DARK EAGLE
GAMES
Bestiary and
Armory
5e Sourcebook
DARKEAGLEGAMES.COM
FOREWORD Feyshaper
Thank you sincerely for your purchase and This illustrious collection began as a stretch goal
support of this collection. Within these pages, for the successful Kickstarter project Feyshaper, a
you will find a collection of homebrewed venture many of you generously supported.
monsters and items, each crafted with care to
enrich your storytelling and challenge your
players.
Your journey through this compendium will lead
you to encounter creatures of legend and
artifacts of immense power. We invite you to
bring these elements to life within your realms,
adding a unique flair to your narratives and
campaigns.
As you delve into the mysteries and wonders
held within, please remember that your feedback
is incredibly valuable. Your experiences, insights,
and suggestions not only contribute to the
ongoing evolution of this work but also to the
vibrancy of the community for which it was
created.
Should you wish to share your tales of valor,
report a monstrous encounter, or discuss the
intricate details of a mystifying item, please do
not hesitate to reach out at
[email protected]. Your voice is a vital
part of this creative process, and I look forward
to hearing from you.
Embark on your quest with confidence, knowing
that each page turn is a step into the unknown,
where only the brave dare to tread.
Basilisk Beast, Feywild
Medium fey, chaotic neutral
Armor Class: 14 (natural)
Hit Points: 27 (5d8 + 5)
Speed: 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
+3 +0 +1 (-1) +0 (-1)
Skills: Perception +3
Damage Resistance: Acid, poison, lightning
Challenge: 1 (200XP)
Fey Resistance. The basilisk has +2 on saving throws
against spells and other magical effects.
Forest Camouflage. The basilisk has advantage on Stealth
checks made in forested terrain. From a Bottle
Movement Surge. The basilisk can move 40 feet on its Its origin is shrouded in the
turn. Once it uses this ability, it cannot use it again for 1 eccentric experiments of an
minute. alchemist who, obsessed with
Multiattack the might and majesty of
The basilisk makes a bite attack and uses it glaze ability. dragons, sought to recreate
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one their form through
target. Hit: 7 (1d8 + 3) piercing damage. transmutation. However,
Petrifying Gaze. The basilisk targets one creature it can without true draconic
see within 30 ft. of it. If the target can see the basilisk, it essence, he turned to the
must succeed on a DC 12 Constitution saving throw or take basiliks and wild energies of
9 (2d8) force damage, as its eyes emit a fey glow. If this the Feywild to fuel his potion.
damage reduces the creature's hit points to 0, the target is The result was not a dragon
petrified and turned into a stone statue. A creature can but a creature of unique fey
repeat the saving throw at the end of 1 minute, and again magic and unmatched
each dawn, ending the effect on a success.
wonder: the Feywild Beast.
Blue Tiger Hunter of the Feywilds
Large Fey Beast, Unaligned
The Wild Blue Tiger is a formidable and
Armor Class: 15 (natural armor) elusive hunter in the Feywilds. With its deep
Hit Points: 75 (10d10 + 20)
Speed: 50 ft., climb 30 ft. azure coat and innate ethereal magic, this
STR DEX CON INT WIS CHA
majestic feline is unpredictable becoming
+4 +3 +2 (-2) +1 +0
invisible at will, making it a stealthy and
unpredictable predator that few dare to cross.
Skills: Perception +3, Stealth +5
Damage Resistance: Bludgeoning, Piercing, and Slashing from non-magical attacks
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Understands Sylvan but cannot speak
Challenge: 4
Traits
Ethereal Leap: As a bonus action, the wild blue tiger can magically leap up to 30 feet to an unoccupied space it
can see. This movement does not provoke attacks of opportunity.
Ethereal Dodge: When hit by an attack, the wild blue tiger can use its reaction to halve the damage against it.
Invisibility (Recharge 5-6): As a bonus action, the wild blue tiger becomes invisible until the start of its next
turn.
Multiattack
The tiger makes a bite and claws attack.
