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357 views14 pages

FoolsGold Gorthan sCraftyCraftingGuide v1.02

Uploaded by

ksteinour19
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Gorthan’s Crafty

Crafting Guide
Credits
Fool’s Gold Creators Art Director
Jenna “Dingo” Woldenga, Felix Irnich Brian Scott Walters
Project Managers Artists
Graeme Fotheringham, Jordan Richer Melina Caron, Avery Howett, Jess Jackdaw, Alyse Stewart, Mariya
Fool’s Gold Crew Sviridova, Brian Scott Walters, Vanessa Wei, Jenna “Dingo” Woldenga

Game Master: Felix Irnich, Sips: Jenna “Dingo” Woldenga, Graphic Designer
Gothi: Avery Howett, Erina: Carson Cross-Danyluk, Madison Pflance
Julian: Jenna “Puddles” Pudlowski, Sneeze: Himself, Producer
Gorthan: John “Toilet” Coleman, Jawbone: Himself
Ricardo Evangelho
Writers and Game Designers
Special Thanks
Felix Irnich, Jordan Reimer, Jenna “Dingo” Woldenga
The Heliana’s Guide to Monster Hunting Team, everyone at
Editors Loot Tavern, and all our awesome Kickstarter backers who made
Verity Lane, Sebastian Yūe this possible!

ISBN: 978-1-7381204-9-9
May 2024

Fool’s Gold: Gorthan’s Crafty Crafting Guide is Copyright © 2024 Hit Point Press Inc. in the USA and other countries. 2487 Kaladar Ave, Unit 213, Ottawa, Ontario, K1V
8B9, Canada.
Fool’s Gold, the world of Ambria, its groups of individuals, its elements, its distinctive characters, and its locations are the sole property of Fool’s Gold Inc, 1664 Richter
St #208, Kelowna, BC V1Y 8N3 Canada. All rights reserved. Heliana’s Guide to Monster Hunting content, characters and their distinctive likenesses, and logos are
used with permission of Plane Shift Press LLC. All other characters and their distinctive likenesses are property of Hit Point Press Inc.
The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international
intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express
written permission of Hit Point Press Inc., Fool’s Gold Inc. or Plane Shift Press LLC. as applicable.
Melina Caron

Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
All characters and other entities appearing in this work are fictitious. Any resemblance to real persons, dead or alive, or other real-life entities, past or present,
is purely coincidental.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/
systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/
licenses/by/4.0/legalcode
Contents
How to Use This Supplement 2 Jungle Sheep and Jungle Sheep Alpha  8
Harvesting and Crafting Epic Items 3-12 Maxilla and the Hulking Host 9
Amalgahound 3 Mercury Dragon 10
Cryodon and Permafrost Cryodon 4 Tar Maw 11
Doom Duck  5 Watcher  12
Eradicator  6
Hooded Reaper 7

How to Use this Supplement


hunt, kill, craft, forge

Fool’s Gold: Gorthan’s Crafty Crafting Guide is an item crafting


supplement for Fool’s Gold: Into the Bellowing Wilds and Heliana’s
Guide to Monster Hunting. Though you can use the items in this
supplement alone, you will need both books to get the most out of
this material. The statistics of all the monsters in this supplement can
be found in Fool’s Gold: Into the Bellowing Wilds and Fool’s Gold:
Kylandria. For more information about adding the harvesting and
crafting rules to your game, see Heliana’s Guide to Monster Hunting.
Original Fool’s Gold monsters are formatted in bold blue. Spells and
magic items are formatted in italics. Spells and monsters found in Fool’s
Gold: Into the Bellowing Wilds are marked with 1. Monsters found in
Fool’s Gold: Kylandria are marked with 2. Any other information you
need can be found in the 5e Core Rules.
Rarity Variants. Higher rarity variants of an item also have the
properties of the lower rarity variants unless otherwise noted.

