your campaigns, consider the
hooks on the Soul Hunter Adventures
Armor Sentinels table below.
Suits of plate armor are stationed
Soul Hunter Adventures
throughout the manor. Though these
suits are placed decoratively, they’re d4 hook
actually animated armor sentinels 1 After the characters defeat a powerful
lying in wait. The sentinels classify monster, they receive an invitation
anyone who isn’t a Soul Hunter or from a mysterious patron to attempt
the Initiation Test and become Soul
isn’t escorted by one as an intruder, Hunters. The patron turns out to be
and move to block their path deeper the Lord-Commander of Winterhorn,
into the manor. The sentinels attack if who is searching for an eventual
they take damage or an intruder tries successor to his title.
to move past them.
2 The Winterstar diamond has been
Forbiddance stolen by a plundering green dragon
with a vendetta against the Soul
The entire manor is protected by a Hunters, and without it, Winterhorn
permanent forbiddance spell. A Celestial, is vulnerable to further attacks. The
Elemental, Fey, Fiend, or Undead that Soul Hunters mount an assault on
enters the manor for the first time on the dragon’s lair to retrieve the
a turn or starts its turn there takes 5d10 Winterstar, and offer a cut of the
radiant damage. Allies of the Soul hoard if the characters participate.
Hunters that would trigger this feature 3 When a soul crafter at Winterhorn
are given a special password that attempts to create a magic item from
makes them immune to this damage. a mummy lord’s soul, the process
goes terribly wrong: the mummy
Vault Doors lord possesses the crafter and raises
The vaults in the very lowest levels of every corpse for miles in every
the manor are protected by 10-foot- direction into an Undead army. A
tall, 3-foot-thick adamantine doors, local noble hires the characters to
which are enchanted similarly to an find and destroy the source of the
immovable rod. They open only for their rampaging Undead legion.
individual command words. (These 4 A thief infiltrates Winterhorn and
words are known only by the highest- accidentally unleashes the monster
ranking Soul Hunters in Winterhorn, trapped in its deepest vault: a vengeful
and change once a month.) The doors balor with a horde of demons waiting
are also protected by permanent symbols for its leadership. To stop the balor
(Pain option, save DC 17), which require before it conquers the entire region,
the characters must help the Soul
a DC 17 Intelligence (Investigation) Hunters acquire the soul of an
check to spot. The symbols trigger if a angel, which can be crafted into a
creature attempts to force the door demon-slaying holy avenger.
open without the command word, and
can be triggered multiple times. This
feature isn’t dependent on the
Winterstar to function.
5. The Spiritualist Class Features
The Spiritualist is a new class that As a spiritualist, you gain the following
specializes in souls—capturing souls in class features:
gems, using soul items, and battling Hit Points
alongside spirits conjured from within
soul gems. Hit Dice: 1d8 per spiritualist level
Some spiritualists are innovators Hit Points at 1st Level: 8 + your
that specialize in niche necromantic Constitution modifier
arts, capturing and transferring life Hit Points at Higher Levels: 1d8 +
essence and using it in experiments your Constitution modifier per
and research. Others are more instinctual, spiritualist level after 1st
feeling a natural connection to the Proficiencies
afterlife and its inhabitants. Most
spiritualists are also capable fighters, Armor: Light armor, medium armor,
as it’s difficult to acquire souls for their shields
macabre work without hunting and Weapons: Simple weapons, martial
killing monsters. No matter their method weapons
or origin, spiritualists are the foremost Tools: Jeweler’s tools
soul crafters, able to harness souls and Saving Throws: Wisdom, Charisma
craft with them more effectively than Skills: Choose three from Animal
any other adventurer. Handling, Arcana, History, Insight,
Investigation, Nature, Perception,
Making a Spiritualist or Persuasion
To make a spiritualist, answer any or Equipment
all of the following questions for your You start with the following
character: equipment, in addition to the
• Do you use magical theory to equipment granted by your
capture souls, or do you pull souls background:
into your soul gems with some • (a) a weapon and a shield or (b)
mysterious innate ability? two weapons
• When was the first time you • (a) a scholar’s pack or (b) a
captured a soul in a soul gem? dungeoneer’s pack
Was it intentional? What was the
soul’s relationship to you? • Leather armor, a dagger, and
jeweler’s tools
• Do others approve of your soul
capturing work, or do they find it Soul Gems
strange and frightening? Do you have
to perform your work in secret? 1st-level spiritualist feature
• How do you feel about your soul As a spiritualist, you are an expert at
abilities? Do they make you feel capturing and utilising souls. When a
powerful or monstrous? How creature you can see within 60 feet of
have they improved your life, and you dies, you can use your reaction to
how much have they cost you? snare the creature’s soul and store it
within a gemstone. If you have an
empty gemstone on your person and
the gemstone is valuable
enough to contain a soul of
the creature’s challenge
rating, you can capture it in
that gemstone (see the Soul
Gem Quality table below).
The gemstone is trans-
formed into a soul gem.
Soul gems are used to
power various spiritualist
features, as described later
in this class. When you
create a soul gem, record
the type of creature
contained in the gem, as
well as its challenge rating,
as both statistics are used
in the effects of certain
features.

Soul Gem Quality


Minimum
Soul Cr
gem value
0–1 10 gp
2–4 50 gp
5–8 100 gp
9–12 500 gp
13–16 1,000 gp
17+ 5,000 gp

