Ratling
Ratling
With twitchy reflexes and relatively short lifespans, ratlings tend to value quick thinking over careful deliberation. A plan seldom survives contact with a ratling. A sudden inspiration or temptation can inspire impromptu “improvements” that alter a scheme beyond recognition. Those not comfortable with improvisation are well advised to avoid ratling partners.
Ratlings’ origins are not clear, although historical record suggests that they came into being relatively recently—perhaps only a few hundred years ago. Some believe that ratlings originated as giant rats in wizards’ laboratories, although this theory is often advanced along with a demand that the local wizard make amends for ratling thefts. Another theory holds that ratlings are the descendants of wererats. Certainly, ratlings sometimes share the sewers with wererats and are often mistaken for them. Most ratlings believe a third story, speaking of a long-ago rat hero whose mighty deeds earned the approval of the gods and was elevated to a demigod before becoming the ancestor of all ratling peoples.
Whether the scions of arcane experiments, lycanthropic bloodlines, or a semi-divine hero, ratlings owe nothing to their progenitors. Often disrespected by larger folk, they make sure to take the food and the space they feel is due to them.
Ratling Traits
Characters with the ratling heritage share the following traits:
Age. Descended relatively recently from a short-lived species, ratlings live quickly and with gusto. They mature to adulthood around age 14 and can live as long as 60 years.
Size. Ratlings average around 3 feet tall and weigh between 40 and 60 pounds. Your size is Small.
Speed. Your Speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light , and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Keen Smell. Ratlings have survived by being able to scent out predators and food sources. You have proficiency in Perception and gain an expertise die on Perception checks that rely on smell.
Poison Tolerance. You are immune to ingested poison .
Ratling Gifts
Ratlings are known for traveling in hungry packs. In addition to the traits found in your ratling heritage, select one of the following gifts.
Bottomless Appetite
Your appetite is insatiable. Although you enjoy fine cuisine as much as anyone else, you can also eat foods that others can’t stomach. Even when you’re at death’s door, food restores your strength and vitality.
Grab a Quick Bite. You can eat and digest huge quantities of food in seconds. If you have sufficient food for one day (1 Supply ), you can eat it as an action. When you do so, you gain temporary hit points equal to twice your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest .
Strength in Numbers
You are adept at working in a team. Whether in combat or in other pursuits, you are quick to exploit any advantage your companions create.
Group Tactics. You can make an ability check with advantage as part of a group check. Once you use this trait, you can’t use it again until you’ve taken a short or long rest .
Rat Swarm. Once on your turn, you can reroll an attack roll against a target within 30 feet if another creature has made a melee attack against the same target since the end of your last turn. You can use this trait a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest .
Ratling Paragon
When you reach 10th level, you are an exemplar of ratling-kind, and you gain the following paragon gift.
Lucky Escape
You are adept at avoiding the negative consequences of others’ hostility and your own unwise actions. Whenever you make a saving throw you are not proficient in, you gain a bonus to the roll equal to half your proficiency bonus (rounded down).
Ratling Culture
Small collectives of ratlings can be found anywhere. Some make their livings as itinerant merchants, entertainers, or pirates, while others live quiet existences in villages made up of neat, half-sized cottages. Most ratlings, however, skulk in the sewers and alleyways of large cities. In many urban areas, they have an unsavory reputation as thieves with no regard for private property, especially where food is concerned. Indeed, ratlings have tremendous appetites, and a hungry ratling let loose in a bakery or granary can eat as much as several humans twice their size. While some communities make sure that all their citizens, including ratlings,are well-fed, others wage war upon their ratling population, attacking them on sight or banishing them to the sewers.
Some wealthy ratlings disdain the lifestyles of their scruffy, subterranean cousins, making sure to remain urbane and well-groomed at all times. These so-called “fancy ratlings” must fight for their place in high society. They resent insults and openly challenge anyone who levels slurs like “gutter rat” or who dirties their immaculate clothes or fur.
Nearly all ratlings share a love of community. Most ratlings can be found living in close quarters with their extended ratling family, holding food and possessions in common. Sometimes, a ratling adopts a non-ratling group as their pack. A ratling member of a guild or adventuring party will be loyal and selfless, and will expect the same from their fellows.
Suggested Cultures. While you can choose any culture for your ratling character, the following cultures are linked closely with this heritage: circusfolk , cosmopolitan , mischief maker , sewer rat .