We feature some of the best Fool’s Gold


monsters in this supplement, so have
fun tormenting your players with these
monsters and rewarding them with
extra shiny, epic items!
Harvesting and
Crafting Epic Items
everything is material
Amalgahound AMALGAHOUND PAULDRONS
Armor (heavy), uncommon (requires attunement)
AMALGAHOUND HARVESTING These intimidating pauldrons made from the heads of the
In addition to the normal components harvested from a monstrosity,
amalgahound still possess an aura of the creature’s aggression,
you can automatically harvest both of the amalgahound’s heads
intimidating those who come too close.
with a Component DC of 0 but this action still requires harvesting
While wearing these pauldrons, when a creature within
supplies if you use that optional rule.
30 feet of you that can hear you makes an attack against you,
Hazard: Biohazard. The amalgahound1 is a dangerous creature,
the amalgahound heads on your shoulders growl menacingly at
even after death. Any creature that attempts to harvest or assist in the
the attacker. The attacker must succeed on a DC 12 Wisdom
harvest of the amalgahound must make a VDC (Sleight of Hand)
saving throw or become frightened until the end of its next turn.
check. On a failure, the amalgahound releases its Sulfurous Gas in a
Once a creature has been affected by this effect, it is immune to
15-foot-radius sphere centered on itself. The cloud spreads around
being frightened by the pauldrons for the next 24 hours.
corners, and its area is heavily obscured. The cloud lingers in the air
Rare Variant: Scary Buddies. The Wisdom saving throw DC
for 1 minute. Each creature that is completely within the cloud at
to resist being frightened increases to DC 14. While wearing these
the start of its turn must make a DC 18 Constitution saving throw.
pauldrons, you have advantage on Intimidation checks and saving
On a failed save, the creature is poisoned. A poisoned creature can
throws to resist being frightened.
repeat the saving throw at the start of each of its turns, ending
Very Rare Variant: Loyal Protectors. An attacker that fails its
the poisoned condition on a success. If a creature’s saving throw is
Wisdom saving throw is paralyzed instead of frightened and both
successful or the effect ends for it, the creature is immune to the
heads bite the attacker in retaliation, dealing 1d6 piercing damage
amalgahound’s Sulfurous Gas for the next 24 hours.
if the attacker is within 5 feet of you.
AMALGAHOUND CRAFTING TABLE

Rarity Essence Value


Uncommon Frail 800 gp
Rare Robust 3,000 gp
Very Rare Potent 9,000 gp

Jess Jackdaw

Amalgahound
Pauldrons
Melina Caron

3 Harvesting and Crafting Epic Items


Cryodon and
Permafrost Cryodon
CRYODON HARVESTING
In addition to the normal components harvested from elementals,
you can attempt to harvest up to four of a cryodon1 or permafrost
cryodon’s1 scales. Each scale has a Component DC of 10. Only the
scales of a permafrost cryodon can be used to forge the legendary
variant of the cryodon fan1.
Hazard: Freezing. If a creature fails to harvest one or more of Cryodon Fan
the cryodon’s scales , the cryodon explodes. Each creature within a
10-foot-radius sphere centered on the cryodon must make a VDC
Dexterity saving throw, taking 7 (2d6) cold damage on a failed save,
or half as much damage on a successful one.

CRYODON CRAFTING TABLE

Rarity Essence Value


Rare Robust 2,500 gp
Very Rare Potent 4,800 gp
Legendary Mythic 19,000 gp

CRYODON FAN
Wondrous item, rare (requires attunement)
This fan was crafted using scales from a cryodon and is always
cold to the touch.
The fan has 4 charges. While holding it, you can use an action to
expend 1 or more of its charges to cast one of the following spells (save
DC 15) from it: cone of cold (3 charges), polar fog1(2 charges), protection
from energy (fire or cold only, 1 charge), sleet storm (2 charges).
The fan regains 1d3 + 1 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1, the fan shatters
into a thousand tiny snowflakes.
Very Rare Variant: Cryoarmor. The fan has 5 charges, the spell
save DC increases to DC 16, and you can also use it to cast fire shield
(3 charges) and ray of frost (1 charge, +8 to hit with ranged spell attack).
Legendary Variant: Cryostorm. The fan has 7 charges, the spell
save DC increases to DC 17, and its ranged spell attack increases to
+9. Additionally, you can use the fan to cast ice storm (3 charges).
Avery Howett

Harvesting and Crafting Epic Items 4


Doom Duck
DOOM DUCK HARVESTING
In addition to the normal components harvested from a fiend,
you can steal the doom duck’s1 hat. Since it’s just a hat, it requires
no Harvesting check. However, the hat itself cannot be safely worn
without first containing its furious energies by crafting it into a
proper magical item.
Doom
Duck’s Hat Hazard: Hells’ Fury. A creature that dons the doom duck’s hat
without first containing its energies via crafting gains none of the
magic item’s benefits. It must also make a VDC Wisdom saving
throw, taking 21 (6d6) psychic damage on a failed save, or half as
much damage on a successful one. While the creature wears the hat,
it must repeat the saving throw at the start of each of its turns, taking
21 (6d6) psychic damage on a failed save, or half as much damage on
a successful one. Removing the hat ends the effect.