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Beast of the Feywilds
The Briarmuzzle is reminiscent of a bear but
possesses a unique, otherworldly charm. Its
large body thick fur masks layers of thorns and
prickles, resembling the protective barricade of
a rose. These thorns aren't just for show; they
are sharp and are known to harm those who
come too close. The vines and thorns that
manifest around it don't hinder its movement
but seem to grow in response to its presence,
weaving a protective barrier around its
Briarmuzzle territory. Its behavior is very bear-like – it's
Large beast, unaligned territorial, has a strong sense of smell, and can
Armor Class: 14 (natural armor) be both gentle and ferocious. But its Fey
Hit Points: 59 (7d10 + 28) nature means the mysterious rules of the
Speed: 25 ft., climb 25ft. Feywild also bind it and may have quirks or
STR DEX CON INT WIS CHA rituals unknown to ordinary bears. It's a
+4 +1 +4 (-2) +0 (-1) creature of beauty and danger, symbolizing the
Skills: Perception: +4, Athletics: +6
dual nature of the wilds it inhabits.
Damage Resistance: Poison, physic
Challenge: 3 (700 XP)
Traits
Overgrowth Aura: A 10-foot radius around Briarmuzzle is covered in tangled vines and thorny undergrowth,
making it difficult terrain. This does not impede Briarmuzzle. The difficult terrain disappears if the Briarmuzzle
is removed from the area.
Thorny Body: Creatures that touch Briarmuzzle or hit it with melee attacks take 1d6 piercing damage unless
they succeed on a DC 13 Dexterity saving throw.
Multiattack
The Briarmuzzle makes a claw and bite attack.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 5) piercing damage.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
A Heroic Villain
The rise of a Bullywug Hero
reveals extraordinary skill
coupled with heightened
selfishness. These elite
warriors command respect
but often tip the scales of
their community's delicate
balance, challenging notions
of heroism and power.
Bullywug, hero
Medium humanoid (bullywug), neutral evil
Armor Class: 16 (chainmail)
Hit Points: 38 (7d8 + 7)
Speed: 30 ft., swim 20ft.
STR DEX CON INT WIS CHA
+2 +2 +1 (-1) +0 +0
Skills: Athletics +5, Perception +2
Damage Resistance: Poison, psychic
Senses: Darkvision 60 ft.
Languages: Witch, common
Challenge: 2 (450XP)
Traits
Amphibious: The bullywug can breathe air and water.
Swamp Camouflage: The bullywug has advantage on
Dexterity (Stealth) checks made to hide in swampy terrain.
Standing Leap: The bullywug's long jump is up to 30 feet
and its high jump is up to 20 feet, with or without a
running start.
Multiattack
The bullywug makes two attacks with its sword or darts.
Spiked Sword: Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 2) piercing damage.
Dart: Range Weapon Attack: +4 to hit, range 20/60 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Eidolon Bear
Large construct, unaligned
Armor Class: 12
Hit Points: 60 (7d10+21)
Speed: 30 ft.
STR DEX CON INT WIS CHA
+5 +1 +3 (-3) +1 (-2)
Damage Immunities: Poison, psychic
Condition Immunities: Charmed, frightened,
poisoned
Senses: Darkvision 60 ft.
Challenge: 3 (700 XP)
Traits
Protective Aura: As long as the bear is within 15
feet of the summoner, it gives the summoner +2
Armor Class.
Roaring of Valor (5-6): The bear lets out a
powerful roar. A single creature within 30 feet that
you choose gets a 1d8 inspiration die on their
next turn.
Constructed: The Bear doesn't require air, food,
drink, or sleep.
Actions
Maul: Melee Weapon Attack: +7 to hit, reach 5 ft.,
One creature. Hit 18 (3d8+5) slashing damage.
Noble Beast
Emerging from the
shimmering groves of
the Feywild, the
Feywild Giant Elk
stands as a
testament to nature's
noble majesty. Larger
and more regal than
its mundane kin, its
antlers seem to catch
and refract the
ambient light, Elk, feywild
producing an ethereal Large beast, unaligned
glow. Its eyes, deep
and wise, hold a wild Armor Class: 13
spark—a raw, Hit Points: 34 (4d10+8)
Speed: 40ft.
untamed spirit that
speaks of ancient STR DEX CON INT WIS CHA
forests and timeless +4 +2 +2 (-2) +1 (-2)
fey magic. Though
they tread softly Challenge: 1 (100 XP)
upon the land, a Traits
magical resilience Keen Smell: The elk has advantage on Wisdom
flows through their (Perception) checks that rely on smell.
veins, granting them Arcana Resistance: The elk gets +2 to all magical
heightened resistance saving throws.
to arcane forces.
Actions
Rake: Melee Weapon Attack: +6 to hit, reach 5 ft., One
creature. Hit 10 (1d12+4) piercing damage.