Oozefolk
Oozefolk
Many Uplanders find oozefolk difficult to look upon. Though they have four limbs and a head like other humanoids, their faces are a conglomeration of strange protuberances shaped into rough facsimiles of eyes, ears, nose, and mouth. Though they can see, hear, and smell as well as any other creature, their features are capable of creating only the most basic expressions. Perhaps most unsettling is the oozefolk’s translucent skin—many a sage has spent decades trying to determine something substantive about the swirl of organs beneath their jelly-like exteriors, and all have definitively failed.
Oozefolk Traits
Characters with the motley heritage share the following traits:
Age. An oozefolk’s alien mind develops rapidly, soaking up knowledge like a sponge and reaching maturity in only half a year. However, the consciousness that holds together their slimy body can sustain the effort only so long. The oldest known oozefolk lived for 50 years, but most die after only a few decades.
Size. Your height and weight are determined by your first Hit Die. If your first Hit Die is a d6 or a d8, you stand between 2 and 3 feet tall, weigh anywhere from 70 to 130 pounds, and are Small. Otherwise, you are between 4 and 7 feet tall, weigh 200 to 500 pounds, and are Medium.
Speed. Your Speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light , and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Immutable Form. You have advantage on saving throws against effects that would alter your form.
Telepathy. You can speak telepathically to any creature within 30 feet of you that you can see. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Oozefolk Gifts
The nature of an oozefolk’s creation gives them a variety of strange qualities that differ from one to another. Choose two of the following:
Amorphous Body
While you are unarmored and not carrying any items, you can pass through an opening as narrow as 1 inch wide without squeezing.
Jelly-Faced
You gain an expertise die on Deception checks. In addition, expertise dice you gain on Deception checks can be upgraded from a d8 to a d10 or from a d10 to a d12.
Psychic Resistance
You have resistance to psychic damage. Additionally, you gain proficiency with Intelligence saving throws .
Oozefolk Paragon
Starting at 10th level, you become a paragon of oozekind. You can use your climb speed even on difficult surfaces and upside down on ceilings. In addition, you gain one of the following traits.
Corrosive Body
You can use a bonus action to bubble corrosive liquids to the surface of your body or to draw them back in. While corrosive, a creature that touches you or hits you with a melee attack while within 5 feet of you takes acid damage equal to your proficiency bonus. In addition, your natural weapons and unarmed strikes deal an extra 1d4 acid damage.
Transparent Body
Your body is made of a substance as clear as water. You gain the following traits.
Invisible Focus. You can use an action to focus, spreading your transparent qualities to your equipment and any items you are carrying. You become invisible for 1 minute or until you lose concentration (as if concentrating on a spell). Once you have used this trait, you can’t use it again until you finish a short or long rest .
Transparent. While you are unarmored, you have advantage on Stealth checks made to hide from creatures unaware of your presence.
Oozefolk Culture
Born spontaneously in the planet’s lightless depths, newly spawned oozefolk are incredibly sensitive to other sentient minds. They may follow Underland travelers unnoticed for months or years as they learn what it means to be a living, thinking being. Even so, these strange people are known for being adaptable and fearless in the face of the unknown. They are just as willing to undertake a daunting new challenge as they are to abandon something that’s proven to be beyond their capabilities.
As soon as an oozefolk reaches maturity, they feel their life force start to wane. Certain that death is fast approaching, it’s only natural that they make their time in the world as significant as possible. Their freakish appearance makes them outcasts in most societies. Fortunately, they are well suited to a life of travel, and groups of adventurers are often quick to recognize the many advantages of an oozefolk’s unusual biology.
Suggested Cultures. While you can choose any culture for your oozefolk character, the following cultures are linked closely with this heritage: kithbáin halfling , lone wanderer , nomad , motley crew , underharvester , Underlander , wildling .
Mycelial
Mycelial
Mycelials are a small, curious fungus-folk, resembling capped mushrooms with thick legs and dark, pupiless eyes. They eat rock and ore, breaking minerals down with powerful natural acids and collecting hard, inedible crystals and gemstones for trade. They speak in reedy whispers by pushing air through their gills, allowing them to sing beautiful, quiet songs.
Many Underland creatures regard mycelials asprey. As a result, mycelials tend to be cautious, observing newcomers from a distance before approaching. They use their spore clouds on strangers whose intentions are unknown.
Mycelial Traits
Characters with the mycelial heritage share a variety of traits in common with one another.