Temporary Soul Gems Transferring Souls


If you don’t have a suitable gemstone Over the course of 1 minute, you can
when you capture a soul, you can transfer the soul from a soul gem to
instead create a temporary soul gem another gemstone of sufficient value
out of magical force. You can maintain to contain it. The soul gem is destroyed,
a number of temporary soul gems equal and the new gemstone is transformed
to your proficiency bonus at once. If into a soul gem containing the transferred
you try to make another temporary soul. Either gem involved in this transfer
soul gem when you already have the can be a temporary soul gem.
maximum number, you choose which
soul gem is destroyed to accommodate Soul Pool
the new soul. 1st-level spiritualist feature
A temporary soul gem can contain
a soul with a challenge rating up to You have a deep connection to the
your spiritualist level. energies of life and death, which is
represented by a pool of soul points.
You have a number of soul points
equal to your spiritualist level, and Soul save DC = 8 + your proficiency
regain any expended soul points when bonus + your Wisdom modifier
you finish a short or long rest.
Soul points are used to power Vital Recovery
certain magical features granted by As an action, you can touch a creature
this class. You start off knowing two and expend a number of soul points up
such features: Vital Recovery and Soul to your Wisdom modifier (minimum
Strike. You learn more soul features as of 1) to channel life essence into its
you gain levels in this class. body. The target regains 1d6 hit points
Some soul features might call for a for each soul point expended.
target to make a saving throw. You
Grim Strike
use your Wisdom score to set the DC
of saving throws triggered by soul Once per turn, when you hit a creature
features. The saving throw DC is with a melee weapon attack, you can
calculated as follows: expend a number of soul points up to
your Wisdom modifier (minimum of
1) to empower the attack with death
essence. The attack deals an extra 1d6
necrotic damage for each soul point
expended.
Battle Spirit
2nd-level spiritualist feature
You can temporarily release a soul
from its soul gem to battle on your
behalf. When you finish a long rest,
you can choose one soul gem in your
possession. The soul appears as a battle
spirit in an unoccupied space within
10 feet of you. The battle spirit has an
appearance similar to the one it had in
life, but is only an echo of its true self:
it has none of its old memories, person-
ality, or class features. The battle spirit
is visibly supernatural and can’t be
mistaken for an ordinary creature of
its type.
Regardless of its form or identity,
the battle spirit uses the Battle Spirit
stat block. If the spirit’s statistics refer
to “the soul,” use the statistics of the
soul used to summon the battle spirit.
In Combat
The spirit acts during your turn and
obeys your telepathic commands, which
it can hear over any distance. The spirit
Spirit Type
Battle Spirit
Medium or Large (your choice) 2nd-level spiritualist feature
Armor Class 13 + PB
Hit Points 5 + five times your spiritualist level
In addition to the statistics in the
+ the soul’s challenge rating Battle Spirit stat block, your battle spirit
Speed 40 ft. gains a set of special benefits determined
STR DEX CON INT WIS CHA
by the creature type of the soul used to
15 (+2) 13 (+1) 15 (+2) 10 (+0) 14 (+2) 10 (+0)
summon it. These benefits are listed in
the Spirit Types section at the end of
Senses darkvision 60 ft., passive Perception 12 the class’s description.
Languages understands the languages you Starting at 9th level, you gain
know but can’t speak
Prof. Bonus (PB) equals your prof. bonus
access to new Spirit Type benefits for
each creature type.
Shared Proficiency. The spirit adds your prof-
iciency bonus to all ability checks and saving
throws.
Gem Furnace
Spirit Nature. The spirit doesn’t need air, food, 2nd-level spiritualist feature
water, or sleep.
When you use a soul feature that allows
Actions you to restore hit points or deal damage,
Spectral Strike. Melee Weapon Attack: +2 + PB to
hit, reach 5 ft., one target. Hit: force damage
you can destroy a soul gem on your
equal to 1d6 + 2 + half the soul’s challenge person to supercharge the effect. The
rating (rounded down). hit points restored or damage dealt by
the soul feature increases by an
amount equal to the soul’s challenge
can move and use its reaction on its own, rating (minimum of 1).
but it only takes the Dodge action
unless you use your bonus action on Mystical Bond
your turn to give it a command. You
can command it to take an action from 3rd-level spiritualist feature
its stat block or some other action, Spiritualists form deep connections
such as the Dash or Disengage action. with certain sources of mystical power
If you are incapacitated, the spirit and to the souls related to those
needs no command and acts according powers. Choose one of the following
to its nature. bonds: Bond of the Divine, Bond of
the Prism, or Bond of the Wild, each
Healing and Dying of which is detailed after the class’s
If the spirit is killed, its body vanishes. description. Your choice grants you
You can restore the spirit’s form by features at this level and again at 7th,
performing a 1-minute ritual with the 11th, and 15th level.
soul gem used to summon it. At the
end of the ritual, the spirit reappears Shared Sense
and regains all of its hit points. Once 3rd-level spiritualist feature
you perform this ritual, you can’t do so
again until you finish a short or long When you start your turn with your
rest. The spirit vanishes if you die. battle spirit within 120 feet of you,
you can choose to see and hear
through the battle spirit’s senses until
the start of your next turn. While
sharing your battle spirit’s senses, you Battle Synergy
are blinded and deafened to your own
senses. 10th-level spiritualist feature
At 9th level, while sharing your You have learned to channel your soul
battle spirit’s senses, you can speak features through your battle spirit.
through your battle spirit using your Choose one of the following
own voice. improvements:
Ability Score Improvement Vital Recovery
4th-level spiritualist feature While your battle spirit is within 120
feet of you, you can choose a creature
When you reach 4th level, and again within reach of the battle spirit, including
at 8th, 12th, 16th, and 19th level, you the battle spirit itself, as the target of
can increase one ability score of your your Vital Recovery soul feature.
choice by 2, or you can increase two
ability scores of your choice by 1. As Grim Strike
normal, you can’t increase an ability When your battle spirit hits a creature
score above 20 using this feature. with a melee weapon attack, you can
Extra Attack use your Grim Strike soul feature to
empower the attack. Using the feature
5th-level spiritualist feature in this way still counts as your single
use for this turn.
Beginning at 5th level, you can attack
twice, instead of once, whenever you Extra Spirit Attack
take the Attack action on your turn.
13th-level spiritualist feature
Soul Crafter Beginning at 13th level, your battle
6th-level spiritualist feature spirit can attack twice, instead of once,
whenever you command it to take the
Your connection to souls and the afterlife
Attack action on your turn.
allows you to craft and wield soul items
more effectively than other adventurers. Battle Adaptation
You gain the following benefits:
14th-level spiritualist feature
Crafting
You can adapt your battle spirit to
You can craft a soul item in half of the whatever danger is at hand. As an
normal time. At 18th level, you can action, you can choose a soul gem on
craft a soul item in a quarter of the your person other than the one used
normal time. to summon your battle spirit. Your
Attunement battle spirit’s Spirit Type benefits
change to match the creature type of
You can attune to one additional magic the new soul gem.
item, so long as that item is a soul Once you use this feature, you
item. At 18th level, you can attune to can’t do so again until you finish a
two additional soul items. short or long rest. You can spend 2
soul points to use this feature while it
is expended.
Defy the Afterlife
20th-level spiritualist feature
Your mastery of souls is so powerful
that it can defy the pull of the afterlife.
Using a soul gem on your person, you
can conduct a 1-hour ritual to restore
the soul contained within the gem to
life. The ritual functions as a true
resurrection spell without the need for
material components.
Once you use this feature, you
can’t do so again for 7 days.