Forest Octopus
Forest Octopus
Large celestial, neutral good
Armor Class: 17 (natural armor)
Hit Points: 180 (19d10 + 76) Guardians of Verdant Realms
Speed: 15 ft.
In the mystical intersections of the Feywild and
STR DEX CON INT WIS CHA the Material Plane, where the veil between
+5 +1 +4 +2 +3 +3
worlds grows thin, the Forest Octopus thrives. A
Saving Throws: Str +9, Wis +8 creature of celestial lineage, it is often mistaken
Skills: Perception +8, Stealth +9 for a mere beast, but its ancestry reveals a
Damage Immunities: Poison mission of guardianship and a keen intelligence.
Condition Immunities: Charmed, poisoned, prone The Forest Octopus is deeply attuned to the
Senses: Darkvision 120ft heartbeat of the forests it inhabits, living
Languages: understands Sylvan and Common but symbiotically with the land and fiercely
cannot speak protecting it against corruption and greed.
Challenge: 8 (3,900 XP) Celestial Origins: These majestic entities are
Traits said to be sent by archfey or even angelic beings.
Forest Camouflage: The octopus has advantage on Often, a Forest Octopus is placed deliberately at
Dexterity (Stealth) checks made to hide in forest the threshold of sacred sites or secret
terrain. passageways leading to places of power that
Forest's Gift (3/Day): The octopus can cast one of celestial beings deem unfit for mortal access or
the following spells without requiring material exploitation. The creature's formidable abilities
components: Cure Wounds (5th-level), Freedom of serve as a living lock and key, capable of
Movement, Plant Growth. Its spellcasting ability is discerning the innocent wanderer from the
Wisdom (spell save DC 16). malevolent intruder.
Jump (Recharge 5-6): As a bonus action, the Avenger of the Forests: Their natural
octopus can jump to an unoccupied location within 40 disposition leans heavily towards good, and they
feet. take their roles as protectors seriously. A Forest
Multiattack Octopus is particularly vengeful when it comes
The Forest Octopus makes two slam attacks and use to those who disrupt the delicate balance of the
its binding vines. forests—poachers, loggers, and hunters who
Slam: Melee Weapon Attack: +10 to hit, reach 30 ft., take more than their fair share from the land.
one target. Hit: 20 (3d8 + 5) bludgeoning damage. Trespassers with greedy hearts might find
Binding Vines: As an action, the Forest Octopus can themselves encountering a Forest Octopus and
summon vines to ensnare a single target it can see soon being unable to harm the land any further.
within 30 feet. The target must succeed on a DC 16
Strength saving throw or become restrained. A
creature can use its action to make a Strength check
against the same DC to free itself.
Wildfey Native
Inhabiting the gentle ponds
and winding creeks of the
Feywild, these seemingly
ordinary frogs hold a
mysterious past. Many of the Frog, Fey
Fey reconize that a number of Small beast, unaligned
these frogs were once beings Armor Class: 12
of different forms, Hit Points: 7 (3d4)
transformed by the capricious Speed: 20 ft., swim 20 ft., 30 ft jump
whims of fey magic or
STR DEX CON INT WIS CHA
misdeeds. A cautionary tale (-3) +2 +0 (-4) +0 (-2)
circulates amongst the
inhabitants of the Feywild:
avoid dining on these Skills: Perception: +2, Stealth +4
creatures, for their flesh Damage Resistance: Poison, psychic
offers no culinary delight and Challenge: 1/8 (25 XP)
might just carry a remnant of Action
the enchantment that once
changed them. Poison Tongue: Melee Weapon Attack: +4 to hit, reach 10
ft., One creature. Hit 2 (1d4) poison damage.
Giant
Hummingbird
A gargantuan
hummingbird,
stretching almost a
foot in length.
Widely speculated
to be a mystical
creation from the
Hummingbird, giant Feywilds, rather
Tiny beast, unaligned than a naturally
Armor Class: 16 occurring species.
Hit Points: 1 (1d4 -1)
Speed: 60ft fight.
STR DEX CON INT WIS CHA
(-4) +4 (-1) (-4) +1 (-2)
Challenge: 0 (10 XP)
Actions
Peck: Melee Weapon Attack: +4 to hit, reach 5 ft.,
One creature. Hit 1 piercing damage.