Age. Mycelials grow from spores and mature quickly. In mycelial communities, a sporeling is considered an adult by the age of 3. They usually live about 30 years, although mycelials who form bonds with longer-lived creatures have been known to live as long as the creatures they’re bonded with.
Size. Mycelial bodies are diverse, ranging from squat to slender. They stand between 2 and 5 feet tall and are dense for their size, weighing 60 pounds on average. Your size is Small.
Speed. Your Speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light , and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Plant. You are a plant in addition to a humanoid. So long as rocks and soil are available, you can sustain yourself without other sources of food, although you still require water. While exploring, you consume 1 Supply every other day before suffering fatigue .
Soft Bodied. You can squeeze or contort through spaces as if you were one size category smaller than you are.
Spore Cloud. Mycelials naturally produce poisonous spores, which they can use to attack or defend themselves.
You can use a bonus action to release a puff of poisonous spores in a 5-foot-radius area centered on you. The spores lightly obscure the area and linger in air or water for 1 minute or until dispersed by a strong wind or current. Non-plant creatures that enter the area for the first time on a turn or start their turn there must make a Constitution saving throw . On a failure, the creature takes 1d6 poison damage and is poisoned until the end of its next turn. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. The poison damage increases to 2d6 at 4th level, 3d6 at 9th level, 4d6 at 14th level, and 5d6 at 19th level.
Once a creature has been affected by the spores, it is immune to this effect for 24 hours. You can use this trait a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest .
Mycelial Gifts
Mycelials fungus biology and underground adaptations offer a diversity of talents. Choose one of the following heritage gifts.
Adaptability
You can change your body to survive various environments. You gain resistance to poison damage. In addition, whenever you finish a
long rest
, you can choose one of the following forms:
• Amphibious. You can breathe underwater and gain a swim speed equal to your walking speed.
• Arboreal. You gain a climb speed equal to your walking speed. When you fall, you can use your reaction to float gently to the ground, taking no damage from the fall.
• Cold Adapted. You gain
resistance
to cold damage.
• Heat Adapted. You gain
resistance
to fire damage.
You remain in your new form until you use this ability again. You can benefit from only one form at a time.
Overactive Enzymes
You can release a splash of digestive enzymes to harm your foes. You gain the acid splash cantrip, which you can cast without requiring components. Your spellcasting ability for this cantrip is your choice of Charisma, Constitution, Intelligence, or Wisdom.
You can also use your digestive enzymes to dig. You have a burrowing speed of 10 feet and can move through nonmagical earth and stone, but not solid rock. You don’t leave a tunnel behind unless you spend time and effort to shore up the tunnel, reducing your burrow speed to 5 feet every 15 minutes.
Mycelial Paragon
When you reach 10th level, you are an exemplar of mycelial-kind. You gain the following paragon gift.
Specialized Spores
Creatures affected by your Spore Cloud no longer become immune to it. Additionally, once per day when you create the cloud you can choose one of the following conditions:
•
Charmed
•
Confused
•
Frightened
While poisoned by your spore cloud, a creature is also affected by the chosen condition.
Mycelial Culture
Mycelials live moment to moment, enjoying the sensations of their environment. They value community and love sharing stories and songs.
Mycelials are short-lived and don’t reproduce in large numbers, allowing them to maintain a stable or slowly growing population. Because they reproduce by spores, sometimes a meld of mycelials will spring up long after their ancestors have died or abandoned the area.
Mycelials form strong friendships and familial bonds, even with people from other heritages. They adapt themselves to the societies around them, finding niches where they can live their peaceful lives. When threatened with conflict, they are generally avoidant, moving to new areas rather than engaging in violence. Most mycelials don’t feel a strong connection to any specific location, viewing the whole world as their home.
Suggested Cultures. While you can choose any culture for your mycelial character, the following cultures are linked closely with this heritage: meld-member , underharvester , Underlander .
Motley
Motley
While every motley has a head, two legs, and a pair of arms, that is where their similarities end. At least one of a motley’s arms always ends in a humanoid hand, but the others are those of different creatures—a gazelle’s leg, a bear’s forearm, and the like. Likewise, their faces are a patchwork of flesh taken from various beasts. Given a motley’s startling appearance, other people are usually shocked when a motley utters words instead of chittering or growling.
Motley Traits
Characters with the motley heritage share the following traits:
Age. Natural-born motley mature quickly. After 7 to 10 years, they reach adulthood and choose a name unique to them. Some are said to live for centuries before dying of old age, but on average a motley’s lifespan is around 200 years.