Mystical Bonds
Spiritualists form bonds with many
different kinds of spirits, from wicked
ghouls and hellish specters to wild
tricksters and blessed cherubs. This
section describes a few Mystical Bonds
a spiritualist can choose from at 3rd level.
Bond of the Divine
Spiritualists of this bond have a close Blessed Touch
relationship to spirits of the divine— 3rd-level Bond of the Divine feature
both holy spirits from heavenly realms
and unholy spirits from hellish ones. You channel potent positive energy
This holy source of power makes into your healing work. When you
Divine Spiritualists skilled at healing use your Vital Recovery soul feature,
the wounds of their allies and laying you can add your Wisdom modifier to
curses on their enemies. the number of hit points restored
(minimum of 1). Also, as part of the
Divine Spirits same action, you can expend an extra
3rd-level Bond of the Divine feature soul point to end one of the following
conditions on the target: blinded,
You have a profound connection to deafened, or poisoned.
Celestials and Fiends. Even if you have
no soul gems containing souls of these Dark Curse
types, you can always summon a battle 7th-level Bond of the Divine feature
spirit with either of these Spirit Types.
As an action, you can bind a creature
Bonus Proficiency you can see within 60 feet with
3rd-level Bond of the Divine feature tendrils of darkness. The target must
succeed on a Wisdom saving throw
You gain proficiency with heavy against your soul save DC or be
armor. cursed. While cursed, the target
suffers the following effects:
• It is blinded.
• Its speed is halved.
• It has disadvantage on ability checks.
The cursed creature can repeat its
saving throw at the end of each of its
turns, ending the effect on itself on a
successful save.
Once you use this feature, you
can’t do so again until finish a short or
long rest. You can spend 2 soul points
to use this feature while it is expended.
Pain Into Life
11th-level Bond of the Divine feature
When you use your Grim Strike or
Vital Recovery soul features, you can
convert pain and agony into a burst of
life essence. You gain temporary hit
points equal to half of the necrotic
damage dealt (for Grim Strike) or half
the number of hit points restored (for
Vital Recovery). If your battle spirit is
within 10 feet of you, you can cause it
to gain these temporary hit points
instead of you. Bond of the Prism
Once you use this feature, you can’t
do so again until you finish a short or Spiritualists of this bond have a deep
long rest. You can spend 3 soul points connection to the elemental energies
to use this feature while it is expended. that suffuse the planes, and can call
upon other spirits connected to those
Potent Curse same energies, such as dragons and
15th-level Bond of the Divine feature elementals. This primal power source
is highly destructive, making Element
Your connection to darkness and light Spiritualists a force to be reckoned
lends incredible potency to your Dark with in battle.
Curse in two ways:
• A creature that succeeds on its Prismatic Spirits
saving throw against your Dark 3rd-level Bond of the Elements feature
Curse still suffers its effects until
You have a profound connection to
the start of your next turn.
Dragons and Elementals. Even if you
• A creature that fails on its saving have no soul gems containing souls of
throw against your Dark Curse these types, you can always summon a
can’t repeat its saving throw until battle spirit with either of these Spirit
its second turn under the curse’s Types.
effects.
Raw Magic Once you use this feature, you
3rd-level Bond of the Elements feature can’t do so again until you finish a
short or long rest. You can spend 3
Your connection to raw elemental soul points to use this feature while it
force can be channeled into simple is expended.
magic. You learn one cantrip of your
choice from the sorcerer spell list. Cataclysmic Reunion
Wisdom is your spellcasting ability for 15th-level Bond of the Elements feature
this cantrip.
You are tethered to your battle spirit
Prismatic Heart by the same primal forces you use to
3rd-level Bond of the Elements feature decimate your foes. As an action while
your battle spirit is within 60 feet of
You have a deeper connection to one you, you can teleport into an unoccupied
element than the rest. You gain space within 5 feet of the spirit, or vice
resistance to one of the following versa. When you arrive, you and your
damage types of your choice: acid, battle spirit create a blast of destructive
cold, fire, or lightning. This damage energy. Each creature within 30 feet
type is also used by features granted other than you and your battle spirit
later in this bond. must make a Dexterity saving throw
against your soul save DC, taking damage
Destructive Strike
equal to 6d10 + your spiritualist level
7th-level Bond of the Elements feature on a failed save or half as much damage
Once per turn, when you or your on a successful one. The damage type
battle spirit deals your Prismatic Heart matches your Prismatic Heart feature.
damage type, you can add your Once you use this feature, you
Wisdom modifier to the amount of can’t do so again until you finish a
damage dealt (minimum of 1). long rest. You can spend 6 soul points
Also, when you use your Grim to use this feature while it is expended.
Strike soul feature, you can cause the
feature to deal your Prismatic Heart
Bond of the Wild
damage type instead of necrotic damage. Spiritualists of this bond are aligned
with the spirits of nature, beasts and
Prismatic Rebuke plants alike. Some spiritualists of this
11th-level Bond of the Elements feature bond live with druids and rangers in
natural communes, dedicating them-
When a creature you can see within
selves to the protection of nature;
30 feet of you deals damage to you or
others merely draw upon its powers
your battle spirit, you can use your
for their own ends. Wild Spiritualists
reaction to retaliate with a burst of
can conjure vines and thorns from the
elemental energy. The creature must
earth to batter and debilitate their foes.
make a Dexterity saving throw against
your soul save DC, taking damage Wild Spirits
equal to 3d10 + half your spiritualist 3rd-level Bond of the Wild feature
level (rounded down) on a failed save
or half as much damage on a successful You have a profound connection to
one. The damage type matches your Beasts and Plants. Even if you have no
Prismatic Heart feature. soul gems containing souls of these
types, you can always summon a battle
spirit with either of these Spirit Types.
Bonus Proficiency
3rd-level Bond of the Wild feature
You gain proficiency in two of the
following skills or tools of your choice:
Animal Handling, Nature, or
herbalism kits.
Creeping Vine
3rd-level Bond of the Wild feature
As an action, you can cause a vine to
shoot from the earth and ensnare a
creature you can see within 60 feet.
The target must succeed on a Strength
saving throw against your soul save
DC or be restrained for 1 minute. A
creature can use its action to make a
Strength check against your soul save Venom Resilience
DC, freeing a restrained creature 11th-level Bond of the Wild feature
within its reach on a success.
You are inured to the most common
You can use this feature a number
weapon of the wild: poison. You are
of times equal to your proficiency
immune to poison damage and the
bonus, and regain all expended uses
poisoned condition.
when you finish a long rest.
Nature’s Grace Crushing Vine
15th-level Bond of the Wild feature
7th-level Bond of the Wild feature
The vines you create move like snakes,
You are graceful in many wild
crushing their prey. When a creature
environments. When you finish a
starts its turn restrained by your
long rest, choose one of the following
Creeping Vine, you can cause it to
benefits. You gain the chosen benefit
take bludgeoning damage equal to half
until the end of your next long rest.
your spiritualist level (rounded down).
• You have a swimming speed equal
to your walking speed, and can Spirit Types
breathe both air and water.
At 2nd level, spiritualists gain access to
• You have a climbing speed equal
the Battle Spirit feature, which allows
to your walking speed, and can
them to summon a battle-ready spectral
climb difficult surfaces and upside
companion, and the Spirit Type
down on ceilings without needing
feature, which bestows a set of special
to make an ability check.
benefits on the battle spirit. When you
choose a soul gem to summon your Charge. If the spirit moves 20 feet in a