DOOM DUCK CRAFTING TABLE


Rarity Essence Value
Rare Robust 3,500 gp
Very Rare Potent 10,000 gp
Legendary Mythic 43,000 gp

DOOM DUCK’S HAT


Wondrous item, rare (requires attunement)
This tiny hat was stolen from a doom duck. The QUACKing
demon’s hatred still oozes from it.
Aura of Hatred. While wearing this hat, when you are reduced
to half your hit point maximum or fewer, your eyes emit a flashing
red aura of hatred. The aura extends from you in a 10-foot-radius
sphere that lasts until the end of your next turn. When a creature
enters the affected area for the first time on a turn or starts its turn
there, it must succeed on a DC 16 Constitution saving throw or
become blinded until the end of its next turn. Once this property
has been used, it can’t be used again until the next dawn.
Very Rare Variant: Duck on This. The hat’s Aura of Hatred
radius increases to 15 feet and the Constitution saving throw DC
increases to DC 18. Additionally, a creature that fails its saving
throw suffers one level of exhaustion.
Legendary Variant: QUACK Off.
The hat’s Aura of Hatred radius increases to 20 feet and the

Jess Jackdaw
Constitution saving throw DC increases to DC 20. Additionally, a
creature that fails its saving throw suffers two levels of exhaustion.
If you start your turn with hit points equal to or less than your hit
point maximum while wearing the hat, your attacks deal an extra
5 (1d10) radiant damage on a hit.
Melina Caron
Eradicator ERADICATOR MISSILE LAUNCHER
Weapon (cannon), rare
ERADICATOR HARVESTING This missile launcher was stripped from an eradicator automaton.
In addition to the normal components harvested from a construct,
You have a +2 bonus to attack and damage rolls made with this
you can attempt to harvest up to four of the eraditcator’s1 missile
magic weapon.
launchers. Each missile launcher has a Component DC of 10.
The missile launcher is a martial ranged weapon with a range
Once harvested, each missile launcher must be modified before
of 30/60 feet and the heavy and reload (2 shots) properties. Each
it can be used as a weapon.
of its missiles deals 2d6 fire damage on a hit. The launcher holds
If an eradicator used its Self-destruct ability, roll a d100 on
two missiles. You can take the Attack action to shoot missiles at two
the Intact Missile Launchers table to determine how many missile
targets within 5 feet of each other, making a separate attack roll for
launchers are intact.
each missile. Alternatively, you can choose to fire just one missile.
INTACT MISSILE LAUNCHERS Once all the missiles are fired, it takes an action or bonus action to
reload the weapon.
d100 Number of Missile Launchers
Very Rare Variant: Incendiary Rounds. The weapon’s reload
01–25 1 property increases to 3 shots and the missile launcher can hold three
26–50 2 missiles. You can attack up to three targets within 5 feet of each other
51–75 3 with one Attack action. Additionally, each missile deals an extra 2d6
fire damage on a hit.
76–100 4
Legendary Variant: Armor-piercing Rounds. The weapon’s
reload property increases to 4 shots and the missile launcher can
Hazard: Explosive. The components of an eradicator are highly
hold four missiles. You can attack up to four targets within 5 feet of
unstable and dangerous to an untrained adventurer. When a creature
each other with one Attack action. If a creature wearing armor takes
fails to harvest one or more of the eradicator’s missile launchers,
damage from a missile, its AC is reduced by 2d4 until it repairs or
any unharvested missile launchers explode. Each creature within a
replaces its armor.
10-foot radius of the eradicator must make a VDC Dexterity saving
throw, taking 14 (4d6) fire damage on a failed save, or half as much
Tyrannosaurus-WRECK your opponents
damage on a success. The explosion ignites flammable objects in that
with this dino-MITE weapon of missile fun!
area that aren’t being worn or carried.
ERADICATOR CRAFTING TABLE
Rarity Essence Value
Rare Robust 3,800 gp
Very Rare Potent 9,800 gp Eradicator
Missle Launcher
Legendary Mythic 39,000 gp
Melina Caron
Jess Jackdaw

Harvesting and Crafting Epic Items 6


Hooded Reaper
HOODED REAPER HARVESTING
In addition to the normal components that can be harvested from
a monstrosity, a hooded reaper’s1 lantern can be harvested with a
Component DC of 10. It must be infused with essence before it
gains its unique magical effects.