Size. You are between 5 and 7 feet tall and weigh anywhere from 150 to 250 pounds. Your size is Medium.
Speed. Your Speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light , and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Motley Senses. You are proficient in Perception and gain an expertise die on Perception checks.
Natural Weapon. You gain a natural weapon, such as claws, horns, or teeth. Choose slashing, piercing, or bludgeoning damage. Your unarmed strikes deal 1d6 + Strength modifier damage of that type.
Motley Gifts
Despite your ungainly appearance, one of your animal features gives you a beast’s grace. Select one of the options below.
Long Arms
During your turn, your reach with melee weapons is 5 feet greater than normal.
Long Legs
Your Speed increases to 40 feet. In addition, you gain an expertise die on saving throws made to resist being knocked prone .
Prehensile Tail
You have a tail that grants you an expertise die on checks made to balance, climb, or make Sleight of Hand checks. Your tail can carry objects weighing up to 5 pounds, but it can’t wield a weapon or use a shield. In addition, you gain advantage on saving throws to avoid falling.
Motley Paragon
Starting at 10th level, you become a paragon of motleykind. You gain the following benefit.
Mutation. You gain a second Motley Gift.
Additionally, you gain one of the following traits.
Brachiator
You gain a climb speed equal to your Speed and an expertise die on Athletics checks.
Predator Weapons
The damage from your unarmed strikes increases to 1d8 + your Strength modifier, and your unarmed strikes are magical. When you hit a creature your size or smaller with your unarmed strike, you can choose to grapple that creature.
Fishkind
You grow gills and are able to breathe both water and air. In addition, you develop fins and gain a swim speed equal to your Speed.
In addition, you are slippery. You gain an
expertise die
on checks and
saving throws
made to escape a
grapple
.
Motley Culture
Motley are rarely embraced by the communities they are born into, leading many to embark upon an exile’s journey for places more accepting of their strange nature. The few motley who reside in heavily populated areas often live as outcasts, struggling simply to survive. Knowing all too well the true nature of hardship, it’s rare for a motley to be overtly cruel, but those who are soon earn a fearful reputation.
Motley must be creative to overcome their many disadvantages. When faced with a problem, they often find solutions no other person would conceive. Though many people can’t see past a motley’s animalistic appearance—assuming them no more intelligent than a mindless beast—motley can be as clever and quick-witted as any other people.
Suggested Cultures. While you can choose any culture for your motley character, the following cultures are linked closely with this heritage: caravanner , forgotten folx , forsaken , itinerant , lone wanderer , nomad , motley crew , tyrannized , underharvester , Underlander , wildling .
Tinker Gnome Equipment
Tinker Gnome Equipment
Tinker gnomes jealously guard their secrets. Each community might know the secret of only a few of the following pieces of gear.
Some tinker gnome inventions are automata that can move on their own. Each automaton comes with a necklace or other piece of jewelry that can be used to control it. A creature wearing the jewelry can use a bonus action to make an automaton move up to its Speed or perform an action listed in its description. An automaton is an object that is immune to fire, poison, and psychic damage. It automatically fails all saving throws , but it is immune to all conditions except prone . An automaton's AC, hit points, and speed are listed on the table below. A creature proficient in Engineering or with tinker's tools can restore all hit points to a damaged automaton during a long rest .
Item |
AC |
Hit Points |
Speed |
Cost |
Weight |
---|---|---|---|---|---|
Clockwork Mule | 17 | 30 | 30 | 750 gp | 1,000 lbs. |
Life Detector | - | - | - | 600 gp | 3 lbs. |
Lock Master | - | - | - | 750 gp | 2 lbs. |
Map Minder | 13 | 15 | 30 | 800 gp | 50 lbs. |
Rope Minder | 18 | 20 | 30 | 800 gp | 200 lbs. |
Torchbearer | 17 | 18 | 30 | 500 gp | 10 lbs. |
Trapmaster | 24 | 50 | 20 | 2,000 gp | 1,000 lbs. |
Clockwork Mule (Automaton). About 6 feet long and 4 feet wide, this automaton is little more than a Large cart with tracked treads. It has a carrying capacity of 1,000 pounds and is most often used to haul equipment, freeing up adventurers to carry only their most important gear.