Fell Sorcerer
Medium beast, chaotic neutral A Tragic Villain
Armor Class: 15 (natural armor) A cautionary tale of the perils of
Hit Points: 45 (7d8 + 21) meddling with shadowfell magic, this
Speed: 15 ft., fly 60 ft. creature is a Feyshaper lost in his own
Skills: Perception +4, Arcana +4 spellwork. Now a volatile amalgam of
STR DEX CON INT WIS CHA bat and sorcerer, he oscillates between
+2 +3 +3 +2 +0 +3 lucidity and madness. Though a
"remove curse" spell could theoretically
Damage Resistance: Poison, psychic restore him, one wonders if he even
Senses: blindsight 60 ft., passive Perception 14 desires salvation at this point.
Languages: Common
Challenge: 3 (700 XP)
Traits
Flyby: The Bat doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Echolocation Burst: The Bat emits a burst of high-frequency sound in a 15-foot cone. Each creature in
that area must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn.
Innate Spellcasting: The Bat's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell
attacks). It can innately cast the following spells, requiring no material components:
At will: Feytouch Shenanigans
3/day: Hummingbird Missile, Temporal Displacement
1/day: Counterspell
Multiattack
The Bat makes two attacks with its claws or can use Echolocation Burst and make one claw attack.
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Goblin, Fey
Small fey, neutral evil
Armor Class: 14
Hit Points: 7 (2d6)
Speed: 30ft
STR DEX CON INT WIS CHA
(-1) +2 +0 (-1) +0 (-1)
Fey Heritage
Much like their mountain- Skills: Stealth +6
dwelling kin, these creatures Damage Resistance: Psychic
are cruel and petty, often Senses: darkvision 60 ft., passive Perception 9
found in the service of Languages: Goblin, Sylvan
despotic leaders. However, Challenge: 1/8 (25 XP)
their unique fey lineage sets
them apart, manifesting in Traits
their green-hued skin and Fey Ancestry. The Fey Goblin has advantage on saving
innate resistance to magic. throws against being charmed, and magic cannot put it to
sleep. It also gains a +2 bonus to saving throws against magic.
Nimble Escape. The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.
Dart. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Meerkat
Small beast, unaligned
Armor Class: 13
Hit Points: 5 (2d4)
Speed: 30 ft., 30 ft climb
STR DEX CON INT WIS CHA
(-2) +2 +0 (-2) +1 +0
Skills: Perception +3, Stealth +4
Challenge: 1/8 (25 XP)
Traits
Keen Smell: The meerkat has advantage on Wisdom
(Perception) checks that rely on smell.
Action
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., One
creature. Hit 2 (1d4) piercing damage.
Greensong Native
Though not a "taur" in the
traditional sense, the
Meerkataur is a people
native to the mystical
Feywilds, closely aligned with
the energy of the greensong.
The Meerkataurs are
territorial people, deeply
protective of their animal kin
Meerkataur and the natural landscapes
Medium beast, neutral good
they inhabit.
Armor Class: 15 (natural armor) Bound by a sense of honor
Hit Points: 60 (8d10 + 16) and kinship, their presence is
Speed: 35 ft., Climb 20ft. often seen as a good omen,
STR DEX CON INT WIS CHA signifying balance and
+2 +4 +2 (-1) +2 +1
protection for all creatures
Skills: Perception +4, Stealth +4 who respect the delicate
Damage Resistance: Poison, psychic ecosystem of their
Senses: Darkvision 60 ft. otherworldly home.
Languages: Common, Sylvan
Challenge: 4 (1,100 XP)
Traits
Keen Hearing and Smell: The Meerkataur has
advantage on Wisdom (Perception) checks that rely
on hearing or smell.
Surge of the Song (Recharge 5-6): Infused with the
Greensong, the Meerkataur can move up to its speed
without provoking attacks of opportunity and gains
advantage on its claw attack for that turn.
Multiattack
The Meerkataur makes two attacks with its claws.
Claws: Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 11 (2d6 + 4) slashing damage.
Spitting Spider
Large beast, unaligned
Armor Class: 14 (natural armor)
Hit Points: 26 (4d10 + 4)
Speed: 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
(+2) +3 +1 (-4) +0 (-3)
Skills: Stealth +7
Senses: Darkvision 60 ft., passive perception 10
Challenge: 1 (200 XP)
Traits
Spider Climb: The spider can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by webbing.
Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8
+ 3) piercing damage, and the target must make a DC 11 Constitution
saving throw, taking 9 (2d8) poison damage on a failed save, or half as
much damage on a successful one.
Spit Poison: Ranged Weapon Attack: +5 to hit, range 20/40 ft., one
creature. Hit: The target must make a DC 11 Constitution saving throw,
taking 9 (2d8) poison damage on a failed save, or half as much damage on
a successful one.