battle spirit from, it gains the benefits straight line before hitting a target
of the section with the matching with its Spectral Strike attack, the
creature type below. For instance, a target must succeed on a Strength
battle spirit summoned from a soul saving throw against your soul
gem containing a Beast soul, such as a save DC or be knocked prone.
bear soul or wolf soul, gains the
Starting at 9th level, the battle spirit
benefits from the Beast section.
also gains the following benefits:
If a benefit listed in this section
has a level prerequisite, it refers to Wild Speed. The spirit has a climbing,
your level in this class. swimming, or flying speed of 50
feet, whichever is most appropriate
Aberration to the soul used in its creation.
A battle spirit summoned from an Evasion. If the spirit makes a Dexterity
Aberration soul gains the following saving throw that allows it to take
benefits: half as much damage on a successful
save, it instead takes no damage on
Creature Type. The spirit’s creature a successful save and half as much
type is Aberration. damage on a failed save.
Psychic Resistance. The spirit is
resistant to psychic damage. Celestial
New Action: Mind Beam. Ranged
A battle spirit summoned from a
Spell Attack: +2 + PB to hit, range
Celestial soul gains the following
30 ft., one target. Hit: psychic damage
benefits:
equal to 1d4 + 2 + half the soul’s
challenge rating (rounded down). Creature Type. The spirit’s creature
type is Celestial.
Starting at 9th level, the battle spirit
Illumination. The spirit sheds bright
also gains the following benefits:
light in a 30-foot radius and dim
Weird Movement. The spirit has a light for 30 feet beyond that. You
swimming or flying speed of 40 can suppress or restore the light as
feet (your choice when you summon a bonus action.
the spirit). Wellspring of Healing. When you
Telepathic Beacon. While the spirit use the Vital Recovery soul feature
is within 60 feet of you, you can on a creature other than the spirit,
speak back and forth telepathically the spirit regains the same amount
to any creature the spirit can see of hit points as the target.
within 60 feet of it.
Starting at 9th level, the battle spirit
Beast also gains the following benefits:
A battle spirit summoned from a Beast Angelic Wings. The spirit has a
soul gains the following benefits: flying speed of 60 feet.
New Action: Sunlight Beam (3/
Creature Type. The spirit’s creature Long Rest). The spirit unleashes a
type is Beast. 30-foot-long, 5-foot-wide beam of
Keen Senses. The spirit has advantage brilliant sunlight. Each creature in
on Wisdom (Perception) checks. the line must make a Constitution
saving throw against your soul save on a failed save, or half as much
DC. On a failed save, a creature damage on a successful save. The
takes 4d10 + PB radiant damage damage type matches the spirit’s
and is blinded until the end of its Draconic Resistance.
next turn. On a successful save, a
Starting at 9th level, the battle spirit
creature takes half as much damage
also gains the following benefits:
and isn’t blinded.
Draconic Wings. The spirit has a
Construct flying speed of 60 feet.
A battle spirit summoned from a Destructive Breath. The damage
Construct soul gains the following dealt by the spirit’s Breath Weapon
benefits: increases to 6d6 + PB.
Creature Type. The spirit’s creature Elemental
type is Construct.
A battle spirit summoned from an
Poison Immunity. The spirit is
Elemental soul gains the following
immune to poison damage and the
benefits:
poisoned condition.
Programmed Mind. The spirit has Creature Type. The spirit’s creature
advantage on saving throws against type is Elemental.
being charmed or frightened. Elemental Resistance. The spirit is
resistant to lightning (air), fire
Starting at 9th level, the battle spirit
(fire), bludgeoning (earth), or acid
also gains the following benefits:
(water) damage, whichever is most
Unbreachable Mind. The spirit is appropriate to the soul used in its
immune to being charmed or creation.
frightened. Malleable Form (Air, Fire, or Water
Metal Body. The spirit’s Armor Class only). The spirit can move through
increases to 15 + PB. a space as narrow as 1 inch wide
without squeezing. It can move
Dragon through and stop in another
A battle spirit summoned from a creature’s space.
Dragon soul gains the following Siege Monster (Earth only). The
benefits: spirit deals double damage to
objects and structures.
Creature Type. The spirit’s creature
type is Dragon. Starting at 9th level, the battle spirit
Draconic Resistance. The spirit is also gains the following benefits:
resistant to acid, cold, fire, lightning, Poison Immunity. The spirit is
or poison damage, whichever is immune to poison damage and the
most appropriate to the soul used poisoned condition.
in its creation. Destructive Form. A creature that
Breath Weapon (3/Long Rest). The hits the spirit with a melee attack
spirit exhales destructive energy in while within 5 feet of it takes damage
a 30-foot cone. Each creature in equal to your PB. This damage is
the area must make a Dexterity the same type as the spirit’s
saving throw against your soul Elemental Resistance trait.
save DC, taking 3d6 + PB damage
Fey If the target is an object that isn’t
being worn or carried, it ignites.
A battle spirit summoned from a Fey
soul gains the following benefits: Starting at 9th level, the battle spirit
also gains the following benefits:
Creature Type. The spirit’s creature
type is Fey. Leathery Wings. The spirit has a
Trickster’s Mind. The spirit has flying speed of 60 feet.
advantage on saving throws against Fiendish Sight. The spirit’s darkvision
being charmed or frightened. improves in two ways: its range
Fey Step. Before or after taking the increases by 120 feet, and it is
Attack action, the spirit can unimpeded by magical darkness.
teleport up to 30 feet to an
unoccupied space it can see. Giant
Starting at 9th level, the battle spirit A battle spirit summoned from a
also gains the following benefits: Giant soul gains the following
benefits:
Unbreachable Mind. The spirit is
immune to being charmed or Creature Type. The spirit’s creature
frightened. type is Giant.
New Action: Trickster’s Song (3/ Thick Skin. The spirit’s hit point
Long Rest). The spirit sings a maximum increases by an amount
mind-altering melody. One creature equal to 1 + your spiritualist level.
of your choice within 30 feet of the Colossal Reach. The reach of the
spirit that can hear the song must spirit’s Spectral Strike attack
succeed on a Wisdom saving increases to 10 feet.
throw against your soul save DC or Starting at 9th level, the battle spirit
be charmed or frightened (your also gains the following benefits:
choice) by you for 1 minute. A
charmed or frightened creature can Hefty Strike. The damage die of the
repeat its saving throw at the end spirit’s Spectral Strike increases
of each of is turns, ending the from 1d6 to 1d10.
effect on itself on a successful save. Powerful Build. The spirit is
considered one size category larger
Fiend when determining the amount it
can push, pull, or carry.
A battle spirit summoned from a
Fiend soul gains the following Humanoid
benefits:
A battle spirit summoned from a
Creature Type. The spirit’s creature Humanoid soul gains the following
type is Fiend. benefits:
Fire Resistance. The spirit is resistant
to fire damage. Creature Type. The spirit’s creature
New Action: Hurl Flame. Ranged type is Humanoid.
Spell Attack: +2 + PB to hit, range Gift of Speech. The spirit can speak
30 ft., one target. Hit: fire damage each language you know, but only
equal to 1d4 + 2 + half the soul’s says what you telepathically
challenge rating (rounded down). command it to say.
Resilient (3/Long Rest). When the of the spirit, it can repeat its saving
spirit fails a saving throw, it can throw, ending the effect on itself
reroll the save. It must take the on a successful save.
new result.
Ooze
Starting at 9th level, the battle spirit
also gains the following benefits: A battle spirit summoned from an
Ooze soul gains the following benefits:
Spirit Shield. The spirit’s Armor
Class increases to 15 + PB. Creature Type. The spirit’s creature
Shared Resilience. When you fail a type is Ooze.
saving throw while within 10 feet Acid Resistance. The spirit is
of your spirit, you can expend one resistant to acid damage.
use of the spirit’s Resilience trait to Amorphous. The spirit can fit
reroll the save. You must take the through a space as narrow as 1 inch
new result. wide without squeezing.