Life Detector. This hand-held device helps answer one of the most important questions an adventuring party can ask: "What's behind that door?" As an action, a creature can use the device to detect creatures that aren't constructs or undead within 60 feet, displaying their current locations on a crystalline matrix. The device can penetrate barriers, but 2 feet of rock, 2 inches of metal, or a thin sheet of lead blocks it. This device is an exceptoin to to other tinker gnome items, as it is powered by divination magic (and so can be disrupted by dispel magic or thwarted by nondetection ). Once the life detector has been used, it can't be used again for 4 hours.
Lock Master. This metal gauntlet has small probes and picks affixed to its fingertips. The wearer gains an expertise die on Dexterity checks made to open locks and disarm traps when using the lock master.
Map Minder (Automaton). Mapping the labyrinthine tunnels and passages of lost ruins is one of the most tedious yet vital jobs of an adventuring party. The map minder is a Small device that measures distances and directions, using parchment and an automated pen to map the surroundings it can see within 60 feet of it. Highly accurate, the map minder all but eliminates the chances of a party losing its way. It can be programmed to utilize special colors and symbols to indicate the location of doors, slopes, traps, and other features.
Rope Minder (Automaton). Rope is one of the most indispensable but cumbersome items in an adventurer's arsenal. A rope minder allows parties to venture into the unknown with a near-unlimited supply of rope and a solid base upon which to secure it. A Medium, quadrupedal cube, the rope master measures about 3 feet to a side and carries inside it a powerful winch outfitted with up to 2,000 feet of sturdy silken rope. Its sharp legs and arcano-mechanical hydraulic system allow the rope minder to scuttle up sheer surfaces and anchor itself in place. The rope minder can then dispense rope to its owners, allowing them to climb or descend.
Torchbearer (Automaton). A Tiny clockwork device typically shaped like a dog or cat, the torchbearer functions as a permanent mobile light source. The torchbearer emits a cone of nonmagical bright light from its eyes to a distance of 30 feet, and dim light for an additional 30 feet. The automaton's owner can use a bonus action to activate the light, dim it, or shut it off entirely. The light shines until it is shut off.
Trapmaster (Automaton). The trapmaster is unusual in that it is specifically designed to take advantage and remain functional. Measuring 4 feet long, 3 feet wide, and 2 feet high, it is nothing more than a heavily armored, tracked automaton. The trapmaster can be sent forward to trigger traps, allowing parties to proceed safely. While it is of little use against trapped chests, locks, or other minor hazards, the trapmaster can be a true boon against more powerful traps, as its heavy armor is treated with alchemical substances that grant it resistance to acid, cold, force, lightning, necrotic, radiant, and thunder damage, in addition to the normal immunities of a tinker gnome automaton.
Ratling Equipment
Ratling Equipment
In the minds of most people, ratlings have two defining characteristics: ingenuity and mischief. Those traits are on full display with their choices of equipment.
Item |
Cost |
Weight |
---|---|---|
Food Cannon | 4 gp | 8 lb. |
Thing-Thing | special | special |
Food Cannon. Named for its most common ammunition, this tube-shaped weapon uses black powder charges to fire whatever is packed into it. When loaded with foodstuffs or dirt., the food cannon blasts everything in a 15-foot cone with the contents of its barrel. Each creature in that area must make a DC 13 Dexterity save or be blinded until the end of its next turn. A creature can use an action to scrape off the debris from an affected creature, ending the condition early. The cannon isn't powerful enough to deal severe damage, but if hard debris is packed among the soft shot, each target also takes 1d4 bludgeoning, piercing, or slashing damage, depending on the nature of the debris.
Thing-Thing. One of the most distinctly ratling pieces of gear is the thing-thing, a generic name for two items combined into one. Examples include the quarterstaff-ladder (a quarterstaff with pop-out rungs) and a dagger-lockpick (thieves' tools on strings packed into the hilt of a dagger), but the possibilities are endless and frequently seem nonsensical to non-ratlings. A thing-thing costs as much as both items combined and weighs as much as its heaviest component. If one item is smaller than the other, the smaller item may be unobtrusive, requiring a DC 18 Perception check to find. Neither piece of a thing-thing can be consumable.
Deep Dwarf Equipment
Deep Dwarf Equipment
Like the people that created it, deep dwarf equipment focuses on resilience and determination in the face of overwhelming odds.
Item |
Cost |
Weight |
---|---|---|
All-Purpose Pick | 20 gp | 6 lbs. |
Folding Armor | 3,000 gp | 70 lbs. |
Stone of Resolve | 50 gp | - |
All-Purpose Pick. The pick is obviously well-made, but the shape of its head and handle are a bit unusual. The wielder can treat the pick as a war pick or a miner's pick as they choose.