Swarm of Insects
Diminutive Beasts, unaligned
Armor Class: 14
Hit Points: 40 (9d8+4)
Speed: Fly 40 ft.
STR DEX CON INT WIS CHA
(-4) +3 +0 (-4) (-1) (-3)
Saving Throws: DEX +5
Condition Immunities: Charmed, frightened, grappled, paralyzed, petrified,
prone, restrained, stunned
Damage Resistance: Bludgeoning, piercing, slashing
Senses: Darkvision 60 ft., passive Perception 12
Challenge: 2 (450 XP)
Traits:
Swarm. The swarm can occupy another creature's space and vice versa, and
the swarm can move through any opening large enough for a diminutive
insect. The swarm cannot regain hit points or gain temporary hit points.
Toxic Presence. Each creature that starts its turn within the swarm's 10x10
foot area must make a DC 13 Constitution saving throw, taking 1d4 piercing
plus 2d4 poison damage on a failed save, or half as much damage on a
successful one.
A Favorite Shape
Often transformational
shape by the whimsical fey,
balances precariously
between the tranquil
Greensong and the chaotic
Surge. Those who take on
its form must tread lightly;
the allure of its magic is
powerful, and some find
themselves trapped, unable
to revert to their original
form.
Wildsurge Fox
Medium beast, chaotic neutral
Armor Class: 15 (natural armor)
Hit Points: 85 (10d8 + 40)
Speed: 40 ft.
STR DEX CON INT WIS CHA
+2 +3 +3 +0 +2 +3
Skills: Perception +5, Stealth +7
Senses: passive Perception 15
Languages: Common and Sylvan
Challenge: 6 (2,300 XP)
Traits
Magic Resistance. The fox has advantage on saving throws
against spells and other magical effects.
Wild Surge. Whenever the fox is the target of an attack, roll
a d10. On a roll of 1, a wild surge is triggered, causing an
unpredictable magical effect. Roll on the Wild Surge table to
determine the outcome.
Action
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 17 (2d8 + 4) piercing damage plus 7 (2d6) radiant or
psychic damage (the fox chooses).
Luminous Tail (Recharge 5-6). The fox releases a burst of
energy from its tail. Each creature in a 15-foot cone
originating from the fox must make a DC 15 Dexterity saving
throw, taking 22 (4d10) radiant damage on a failed save, or
half as much damage on a successful one.
Magic
Items
Amulet of Vital Arcana
Wondrous item, uncommon (requires attunement)
This amulet is meticulously crafted from wood,
adorned with intricate tribal motifs and designs
While attuned to this item you get the following
properties:
• Your maximum hit points increase by 2.
• When you cast a spell that deals damage, that
spell deals an additional 1 point of damage.
Arcanist's Locket
Wondrous item, uncommon (attunement)
This small, ornate locket features intricate designs. When used, it briefly
glows with magical energy.
While attuned to this item you get the following properties:
• While wearing the locket, you gain a +1 bonus to all Arcana skill checks.
• Spell Exchange: As a part of a long rest, you can touch the locket and
swap one of your cantrips, 1st-level, or 2nd-level spells with another spell
from any other Arcane spell list (Wizard, Sorcerer, Warlock, etc.). The new
spell must be of the same level or lower as the one you are replacing. You
can only have one spell swapped at a time. To swap a different spell or
revert to your original spell, you must finish another long rest.
Restrictions: The new spell is not added to any spellbook.
Card of the Death's Favor
Magical Tarot Card, rare (requires attunement by a spellcaster)
This ominous tarot card depicts a skeletal figure wielding a scythe, standing amidst a field of
wilted flowers. The card seems to pulse with a dark, necrotic energy.
Possession of the card gives the following ability. Once per long rest, you can reroll a death
saving throw that you just made. You must use the new roll.
Attunement Abilities: After attuning to the Card of Death's Favor, you gain the following
additional abilities:
Necrotic Infusion: The card has 2 charges. At will, when casting an attack spell you can expend
one charge to infuse the spell with necrotic energy. The spell's damage increases by 1d6 and
becomes necrotic in nature. In addition, you gain 5 temporary hit points for the next 1 minute.
After spending the initial 2 charges, you must attempt to draw more power from the card by
making a DC 10 Arcana check. On a success, the card regains 1 charge. On a roll of a natural 1,
the card becomes damaged. If the card is already damaged, it is destroyed.