Monstrosity Starting at 9th level, the battle spirit


also gains the following benefits:
A battle spirit summoned from a
Acidic Form. A creature that hits the
Monstrosity soul gains the following
spirit with a melee attack while
benefits:
within 5 feet of it takes acid
Creature Type. The spirit’s creature damage equal to your PB.
type is Monstrosity. Caustic Spit (3/Long Rest). The
Monstrous Form. The spirit’s Armor spirit belches up acid in a 30-foot
Class increases to 14 + PB. cone. Each creature in the area
Unpredictable. When the spirit hits must make a Dexterity saving
a creature with a Spectral Strike throw against your soul save DC.
attack, it doesn’t provoke oppor- On a failed save, a creature takes
tunity attacks from that creature 8d4 acid damage and is coated with
for the rest of this turn. acid. On a successful save, a
creature takes half as much damage
Starting at 9th level, the battle spirit
and isn’t coated. A creature coated
also gains the following benefits:
with acid takes 1d4 acid damage at
Monstrous Speed. The spirit has a the start of each of its turns until a
climbing, swimming, or flying creature takes an action to scrape
speed of 50 feet, whichever is most away the acid.
appropriate to the soul used in its
creation. Plant
Intimidating Presence (3/Long Rest). A battle spirit summoned from a Plant
The spirit frightens one creature soul gains the following benefits:
within 30 feet of it that can see it.
The target must succeed on a Creature Type. The spirit’s creature
Wisdom saving throw against your type is Plant.
soul save DC or be frightened of Grace of the Green. The spirit ignores
the spirit for 1 minute. If the difficult terrain imposed by plants.
creature ends its turn out of sight New Action: Toxic Thorn. Ranged
Weapon Attack: +2 + PB to hit,
range 30 ft., one target. Hit: poison
damage equal to 1d4 + 2 + half the
soul’s challenge rating (rounded
down).
Starting at 9th level, the battle spirit
also gains the following benefits:
Potent Thorns. A creature hit by the
spirit’s Toxic Thorn attack must
succeed on a Constitution saving
throw against your soul save DC or
be poisoned until the end of its
next turn.
Blindsight. The spirit has blindsight
to a distance of 10 feet. You benefit
from this sense while using your
Shared Sense feature.
Undead
A battle spirit summoned from an
Undead soul gains the following
benefits:
Creature Type. The spirit’s creature
type is Undead.
Necrotic Resistance. The spirit has
resistance to necrotic damage.
Grim Curse. When you deal necrotic
damage to a target with your Grim
Strike feature, the target can’t
regain hit points until the start of
your next turn.
Starting at 9th level, the battle spirit
also gains the following benefits:
Poison Immunity. The spirit is
immune to poison damage and the
poisoned condition.
Shadowy Aura. The spirit has
advantage on Dexterity (Stealth)
checks. You share this benefit
while within 10 feet of your spirit.
Appendix A: Item Tables
This reference section sorts the soul items described in this book into various tables
with page numbers, allowing you to find them during play with ease. If an entry in
a table refers to “any creature” of a certain time, it only refers to creatures of that
type without their own entry. For instance, “any spider” includes giant spiders and
wolf spiders, but not phase spiders, which have their own entry.