Folding Armor. This finely made plate armor is designed to work in conjunction with the wearer's size-altering magic. If the wearer is subjected to the enlarge effect of an
enlarge/reduce
spell, in addition to altering its size, the armor deploys vicious spikes concealed in the unfolding mechanisms, gaining an improved version of the Spiked property: a creature that begins its turn
grappling
or
grappled
by the wearer takes 1d4 piercing damage.
If the wearer is subjected to the reduce effect of an enlarge/reduce spell, the armor instead folds in on itself, reinforcing the vulnerable areas and raising its AC bonus by 1.
Stone of Resolve. This brittle, cloudy orange crystal is found only the deepest mines, but it is widely coveted for its mind-stabilizing properties. A creature can use an action to crush the crystal and inhale the dust, gaining advantage on saving throws against fear for 1 minute.
Grimlock Equipment
Grimlock Equipment
The highly advanced grimlocks have their own unique inventions, which leverage both their incredible hearing and other creatures' dependency on sight.
Item |
Cost |
Weight |
---|---|---|
Air Ink Grenade, Dangerous | 150 gp | 1/2 lb. |
Air Ink Grenade, Safe | 100 gp | 1/2 lb. |
De-Scenting Powder Bomb | 40 gp | 2 lbs. |
De-Scenting Powder Shaker | 10 gp | 1/2 lb. |
Portable Telegraph | 75 gp | 1/2 lb. |
Sonic Tripwire | 50 gp | 2 lbs. |
Air Ink. An odorless, pitch-black gas that blocks light, air ink is usually deployed in grenade form. As an action, a creature can throw an air ink grenade up to 30 feet at a point it can see. When it lands, the grenade detonates, filling a 10-foot-radius area with inky darkness.
Two varieties of air ink exist: a "safe" version that merely blocks light and a "dangerous" version that also interferes with breathing. A creature inside an area of dangerous air ink must hold its breath or it begins to suffocate. In either case, the air ink lasts for 10 minutes. While the ink remains, the area it fills is
heavily obscured
. Only blindsight can penetrate the ink; even creatures with traits such as Devil's Sight can't see through it.
De-Scenting Powder. Available in either a shaker or a "bomb" that fills a 10-foot square, de-scenting powder rapidly absorbs scents from everything it touches, making creatures to which the powder has been applied impossible to detect or track by scent for up to 1 hour. A shaker contains 10 uses, each enough to cover a Medium or smaller creature.
Portable Telegraph. This boxy device is usually worn on a belt clip. When activated, it emits a high-frequency sound that most humanoids can't hear. Grimlocks use these telegraphs as either echolocation devices or communication tools. When used for echolocation, the range of the grimlock's echolocation or blindsight increases by 10 feet, provided the grimlock doesn't move more than 10 feet on their turn. When used for communication, the telegraph can produce a sequence of long and short beeps, similar to those of traditional telegraphs. When used in this manner, the telegraph can transmit messages up to 500 feet. An experienced operator can use an action to transmit up to six words that only by grimlocks or other creatures with echolocation -based blindsight can hear.
Sonic Tripwire. Made up of two small metal boxes, a sonic tripwire can be used to trigger any trap or alarm that a normal tripwire could. Between the boxes, the device emits a beam of high-frequency sound that grimlocks can hear but most other creatures cannot. The tripwire triggers when the beam is interrupted.
Aboleth Equipment
Aboleth Equipment
Aboleths take a different approach to equipment than most other sapient creatures; rather than working with non-living materials, they prefer to shape living things to their purpose. This doesn't mean that they don't create equipment, just that aboleth-created gear is noticeably alive. These devices have heartbeats, living organs, and body heat.
Adventurers with the sunless mariner background can buy aboleth equipment during character creation.
Item |
Cost |
Weight |
---|---|---|
Gill Symbiote | 50 gp | 2 lbs. |
Octopack | 25 gp | 5 lbs. |
Parasite Launcher | 500 gp | 3 lbs. |
Sleepless Masks | 125 gp | 1 lb. |
Gill Symbiote. This bizarre, collar-like mask fits like a sleeve over the user's lower face and neck. It extends tendrils down the user's throat when donned, a process that requires the wearer to make a DC 11 Wisdom save to avoid gaining a level of strife . Once in place, the symbiote allows the user to breathe air and water, but it also distorts the wearer's voice. Whenever the wearer speaks, other creatures must make a DC 10 Intelligence check to understand what they are saying. In addition, a creature wearing a gill symbiote must make a DC 10 Intelligence check to cast a spell with vocalized components. On a failure, the creature expends the spell slot to no effect.