Card of the Demonic Face
Magical Tarot Card, very rare (requires attunement by a spellcaster)
This mysterious tarot card, captures a humanoid figure transforming into a demonic visage
amidst swirling abyssal energy.
Possession of the card gives the following ability. You have +1 to all Insight skill checks.
Attunement Abilities:
Demonic Form: The card has 2 charges. As a bonus action, you can expend one charge to
transform your face into a horrific demonic until the start of your next turn. While in this form,
you gain the following benefits:
• Resistance to all damage types except radiant.
• You can make a horror attack. As an action, a target creature you can see within 30 ft range
must make a DC 13 Wisdom save. They take 2d8 physic damage and frighten for 1 minute. If
they succeed on the saving throw, they take half damage and are not frightened.
After spending the initial 2 charges, you must make a DC 10 Arcana check. On a success, the
card regains 1 charge. If you roll a natural 1 on the Arcana check, the card becomes damaged. If
the card is already damaged, it is destroyed.
Card of the Guiding Star
Magical Tarot Card, very rare (requires attunement by a spellcaster)
This enchanted tarot card shimmers with ethereal light, depicting a celestial body surrounded by
twinkling stars.
Possession of the card gives the following ability. You have the Light cantrip. You must target
the tarot itself as the light source for the cantrip.
Attunement Abilities: After attuning to the Card of the Guiding Star, you gain the following
additional abilities:
Celestial Motes: As an action, you can activate the card to generate (1d4+1) celestial motes
that orbit around you. These motes last until expended or 1 hour. The card can be used once
and recharges at the next dawn.
Radiant Glow: While you have at least one mote, you emit dim light in a 20-foot radius.
Guiding Star: Before rolling a d20, you may expend a mote to grant yourself a +2 bonus to that
roll, or use a mote to increase the DC of one of your spells by +2.
Life Sustaining: If you are unconscious, you do not need to make death saving throws as long as
you have at least one mote. You lose one mote every minute while unconscious.
Cloak of the Shadow
Wondrous item, uncommon (attunement)
This dark, shimmering cloak is interwoven with threads of
shadow and starlight.
While attuned to this item you get the following
properties:
• You gain a +1 bonus to all Stealth checks.
• Shadow Veil: You can use a bonus action to become
invisible until the start of your next turn. Once you use
this feature, you can't use it again until you finish a short
or long rest.
Crown of Mistletoe
Wondrous item, rare (requires attunement)
This crown vibrates with an almost erratic magical aura. It
enhances the chaotic magical energies that swirl within you,
making you an unpredictable force on the battlefield.
Whenever a Wild Magic Occurrence takes place, roll a d6 to
determine which of the following benefits the crown
bestows upon you. If you roll a number corresponding to an
effect you already have, that effect is immediately nullified.
• Aegis of Chaos: Your Armor Class is enhanced by 2.
• Arcane Focus: You gain a +1 bonus to your attack rolls for
spells and a +1 bonus to your spell save DC.
• Mana Reservoir: You gain an additional 1st-level spell slot.
• Quickened Pulse: Add +2 to all your Initiative rolls.
• Fleeting Flight: You gain a 20-foot flight speed, but you
must end your turn on solid ground or fall.
• Stored Surge: Upon experiencing a Wild Magic Surge, you
may choose to store its effect. As a bonus action, you can
activate the stored effect. You can have only one effect
stored at a time. Should the crown's magical properties
reset for any reason, the stored effect activates
automatically, even if detrimental.
Horn of the Fluent Listener
Wondrous item, uncommon (requires attunement)
This simple hearing horn is made from a section of hollowed-
out animal horn or wood, with modest brass fittings at both
ends. It's free of decoration and shows signs of wear and tear.
Only upon extensive examination will one notice the faint
etchings of hidden runes, suggesting its magical nature.
While attuned to this item you get the following properties:
• You gain a +1 bonus to all Perception checks.
• Eavesdropper's Grace: While holding this horn to your ear,
you can cast the spell Comprehend Languages at will,
without expending a spell slot.
Potion of Butterfly Swarm
Potion, rare
This mystical vial contains a liquid that seems to shimmer
with all the colors of the rainbow. When you drink this potion,
you undergo a magical transformation, turning into a swarm
of butterflies.
As an action, a creature can drink the potion to gain the
following effects for 10 minutes:
• You gain 30 temporary hit points, if lost you revert to your
original form.
• At the start of each of your turns, you may choose to end
the effect.