HOODED REAPER CRAFTING TABLE


Rarity Essence Value Hooded Reaper’s
Lantern of Hypnosis
Uncommon Frail 700 gp
Rare Robust 3,500 gp
Very Rare Potent 10,000 gp

HOODED REAPER’S LANTERN


OF HYPNOSIS
Wondrous item, rare
This spine-covered lantern was taken from the end of a hooded
reaper’s tail. Strange truths are revealed within its hypnotic light.
The lantern emits bright light in a 15-foot radius. This light
can’t be extinguished by any means, but can be covered.
True Light. The lantern has 3 charges. As a bonus action,
you can expend 1 charge to activate the lantern’s magic for 1 minute.
While active, all creatures perceiving the illuminated area do so as
if with truesight. The lantern regains 1d3 charges each day at dawn.

Jess Jackdaw
Hypnotic Sway. As an action, you can wave the lantern
hypnotically. Each creature that can see the lantern must succeed
on a DC 15 Wisdom saving throw or be charmed by you until the
end of its next turn or until it takes damage. While charmed, a target
must move up to its speed toward the lantern on each of its turns.
If a creature succeeds on its saving throw or the effect ends for it,
it is immune to the lantern’s Hypnotic Sway for the next 24 hours.
Very Rare Variant: Bright Light. The lantern’s True Light
radius increases to 25 feet. The Wisdom saving throw DC to resist
the lantern’s Hypnotic Sway increases to DC 17.
Legendary Variant: Drop ’Em. The lantern’s True Light radius
increases to 35 feet. The Wisdom saving throw DC to resist the
lantern’s Hypnotic Sway increases to DC 19. Additionally, a
charmed target drops anything it is holding.

Melina Caron

7 Harvesting and Crafting Epic Items


Jungle Sheep and Jungle
Sheep Alpha
JUNGLE SHEEP HARVESTING
Jungle In addition to the normal components that can be harvested
Sheep Cloak from a monstrosity, a jungle sheep’s1 wool can be shorn with a
Component DC of 10.
Hazard: Scary Shearing. Only foolish adventurers
underestimate the potency of a jungle sheep’s wool. Any creature that
attempts to harvest or assist in the harvest of the wool must make a
VDC Dexterity (Sleight of Hand) check. On a failure, the creature
is poisoned for 1 minute. While it is poisoned, a creature experiences
vivid hallucinations. On its turn, a poisoned creature must make an
attack against the closest ally that it can see, as the hallucinations
make it appear to be an enemy.

JUNGLE SHEEP CRAFTING TABLE


Rarity Essence Value
Uncommon Frail 800 gp
Rare Robust 2,800 gp
Very Rare Potent 8,900 gp

JUNGLE SHEEP CLOAK


Wondrous item, uncommon (requires attunement)
This shaggy, multi-colored cloak is made from the poisonous fleece
Jess Jackdaw

of a jungle sheep.
Really Wooly Toxic. While wearing this cloak, a creature that
touches you or hits you with a melee attack must succeed on a DC
12 Constitution saving throw or take 2d4 poison damage.
Rare Variant: Blood Poison. The cloak’s Constitution saving
throw DC increases to DC 14 and the poison damage increases
to 3d4. Additionally, a creature that fails its saving throw becomes
poisoned for 1d4 rounds.
Very Rare Variant: Hallucinations. The cloak’s Constitution
saving throw DC increases to DC 16 and the poison damage
increases to 4d4. Additionally, a creature that fails its saving throw
becomes poisoned for 1d6 rounds. While poisoned, the creature is
overwhelmed by vivid hallucinations and is frightened of you.
Melina Caron

Harvesting and Crafting Epic Items 8


Maxilla and
the Hulking Host
MAXILLA HARVESTING
In addition to the normal components that can be harvested from
an undead, the teeth of the maxilla and the hulking host1 can be
harvested with a Component DC of 0, but this action still requires
harvesting supplies if you use that optional rule.