Octopack. This bulbous, fleshy mass attaches itself to the wearer's back and can sprout four tentacles on demand. The tentacles aren't able to hold items, but they grant advantage on checks to maintain a grapple and grant an expertise die on Athletics checks related to climbing.
Parasite Launcher. This bracer-shaped creature has ray-like skin and several rows of glowing, fluid-filled membranes on its "back," which typically sits atop the user's forearm. Swimming in the fluid are tiny, snake-like creatures with nasty, tooth-filled maws. The launcher is a ranged weapon with a range of 30/60. It is fired via mental commands rather than a physical trigger. On a hit, the parasite deals 1d4 piercing damage. A creature hit by the parasite launcher can use its reaction to make a DC 13 Dexterity saving throw . On a success, the target tears off the parasite before it gains purchase. If the creature does not remove the parasite, the parasite begins burrowing into the target's flesh, dealing 1d4 piercing and 1d4 psychic damage at the start of each of the target's turns. A creature can use action to cut out the parasite, dealing 2d6 slashing damage to the target but ending the piercing and psychic damage. Unless removed, the parasite continues to burrow for a number of rounds equal to the proficiency bonus of the creature that fired the launcher. The parasite then dies inside the target, and the target suffers a level of strife from the trauma of the experience. The parasite launcher does not cover the user's hand, leaving it free to wield other devices or weapons. A parasite launcher can be fired from an arm that is wielding a weapon, but not a shield. The launcher holds eight parasites, and the "ammunition" regrows after 24 hours.
Sleepless Mask. This disturbing, fleshy mask covers the upper half of the wearer's face and features three, vertically placed eyes in the manner of an aboleth . While the mask is worn, each eye takes an 9-hour turn sleeping while the others remain awake, effectively sleeping for the wearer and allowing them to stay awake indefinitely. The wearer must still sleep or meditate to receive the benefits of a long rest . In addition, the tendrils that the mask sends into its wearer's brain subtly influence them toward obedience to aboleths. The wearer suffers a -1d4 penalty on saving throws against aboleth abilities and the Sea Change disease.
Dungeon Delver Equipment
Dungeon Delver Equipment
Item |
Cost |
Weight |
---|---|---|
Air Bladder | 8 sp | 1 lb. |
Alchemical Corrosive Oil | 2,000 gp | - |
Alchemical Frigid Oil | 500 gp | - |
Alchemical Glaring Oil | 2,200 gp | - |
Alchemical Lifebane Oil | 600 gp | - |
Alchemical Scorching Oil | 500 gp | - |
Alchemical Shocking Oil | 400 gp | - |
Ascender/Descender | 50 gp | 3 lbs. |
Boat, Collapsible | 100 gp | 50 lbs. |
Cave Tent | 1 gp | 10 lbs. |
Luminescent Compass | 65 gp |
1/2 lb. |
Pole (10-foot), Collapsible | 1 gp | 7 lbs. |
Rope Ladder, Basic | 2 gp | 6 lbs. |
Rope Ladder, Heavy Duty | 30 gp | 6 lbs. |
Snorkel | 3 sp | - |
Spore Netting | 4 gp | 1/2 lb. |
Spring Holster | 4 gp | 1/2 lb. |
Underwater Lantern | 15 gp | 1 lb. |
Underwater Lantern, Alchemical | 30 gp | 1 lb. |
Wand Bracer | 5 gp | 1/2 lb. |
Air Bladder. An air bladder is similar to a water-skin but can hold up to 2 gallons of air when fully inflated, allowing for four breaths. It has a valve at the opening, eliminating the need for removing and replacing a cover or cap. When at least half inflated, an air bladder can also function as a flotation device, granting a creature holding it advantage on Athletics checks to avoid sinking.
Alchemical Weapon Oils. These oils can be applied to a weapon, increasing the damage the weapon deals and sometimes providing other benefits. Applying an alchemical weapon oil requires an action, and the effect lasts for 1 hour.
- Corrosive Oil. A weapon coated with this pungent green liquid deals an additional 2d6 acid damage.
- Frigid Oil. A weapon smeared with this bluish-white paste deals an additional 1d6 cold damage.