• While transformed, you gain a flying speed of 20 feet.
• You have resistance to all non-Area of Effect (AOE) attacks.
• Any non-AOE attack can cause a maximum of 5 damage
per attack.
• You are particularly susceptible to environmental effects like
gusts of wind and high winds, which can severely hamper your
movement or even disperse the swarm.
• You can occupy a shape made of up to 6 adjacent 5x5-foot
spaces. The number of spaces you can occupy decreases by 1
for each 5 temporarty hit points you lose.
• While in swarm form, you cannot talk or manipulate objects.
• You are considered a single entity for purposes like spell
targeting and attacks.
Potion of Wild Magic
Potion, uncommon
This swirling potion contains chaotic magical energies, infused with
vibrant colors that shift and shimmer. The liquid sparkles and emits
tiny bolts of light as if infused with raw arcane power.
Upon consuming this potion, you gain the ability to cast any 1st-
level spell from any class's spell list, regardless of whether you are
a spellcaster. You may choose any ability score to serve as your
spellcasting modifier for this specific casting. Material components
are not required unless they are consumed by the spell.
Casting the spell immediately triggers a Wild Magic Surge. Roll on
the Wild Magic Surge table as if you were a Wild Magic sorcerer to
determine the random magical effect that ensues.
Potion of the Basilisk
Potion, rare
This murky gray potion smells of damp stone and
emits a soft, reptilian hiss when uncorked. When you
drink this potion, you transform into a Feywild Basilisk
Beast. The transformation lasts for 10 minutes, or
until you drop to 0 hit points.
When you revert to your normal form, you return to
the number of hit points you had before you
transformed. However, if you revert as a result of
dropping to 0 hit points, any excess damage carries
over to your normal form.
Potion of the Vanguard
Potion, very rare
This opaque, metallic liquid seems to swirl
with an inner light and contains flecks that
look like tiny shards of a shattered dagger.
As an action, a creature can drink the potion
to gain the following effects for 10 minutes:
• Your Armor Class increases by 2.
• Your hands transform into magical claws
that use your Dexterity or Charisma
modifier for their attacks and damage and
do 2d8 slashing damage.
Mask of the Bat
Wondrous Item, uncommon (requires attunement)
This mask is crafted from supple leather and adorned with bat-like
features. When worn, it clings to the face as if alive.
While wearing the mask, decrease the damage by 10ft if you fall.
While attuned you get the following:
The mask has 1 charge. You can use an action to expend 1 charge to cast
the unique spell Bat's Grace. It regains its expended charge at dawn.
After expending the last charge, you must attempt a DC 10 Arcana check.
Success replenishes 1 charge. Failing with a natural 1 damages the mask.
If the mask is already damaged, a subsequent failure destroys it.
Mistletoe Ring
Wondrous item, uncommon (requires attunement by a sorcerer)
This delicate ring is made from entwined mistletoe branches and
tiny emerald leaves. When worn by a Wild Magic sorcerer, it
resonates with chaotic energies.
While attuned to and wearing this ring, you can reroll a result on the
Wild Magic Surge table. You must take the new result. This ability
can be used once and is restored after you finish a long rest.
Spear of Frogging
Weapon (spear), rare (requires attunement)
This spear is adorned with emerald gemstones. Its magical gives it a
+1 bonus to attack and damage rolls. The weapon deals 1d6 piercing
damage. It has the properties of Finesse and Versatile (1d8).
Transmutation Ability (requires attunement): When you are
attuned to the spear and you reduce a creature to 0 hit points with
it, the creature must make a Wisdom saving throw with a DC of 13.
On a successful save, the creature is unconcious.
On a failed save, the creature is permanently transformed into a Fey
Frog. The transformed creature retains its Intelligence, Wisdom, and
Charisma scores and retains the ability to speak. It adopts all other
statistics and abilities of a Fey Frog.
The transformation is permanent but can be reversed. To reverse
the transformation, the frog must be willingly targeted by a Remove
Curse spell or another spell with a similar dispelling effect.
Creatures larger than Large size, player characters, and legendary
creatures have advantage on the Wisdom saving throw.
The transformation lasts until a Remove Curse spell or similar magic
is cast on the frog.
Leporine’s Axe of Duality
Weapon (greataxe), legendary (attunement)
This battleaxe shimmers with an iridescent
glow. It is said to been crafted by a fey lord
who had an unusual fascination with rabbits.