Aberration Soul Items by Rarity


name rarity Soul(s) required Page #
Gibbering mask Uncommon Gibbering mouther 12
Goggles of arcanum Uncommon Chuul 10
Otyugh leathers Uncommon Otyugh 12
Deep lash Rare Aboleth 10
Phantasm cloak Rare Cloaker 11

Beast Soul Items by Rarity


name rarity Soul(s) required Page #
Badger scarf Common Badger, giant badger 14
Beetle lantern Common Giant fire beetle 22
Bracelet of burdens Common Mule 25
Cold-blooded ring Common Lizard, giant lizard 24
Mask of keen senses Common Weasel, giant weasel 31
Ring of aquatic friendship Common Any fish 21
Sandwalker ring Common Camel 17
Antler staff Uncommon Deer, elk, giant elk 20
Avian cape Uncommon Any bird 16
Biscuit pouch Uncommon Any domesticated canine 17
Blade of the pack Uncommon Any wild canine 18
Bludgeon of the bog Uncommon Crocodile, giant crocodile 20
Chitin armor Uncommon Crab, giant crab 19
Draining dart Uncommon Stirge 30
Echoing whistle Uncommon Bat, giant bat 15
Feline boots Uncommon Any domesticated cat 18
Gloves of webbing Uncommon Any spider 29
Hive shield Uncommon Any insect 23
Monkey belt Uncommon Ape, baboon, giant ape 26
Pincer gauntlet Uncommon Scorpion, giant scorpion 28
Ram’s helm Uncommon Goat, giant goat 23
Rider’s axe Uncommon Axe beak 14
Rod of rats Uncommon Rat, giant rat 26
Beast Soul Items by Rarity (Continued)
name rarity Soul(s) required Page #
Serpent fangs Uncommon Any snake 29
Shield of tentacles Uncommon Octopus, giant octopus 25
Spectral reins Uncommon Any horse 23
Thieving frog Uncommon Any frog or toad 21
Tusk pauldron Uncommon Boar, giant boar 16
Ursine gauntlets Uncommon Any bear 15
Ancient sea saddle Rare Plesiosaurus 26
Blood-frenzy pendant Rare Any shark 28
Cloak of the orca Rare Killer whale 24
Great horn pike Rare Rhinoceros, triceratops 27
Horn of the lizard king Rare Tyrannosaurus rex 30
Hunter amulet Rare Any big cat 19
Pachyderm armor Rare Elephant, mammoth 21

Celestial Soul Items by Rarity


name rarity Soul(s) required Page #
Celestial bridle Uncommon Pegasus 34
Amulet of the shroud Rare Couatl 33
Blessed hornspear Rare Unicorn 34
Merciful weapon Very Rare Any angel 33

Construct Soul Items by Rarity


name rarity Soul(s) required Page #
Familiar bell Uncommon Homunculus 37
Sentinel plate Uncommon Animated armor 36
Smothering scarf Uncommon Rug of smothering 37
Soaring sword Uncommon Flying sword 36
Guardian bracelets Rare Shield guardian 38
Immutable bracers Rare Any golem 37

Dragon Soul Items by Rarity


name rarity Soul(s) required Page #
Draconic whistle Uncommon Pseudodragon 45
Wyvern armor Uncommon Wyvern 47
Black scale scythe Rare Any black dragon 40
Blue scale spear Rare Any blue dragon 40
Brass scale fan Rare Any brass dragon 41
Bronze scale horn Rare Any bronze dragon 41
Dragon Soul Items by Rarity (Continued)
name rarity Soul(s) required Page #
Copper scale staff Rare Any copper dragon 42
Gold scale crown Rare Any gold dragon 43
Green scale sword Rare Any green dragon 44
Red scale hammer Rare Any red dragon 45
Silver scale orb Rare Any silver dragon 46
White scale axe Rare Any white dragon 46
Tortoise shield Very Rare Dragon turtle 42

Elemental Soul Items by Rarity


name rarity Soul(s) required Page #
Magma lantern Common Magmin 53
Amulet of heat Uncommon Azer 49
Mephit pouch Uncommon Any mephit 54
Rod of statues Uncommon Gargoyle 52
Treasure-hungry bag Uncommon Xorn 56
Aquan bangle Rare Water elemental 55
Auran bangle Rare Air elemental 49
Coat of the pursuer Rare Invisible stalker 53
Ignan bangle Rare Fire elemental 52
Salamander armor Rare Salamander 55
Terran bangle Rare Earth elemental 50
Djinn scimitar Very Rare Djinni 50
Efreet scimitar Very Rare Efreeti 51

Fey Soul Items by Rarity


name rarity Soul(s) required Page #
Spritely lenses Common Sprite 60
Blinking boots Uncommon Blink dog 58
Crone’s mask Uncommon Green hag 58
Cursewater claw Uncommon Sea hag 60
Ring of barkskin Uncommon Dryad 58
Flute of revelry Rare Satyr 59

Fiend Soul Items by Rarity


name rarity Soul(s) required Page #
Pendant of persistence Common Lemure 71
Armor of barbs Uncommon Barbed devil 66
Bearded helm Uncommon Bearded devil 67
Hellish collar Uncommon Hell hound 72
Fiend Soul Items by Rarity (Continued)
name rarity Soul(s) required Page #
Impish dagger Uncommon Imp 70
Pouch of stink bombs Uncommon Dretch 62
Quasith dagger Uncommon Quasit 65
Vrockfeather cape Uncommon Vrock 66
Charming corset Rare Succubus, incubus 74
Four-armed girdle Rare Glabrezu 63
Hezscale cloak Rare Hezrou 63
Horseshoes of hell Rare Nightmare 73
Infernal chain Rare Chain devil 68
Jewel of horror Rare Nalfeshnee 64
Nightmare poppet Rare Night hag 72
Pike of stinging Rare Bone devil 67
Flaming fork Very Rare Horned devil 69
Plate of the furies Very Rare Erinyes 69
Ring of reflexes Very Rare Marilith 64
Rod of hellfrost Very Rare Ice devil 70
Staff of illusions Very Rare Rakshasa 73
Hands of calamity Legendary Balor 62
Mace of the pit Legendary Pit fiend 71