MAXILLA & THE HULKING HOST CRAFTING TABLE


Rarity Essence Value
Uncommon Frail 1,200 gp
Rare Robust 3,700 gp
Very Rare Potent 9,800 gp

MAXILLA’S TOOTHACHE
Weapon (any sword), uncommon
This blade is forged from the toothy, torn-off tentacle of a maxilla
and inflicts horrible tearing damage. When you hit with this magic
Maxilla’s weapon, your attack deals an extra 1d4 slashing, 1d4 bludgeoning,
Toothache
and 1d4 piercing damage.
Bloody Bites. This awful blade causes messy wounds that are
difficult to heal. When you hit a creature with this sword, it must

Jess Jackdaw
make a DC 13 Constitution saving throw. On a failure, whenever
the target regains hit points from any source, the number of hit
points it regains is halved. This effect lasts until the target finishes a
short or long rest.
Rare Variant: Tooth Decay. You have a +1 bonus to attack and
damage rolls made with this weapon. Additionally, the sword deals
an additional 1d4 necrotic damage on a hit.
Very Rare Variant: Virulent Venom. You have a +2 bonus to
attack and damage rolls made with this weapon. Additionally, when
you hit a creature with this weapon, it must succeed on a DC 14
Constitution saving throw or become poisoned for 1d4 rounds.
While poisoned in this way, a creature takes 1d4 poison damage at
the start of each of its turns.

Don’t put it in your mouth. Please…

Melina Caron

9 Harvesting and Crafting Epic Items


Mercury Dragon
MERCURY DRAGON HARVESTING
Once a mercury dragon2 is defeated, you can attempt to harvest up
Helm of The Soul
to six vials of its mercury. The first vial of mercury can be harvested Prowler
with a Component DC of 0, but for each subsequent vial, the DC
increases by 5. Due to its unique and goopy nature, the mercury
dragon does not provide the normal components that can be
harvested from a dragon.
Hazard: Mercury Poisoning. Any creature that attempts to
harvest or assist in the harvest of the mercury must make a VDC
Dexterity (Sleight of Hand) check. On a failure, the creature suffers
the effects of its Toxic Body trait.

MERCURY DRAGON CRAFTING TABLE


Rarity Essence Value
Rare Robust 2,700 gp
Very Rare Potent 7,900 gp
Legendary Mythic 32,000 gp

HELM OF THE SOUL PROWLER


Wondrous item, rare (requires attunement)
This ever-shifting helmet is made from the liquid metal of a mercury
dragon. Its surface is shiny and wet and a murmur of faint
Jess Jackdaw

whispers can be heard coming from it. You gain a +2 bonus to


AC while wearing this helm.
Mind Protection. While wearing the helm, you are immune
to being charmed and to any magical effects or spells that would
alter your perception. In addition, any creature attempting to
read your mind is overwhelmed with a cacophony of shrieking
voices and must succeed on a DC 16 Wisdom saving throw,
taking 4d6 psychic damage on a failure, or half as much damage
on a success.
Very Rare Variant: Horrible Headbutt. The bonus to
AC increases to +3 and the helm’s Mind Protection damage
increases to 6d6 psychic damage. Additionally, you can use an
action to headbutt a Medium or smaller creature as if making
an unarmed attack. On a hit, the helmet leaves you and morphs
onto the target’s head. While the target has the helm on its head,
it is blinded, deafened, and silenced, and it takes 2d6 psychic
damage at the beginning of each of its turns as the cacophony
of voices overwhelms its mind. The helm can be removed from
an affected target by a creature using an action to make a
successful DC 14 Strength (Athletics) check.
Legendary Variant: Mercurial Wish. The bonus
to AC increases to +4 and the helm’s Mind Protection
damage increases to 8d6 psychic damage. Additionally,
you can use the helmet to cast the wish spell once. Once
the spell has been cast, the helmet loses its legendary
variant properties and permanently gains the properties of
the very rare variant.
Melina Caron

Harvesting and Crafting Epic Items 10


Tar Maw
TAR MAW HARVESTING
In addition to the normal components harvested from monstrosities,
you can attempt to harvest the oozing bones of the tar maw1 with a
Component DC of 15.
Hazard: Fire. If a creature fails to harvest the tar maw’s oozing
bones, the bones ignite and the harvester must make a VDC
Dexterity saving throw, taking 7 (2d6) fire damage on a failed save,
or half as much damage on a successful one.