This is a magical battleaxe with a +2 bonus to
attack and damage rolls. The weapon deals
1d8 slashing damage with the properties of
versatile (1d10) and heavy.
Rabbit Reversal (attunement required): When
you hit a creature with this weapon and the
damage reduces the target's hit points to 0,
the target must make a Wisdom saving throw
(DC 15). On a successful save, the creature's
hit points are set to 1 instead.
On a failed save, the creature transforms into
two rabbits, splitting its essence between
them. The rabbits are independent of each
other and will typically flee from danger. They
each have their own hit points but share the
creature's original soul.
Creatures larger than Large size, player
characters, and legendary creatures have
advantage on the Wisdom saving throw. The
transformation lasts until a Remove Curse
spell or similar magic is cast on either rabbit.
When the curse is lifted from one rabbit, the
creature returns to its original form, and the
second rabbit vanishes.
If either rabbit is killed while the other
survives, the creature is not considered dead.
However, if both rabbits die, the creature dies.
Warpforged Axe
Weapon (battle axe), rare (requires attunement)
This masterfully crafted battle axe is made of a mysterious,
dark alloy, inlaid with ethereal silver runes. When activated,
the runes glint with an otherworldly light.
This is a magical battleaxe with a +1 bonus to attack and
damage rolls. The weapon deals 1d8 slashing damage with
the properties of versatile (1d10) and heavy
While attuned to this item it has the following properties:
Thrown Property: This battle axe has a range of 20/60
when thrown.
Warp Strike: As a bonus action, you can teleport to an
unoccupied space within 5 feet of where the axe lays after
being thrown, at which point the axe leaps back into your
hand. You can use this ability once per short or long rest.
Swarm's Embrace
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: None (cast through the wand)
Duration: Instantaneous
You point the wand at a creature within range
Wand of Flies and unleash a surge of necrotic energy. Make
a ranged spell attack against the creature. On
Wondrous Item, uncommon (requires a hit, the creature takes 3d8 force damage.
attunement) If this damage reduces a creature's hit points
This wand is crafted from dark, gnarled wood, to 0, the creature must make a Constitution
wrapped in the tattered remnants of a saving throw against a DC 13. On a failure,
shroud. A palpable aura of decay surrounds it, the creature is transformed into a swarm of
filling the air with a chilling unease. flies (see appendix).
Player characters, legendary creatures, and
While attuned you get the following: creatures larger than large size have
The wand has 2 charges. While holding it, you advantage on this saving throws. A Remove
can use an action to expend 1 charge to cast Curse or similar magic can revert the
the unique spell Swarm's Embrace. The wand transformation immediately. The creature
regains all expended charges daily at dawn. reverts to its original form if it dies.
After expending the last charge, you must If transformed, the creature is likely to flee
attempt a DC 10 Arcana check. Success from danger, though its exact behavior is up
replenishes 1 charge. Failing with a natural 1 to the Dungeon Master's discretion.
damages the wand. If the wand is already Creatures with Immutable Form have
damaged, a subsequent failure destroys it. resistance to the spell's damage.
Grasping Arc
1st-level evocation
Wand of Grasping Arcs Casting Time: 1 action
Wondrous item, rare (requires attunement Range: 60 feet
by a spellcaster) Components: none (cast through the Wand)
This wand feels unusually heavy in the Duration: 1 Minute
hand. A purple electrical arc shoots from Upon casting this spell, a purple arc emanates
the wand's tip whenever it is activated. from the wand's tip and streaks toward a creature
While attuned: you can see within range.
Make a ranged spell attack against the target. On
The wand has 2 charges. While holding it, a hit, the target takes 2d8 force damage and
you can use an action to expend 1 charge becomes wrapped by the spectral arc.
to cast a unique spell Grasping Arc. The
wand regains all expended charges at dawn. While wrapped, at the beginning of each of the
creature's turns, it must make a Strength saving
After expending the last charge, you must throw against DC 13. On a failed save, the
attempt a DC 10 Arcana check. Success creature takes an additional 1d8 force damage,
replenishes 1 charge. Failing with a natural loses 10 feet of movement, and has disadvantage
1 damages the wand. If the wand is already on attack rolls until the start of its next turn.
damaged, a subsequent failure destroys it. On a successful save, the effect ends.
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Dark Eagle Games
Created By: John Walts
Playtesters: Kim Jørgensen, Jay Szekely, Tyler Steiger, Freeze Kitto, and Anonymous
AI was used in the making of this guide including:
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August, 2023
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