Giant Soul Items by Rarity


name rarity Soul(s) required Page #
Boulder sling Uncommon Hill giant 78
Flask of troll healing Uncommon Troll 81
Ogre club Uncommon Ogre 78
Second-head amulet Uncommon Ettin 76
Bitter greataxe Rare Frost giant 77
Chisel of the mountains Rare Stone giant 79
Lute of weathersong Rare Cloud giant 76
Mask of dread Rare Oni 79
Molten shield Rare Fire giant 77
Tempest longbow Very Rare Storm giant 80

Monstrosity Soul Items by Rarity


name rarity Soul(s) required Page #
Poison pendulum Common Ettercap 87
Ring of petrification proof Common Cockatrice 85
Rust-eating ruby Common Rust monster 97
Belt of quadriform Uncommon Centaur, drider 85
Monstrosity Soul Items by Rarity (Continued)
name rarity Soul(s) required Page #
Claw of intoxication Uncommon Lamia 91
Cloak of mimicry Uncommon Mimic 93
Eye of petrification Uncommon Basilisk 83
Griff reins Uncommon Griffon, hippogriff 88
Hammer of leaping Uncommon Bulette 84
Harpy’s ocarina Uncommon Harpy 88
Horn of winter’s call Uncommon Winter wolf 98
Labyrinth axe Uncommon Minotaur 93
Mantle of darkness Uncommon Darkmantle 86
Phase watch Uncommon Phase spider 94
Ring of shapechanging Uncommon Doppelganger 87
Rope of swinging Uncommon Roper 97
Spike quiver Uncommon Manticore 91
Tidal harpoon Uncommon Merrow 92
Trembling antenna Uncommon Ankheg 83
Worgen mace Uncommon Worg 99
Amulet of stoneform Rare Gorgon 88
Crown of serpents Rare Medusa 92
Death blade Rare Death dog 86
Five-headed flail Rare Hydra 89
Frostburn armor Rare Remorhaz 96
Lightning lash Rare Behir 84
Owlbear cowl Rare Owlbear 94
Three-faced helm Rare Chimera 85
Ring of rejuvenation Very Rare Guardian naga, spirit naga 94
Roaring shield Very Rare Androsphinx, gynosphinx 97
Rocfeather cloak Very Rare Roc 96
Tunneler’s drillstaff Very Rare Purple worm 95
Apocalyptic totem Legendary Tarrasque 98
Rod of the kraken Legendary Kraken 90

Ooze Soul Items by Rarity


name rarity Soul(s) required Page #
Amulet of transparency Uncommon Gelatinous cube 101
Corrosive flask Uncommon Black pudding 101
Ring of limited absorption Uncommon Gray ooze 102
Belt of splitting Rare Ochre jelly 102
Plant Soul Items by Rarity
name rarity Soul(s) required Page #
Fungal glove Common Violet fungus 106
Shrieking whistle Common Shrieker 104
Armor of bark Uncommon Awakened tree 104
Overgrowth powder Rare Shambling mound 104
Pot of awakening Very Rare Treant 105

Undead Soul Items by Rarity


name rarity Soul(s) required Page #
Bag of bones Uncommon Any skeleton 111
Ghostly glove Uncommon Ghost 108
Ring of undead fortitude Uncommon Any zombie 114
Rod of darkness Uncommon Shadow 110
Wisp lantern Uncommon Will-o’-wisp 113
Blood-drinker’s blade Rare Vampire, vampire spawn 112
Claws of paralysis Rare Ghast, ghoul 108
Crown of spirits Rare Specter, wraith 111
Grave armor Rare Wight 113
Warded bandages Rare Mummy, mummy lord 109
Tome of lichdom Legendary Lich 108
Appendix B: Kickstarter Backers
This appendix contains the names of the generous backers that brought this book
to life with their pledges. The Crystal Forge shop, the Soul Hunters faction, the
Spiritualist class, and a significant portion of the book’s artwork were funded by
backer pledges alone; without that support, this book couldn’t exist in this expanded
and well-illustrated form.

A DeCarlo Beth the Bard Daniel clarke Harrison


Aaron Bill Hein Daniel Melssen Brackett
Aaron F Stanton Bioninjahero Daniel S Harry Simmons
Aaron Brandon Benes Danny Awalt Jr. Heth Sithrone
Wroblewski Brandon Stenger Dario Hiroshi
Adam Brandon Varga Castiglione Hoklai
Adam Everman Brendan DarthSmiley Hunter Smith
aiden Brent Ray David Benito i0m
Alase McGuffin Iglesias Ian Grey
Alessandro S. Brian Weyers David Perryman Ian Somerville
Alex Beltran Bryce Schultz DeclanWB imredave
Alex Darrell Brynn Kaye Derek ItoSora
Alex Fair Carl S. Stone Doowop Jackie Mow
Alexander Braun casey cain Cinderblock Jackson Lewis
Alexander Ford Cellk Doug Coughler Jacob
Alexander CesiumKitty DP Henderson Jacob Goodger
Holland Champ11 Dream Jacob McDowell
Alice Carriveau Charles Barnett Dustin Laughlin Jade
Allyamber Chelsea Smith Elc Jadher
Tolliver Chris Elizabeth Jaime
Amaya Z Chris Hopper Enkil James Buckley
Andrea Barajas Chris Maloney Eren Lacin James Gatzmer
Andreas Koci Chris Orton Ernst Anderson Jason
Andrew Foxx Christopher Fiona Slattery Jayson Bennett
Anne Wade Forrest Deters Jelle Keysers
Anthony Franco Cody Slead Frank Jet black
Armando Collin Franz B. JiggyC
Armin Connor Neidig Gabriel Jim Benischeck
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Common questions

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Dormant soul items are in their initial state upon creation and only have access to a basic set of properties specific to the creature's abilities from which the soul was derived . Once a soul item is Awakened, it gains additional powers which can include major beneficial and detrimental properties, and its rarity increases by one level, such as from Uncommon to Rare . The Awakened state may provide unpredictable enhancements based on the soul's inherent magical properties, and requires either the infusion of energy from other soul gems or completion of specific awakening quests related to the soul's unfinished business . An Awakened soul item must remain in use and attuned to avoid slipping back into dormancy, where it would lose its enhanced properties . Sentient soul items are a rare variant where the soul's awareness, personality, or memories can actively influence the item's properties ."}

Players who join the Soul Hunters faction gain several advantages, including access to exclusive resources, training, and powerful soul items that can aid them in their quests. They also benefit from the faction's influence, which can provide strategic advantages in dealing with monsters and magical threats throughout the game world .