TAR MAW CRAFTING TABLE


Rarity Essence Value Tar Maw
Blade
Very Rare Potent 4,600 gp
Legendary Mythic 23,500 gp

TAR MAW BLADE


Weapon (greatsword), very rare (requires attunement)
This greatsword was crafted from the spine and jaw of a tar maw and
is imbued with the creature’s goopy essence. You gain a +1 bonus to
attack and damage rolls made using this magic weapon. While you
wield this sword, its blade oozes a thick, sticky tar. When you hit a
creature with the sword, the target’s speed is halved until the end of
its next turn.
Ignited Blade. You can use a bonus action to speak the blade’s

Jess Jackdaw
command word, causing the tar to ignite and burn with eerie blue
flames. The flames shed dim light in a 10-foot radius and last for
1 minute, or until you drop or sheathe the sword. When you hit a
creature while the blade is ignited, the target takes an extra 1d10 fire
damage and the blade’s tar sticks to the target. At the start of its next
turn, the target must succeed on a DC 16 Dexterity saving throw
or take 1d10 fire damage. A target can automatically succeed on
this saving throw by using its action to drop prone and roll on the
ground, putting out the flames. Once the Ignited Blade property has
been used, it can’t be used again until the next dawn.
Legendary Variant: Tar More. You gain a +2 bonus to
attack and damage rolls made with this magic weapon.
The Dexterity saving throw DC increases to DC 18
and its fire damage increases to 2d10. Once the
Ignited Blade property has been used four times,
it can’t be used again until the next dawn.

Melina Caron

11 Harvesting and Crafting Epic Items


Watcher
WATCHER HARVESTING
In addition to the normal components harvested from constructs,
you can attempt to harvest a watcher’s1 faceplate with a Component
DC of 15.
Watcher’s Hazard: Heavy. If a creature fails to harvest the watcher’s
Shield
faceplate, the creature must make a VDC Strength saving throw.
On a failure, the creature takes 19 (3d12) bludgeoning damage and
is pinned in place by the faceplate. While pinned in this way, the
creature is restrained. To lift the faceplate and free the restrained
creature, another creature must succeed on a VDC Strength
(Athletics) check. On a successful saving throw, a creature takes
half as much damage and isn’t restrained.

WATCHER CRAFTING TABLE


Rarity Essence Value
Rare Robust 3,400 gp
Very Rare Potent 5,900 gp
Legendary Mythic 29,000 gp

WATCHER’S SHIELD
Armor (shield), rare
This extremely sturdy metal shield is crafted from a watcher
automaton’s faceplate. The shield has three massive horns and
resembles a triceratops’ head. While holding this shield, you gain
Jess Jackdaw

a +1 bonus to AC. This bonus is in addition to the shield’s normal


bonus to AC.
Shield Bash. You can use this shield as a martial weapon.
It has the heavy property and deals 1d6 bludgeoning damage plus
1d6 piercing damage on a hit.
Charging Bash. If you move at least 10 feet in a straight line
immediately before making an attack with this shield, on a hit you
deal extra bludgeoning damage equal to your proficiency bonus and
push the target 10 feet away from you.
Very Rare Variant: Stick Around. You have a +1 bonus to attack
and damage rolls made with this shield. The extra damage dealt by
your Charging Bash increases to a number equivalent to twice your
proficiency bonus and you push targets 15 feet away from you on a
hit. If you hit a target that is adjacent to a wall or sturdy object, you
can forego the shield’s piercing damage to use your shield to pin it.
A pinned target is restrained until the start of your next turn.
Legendary Variant: Earth Shatter. You have a +2 bonus to
attack and damage rolls made with this shield. As an action, you
can slam your shield into the ground, cracking the terrain in a
10-foot-radius circle around you. Each creature in the area other
than you must succeed on a DC 14 Strength saving throw or take
10 (3d6) bludgeoning damage and be knocked prone. Additionally,
the area becomes difficult terrain for 1 minute.
Melina Caron

Harvesting and Crafting Epic Items 12


isbn: 978-1-7381204-9-9 FGB 029 Fool’s Gold: Gorthan’s Crafty Crafting Guide Copyright © 2024 Hit Point Press Inc. All rights
reserved. Reference to other copyrighted material in no way constitutes a challenge to the
50000 respective copyright holders of that material. Hit Point Press and it’s associated logos are
trademarks of Hit Point Press Inc. Hit Point Press Inc., 2487 Kaladar Ave, Unit 213, Ottawa,
Ontario, K1V 8B9, Canada

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