- Glaring Oil. Sometimes called "portable sunlight," this cloudy, silvery-white oil sheds bright light in a 20-foot radius and dim light for an additional 20 feet. A weapon treated with glaring oil deals an additional 2d6 radiant damage.
- Lifebane Oil. This viscous black liquid trails thing, mist-like tendrils of darkness at all times. A weapon coated with lifebane oil deals an additional 1d8 necrotic damage.
- Scorching Oil. This thin red oil ignites when exposed to air. A weapon coated with scorching oil deals an additional 1d6 fire damage and sheds bright light in a 10-foot radius and dim light for an additional 20 feet.
- Shocking Oil. This vibrant yellow oil arcs with a powerful electrical current. A weapon coated with shocking oil deals an additional 1d4 lightning damage and sheds dim light in a 20-foot radius.
Ascender/Descender. These small metal devices allow better control of ropes when climbing up (ascender) or sliding down (descender), granting a creature using them an expertise die on Athletics checks to move in the corresponding direction. Despite their similar names, ascenders and descenders work differently. Ascenders are mechanical devices that assist in climbing. Descenders are small metal loops that facilitate better control of ropes while rappelling. A creature can use only one of these devices at a time. The listed price is for a set of one of each device.
Boat, Collapsible. When deployed, this two-person boat resembles a kayak or canoe. It can hold up to 500 pounds without sinking and can fold up enough to be carried by a single humanoid. (While folded, the boat has the Bulky property; a creature can carry a number of bulky items equal to one plus its Strength modifier.) Setting up the boat (which comes with two folding paddles) or collapsing and packing it takes 20 minutes.
Cave Tent. This tent has a padded base and anchor points at the peak. It dampens sound and minimizes the vibrations produced by its occupants, which many underground predators use to hunt. Creatures sleeping or performing light activities inside the tent are invisible to tremorsense. However, a cave tent can keep out rain for only one hour before it starts to leak.
Luminescent Compass. The needled and directional markings of this compass are treated with a luminescent compound. It can be read easily in dim light or darkness .
Pole (10-foot), Collapsible. This lightweight but sturdy metal pole can telescope to a length of 10 feet but can also be locked at 3, 5, and 7 feet if desired. At its 5- and 7-foot lengths, it functions as a quarterstaff. At its 3-foot length, it functions as a club.
Rope Ladder. This collapsible ladder is made from two ropes connected to a series fo rungs, with a pair of hooks at the top to anchor it. Rope ladders are easier to climb while carrying a lot of gear and can be used by creatures who lack the strength or coordination to scale a rope. A rope ladder must hang from a solid anchor point to be useful.
Basic Rope Ladder. This rope ladder has hempen ropes and wooden rungs. It is 10 feet long when deployed and can support up to 500 pounds of weight without breaking.
Heavy-Duty Rope Ladder. This model has silk rope and metal rungs. It is 25 feet long and can support up to 750 pounds, but thanks to the lighter materials it weights as much as the 10-foot model.
Snorkel. This sturdy, angled tube allows a creature swimming beneath the surface of a body of water to breathe, provided the snorkel can poke above the water level. Snorkels are invaluable for cave swimming, where there may be pockets of air but the ceiling is too close to the water for a swimmer to position their head above the surface.
Spore Netting. Base on mosquito netting, spore netting is made from giant spider silk, allowing for an even finer weave. It can keep out toxic fungus spores as well as biting insects.
Spring Holster. This bracer-like device allows a creature to draw a very small weapon such as a dagger, shuriken, or derringer from a concealed position up the creature's sleeve. Drawing a weapon from a spring holster requires a reaction but can be done at any time.
Underwater Lantern. This sturdy metal lantern uses bioluminescent fungus in a sealable glass box to shed bright light in a 5-foot radius and dim light for an additional 10 feet. As long as the fungus is tended once every 7 days, it remains useful indefinitely.
Underwater Lantern, Alchemical. Using the same compounds as alchemical torches, this lantern can burn for 1 hour, shedding bright light in a 10-foot radius and dim light for an additional 20 feet. It can be refueled for 25 gp.
Wand Bracer. This leather bracer has several channels (the usual number is five) along the underside. Each channel is sized to hold a wand or similarly shaped item, such as a throwing dagger or an individual lockpick. Once on your turn, you can draw an item stored in the bracer without using an action or interacting with the object. Stowing an item in the bracer requires an action.