The Soul Hunters are a faction of mages and mercenaries dedicated to hunting monsters, capturing their souls, and forging these souls into powerful magic items. They maintain the balance between using the power of souls for crafting and performing acts that sustain life, like protecting the weak, to prevent corruption . In towns threatened by monsters, Soul Hunters act as a militia, establishing bases to train initiates and using soul items for protection . They possess a central hub at Winterhorn Manor, which serves as a base for operations, training, and crafting . Their activities can disrupt natural habitats due to soul crafting pursued in the wilderness . Nevertheless, their actions have significant implications in the game world, offering players opportunities to engage with powerful soul crafting practices while potentially facing moral or ecological consequences .

The primary challenges in crafting a soul item from soul gems include ensuring the gemstone is valuable enough to contain the captured soul, requiring proficiency in both Arcana and smith's tools or alchemist's supplies, and managing the significant material costs associated with crafting such items . Additionally, crafting a soul item involves the potential for complications due to the unstable nature of soul magic, which can result in unpredictable side effects, like portals to random planes of existence or the creation of mindless spectral echoes of the captured creature . Moreover, capturing a more powerful soul necessitates a more valuable gemstone, adding another layer of complexity and expense to the process . Furthermore, sustaining the item's power involves either infusing it with other soul gems or completing awakening quests, which can be difficult and time-consuming . "}

A soul gem is a gemstone that captures and stores the soul of a dying creature using the spell Soul Gem, which transforms it into a soul gem if the gemstone's value is sufficient to contain the soul's challenge rating . Once the soul is trapped, it can be used in crafting soul items, which are special magic items whose powers relate to the captured creature's abilities or environment . Crafting a soul item requires proficiency in Arcana and either smith's tools or alchemist's supplies, and the crafting time and cost depend on the item's rarity. Furthermore, the soul gem is consumed in the process . The significance of a soul gem lies in its role as a foundational element in creating soul items that assume the properties of the trapped soul, thus unlocking unique magical capabilities linked to the creature's nature .

The Pachyderm Armor, as an example of soul item transformation, undergoes a significant enhancement process from its Dormant to Awakened state. Initially, in its Dormant state, soul items typically possess a basic set of magical properties related to the creature's attributes. Upon awakening, these items gain additional powers and increase in rarity. Specifically, when a pachyderm armor awakens, it might gain enhanced defensive and environmental properties suited to the attributes of a pachyderm, such as increasing the physical resilience or granting abilities related to its natural habitat . The transformation often results in new active properties that offer strategic advantages, such as increased armor class, unique defensive capabilities, or other thematic powers associated with the pachyderm's nature . However, the exact specifics of the transformations, including any new abilities or enhancements in its Awakened state, would rely on the particular properties dictated by the soul of the creature ."}

The innate environment or abilities of a creature directly influence the properties of a soul item made from it. For instance, a red dragon's soul yields fiery properties in the resulting soul item due to the dragon's ability to breathe fire. Similarly, a camel's soul might bestow survival benefits in desert environments, reflecting the camel's natural habitat . The creature type further determines the item’s properties. Celestial souls grant radiant magic, whereas Fiend souls are associated with darkness and venom, reflecting their natural affinities and powers . The process of crafting a soul item preserves these environmental affinities and special abilities, endowing the item with characteristics related to the creature's nature ."

Dragon souls, when used in crafting soul items, impart characteristics related to their innate abilities and environment. For instance, a black dragon soul can be crafted into a black scale scythe that exhibits properties like dealing extra acid damage and instilling fear due to the dragon's nature of breathing acid and its fearsome presence . Dragon soul items typically incorporate materials like scales and claws, known for their toughness, and often include features inspired by the dragon's element, such as fiery properties from a red dragon or icy effects from a white dragon . These items also possess dormant and awakened properties, with some dragon souls being powerful enough to awaken their items immediately, granting advanced capabilities like spellcasting boosts or protective abilities .

The use of captured souls in crafting magic items presents significant ethical concerns. First, the practice raises questions about consent and autonomy, particularly when capturing the souls of sentient beings like angels or fiends. Capturing a dying creature’s soul reduces it to a mere magical resource, potentially violating its natural rights and dignity . Additionally, this process risks upsetting the natural balance by hunting down magical creatures in their native habitats purely for power, which may lead to environmental damage and the destabilization of ecosystems . Moreover, misuse of such power could result in unintended consequences, such as the accidental release of dangerous entities, as seen with the vengeful balor and the undead army menace . This potential for corruption highlights the need for ethical guidelines to manage soul crafting responsibly, emphasizing the balance between life and death and protecting the weak .

The Crystal Forge serves several potential uses within a roleplaying game setting. It can act as a magical shop where adventurers obtain or craft soul-related items, offering services like soul gem crafting and enchants. The location provides an ideal setting for quests due to its magical defenses such as warded walls, alarm spells, and glyph-trapped display cases, all of which can present challenges or obstacles for adventurers. The shop also has a storyline hook involving the conflict with the Order of Heart’s Purity, with potential for intrigue and espionage missions as adventurers may be hired by the shopkeeper, Quinn, to gather intelligence or sabotage the Order’s missions . Additionally, the location provides a unique combat setting with lair actions that Quinn can utilize, adding strategic elements to any encounters within the Crystal Forge . The enchanted architecture and shop defenses like Rusty the iron golem ensure that even non-combat interactions are meaningful and engaging .

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