Forgemasters are specialists within the Hunter’s Guild who go beyond repairing existing equipment. They harness monster parts to design cutting-edge weaponry, armor, and siege gear. Their unique ability to infuse gear with the power of these parts makes them invaluable in tackling new threats.
- Features: Proficiency with Smith’s Tools, Tinker’s Tools, Weaver’s Tools, and Leatherworker’s Tools.
Infusion Process
The core mechanic of the Forgemaster specialization is the infusion process, where monster parts are integrated into weapons and armor to grant special attributes and abilities. Here’s a step-by-step explanation of how it works:
1. Preparation
- Gather Materials: Collect the necessary monster parts and the base piece of gear to be infused.
- Workshop: Ensure you are in a suitable workshop with the necessary tools and environment for the infusion.
2. Infusion Check
- Determine Base DC: The difficulty class (DC) for the infusion check is based on the tier of the monster part and the players rank.
| Rank |
Tier D |
Tier C |
Tier B |
Tier A |
Tier S |
| Grandmaster |
8 |
9 |
10 |
12 |
13 |
| Master |
9 |
10 |
11 |
13 |
14 |
| Expert |
10 |
11 |
12 |
14 |
15 |
| Journeyman |
10 |
11 |
12 |
14 |
16 |
| Apprentice |
10 |
11 |
12 |
15 |
16 |
| Novice |
11 |
12 |
13 |
15 |
16 |
3. Determine Success
- Success: If your roll meets or exceeds the required DC, the infusion is successful, and the gear gains the intended effect.
- Failure: If your roll fails, the infusion does not take, and there may be consequences such as the loss of materials or a temporary weakening of the gear.
4. Stabilization (Tier S Only)
- Stabilization Check: For S Tier infusions, a successful stabilization roll is required to finalize the infusion. The stabilization check has a DC of 14.
After successfully infusing S Tier gear, a stabilization roll is required to finalize the infusion. Failure to stabilize can result in the infusion failing or the gear being damaged. You may use any of the following checks below depending on your character’s strengths.
| Tier |
Required Stabilization DC |
| S |
15 |
Skill Checks for Stabilization
- Smith's Might: Use brute force to carefully shape and bind the materials. Typically used with heavy, physically demanding infusions.
- Precise Craftsmanship: Utilize fine motor skills to perform delicate operations, especially useful for intricate or small infusions.
- Skill Check: Sleight of Hand
- Endurance Crafting: Maintain steady hands and prolonged focus during lengthy infusion processes, resisting fatigue.
- Skill Check: Constitution
- Alchemic Engineering: Apply knowledge of alchemy, smithing, and monster biology to perform the infusion accurately. Requires assistance from a Reliquarist.
- Insightful Infusion: Use keen insight to understand the best way to harmonize the monster parts with the armor.
Progression
- Novice to Apprentice:
- Experience Requirement: Complete 3 successful infusions (any tier).
- Task: Successfully infuse an item with at least one Tier C or higher part.
- Apprentice to Journeyman:
- Experience Requirement: Complete 5 additional successful infusions, including at least 2 Tier B or higher parts.
- Achievement: Demonstrate the ability to perform an infusion in less-than-ideal conditions (e.g., field workshop).
- Journeyman to Expert:
- Experience Requirement: Complete 7 additional successful infusions, including at least 3 Tier A parts.
- Task: Conduct research on a rare monster part and successfully integrate it into gear.
- Expert to Master:
- Experience Requirement: Complete 10 additional successful infusions, including at least 4 Tier S parts.
- Task: Craft a masterpiece item that includes multiple infusions, each from different tiers.
- Master to Grandmaster:
- Experience Requirement: Complete 15 additional successful infusions, including at least 6 Tier S parts.
- Task: Complete a high-stakes mission where the success of the infusion is critical to the guild's objectives.
This table provides a comprehensive system for Forgemasters to synthesize monster parts into weapons, with specific benefits based on the tier and type of the drop:
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 0 |
Giant Fire Beetle |
S |
Beetle Shell Fragment |
A glowing fragment of the beetle's shell. |
Adds 1d4 fire damage to weapon attacks (once per turn). |
| 0 |
Giant Fire Beetle |
S |
Fire Beetle Essence |
A concentrated essence of the beetle's internal glow. |
Adds +1 fire resistance to armor. |
| 0 |
Giant Fire Beetle |
A |
Luminescent Gland |
A gland that emits a soft, continuous glow. |
Infuses items with a gentle light, illuminating a 10 ft radius. |
| 0 |
Giant Fire Beetle |
A |
Fire Beetle Compound |
Alchemical material used in fire-related enhancements. |
Weapon emits bright light in a 20 ft radius and dim light for an additional 20 ft. |
| 0 |
Giant Fire Beetle |
A |
Beetle Chitin |
A lightweight but sturdy, fire-resistant material. |
Enhances armor, granting +1 fire resistance. |
| 0 |
Giant Fire Beetle |
B |
Beetle Antenna |
Used in crafting delicate magical instruments. |
Grants +1 to Perception checks when infused into a helmet or goggles. |
| 0 |
Giant Fire Beetle |
B |
Fire Beetle Oil |
A thick, flammable substance useful in alchemy. |
On a critical hit, the target must make a DC 14 Dexterity saving throw or be set ablaze for 2 turns, taking 1d8 fire damage per turn. |
| 0 |
Giant Fire Beetle |
C |
Beetle Wing |
Thin, fragile wings used in crafting lightweight gear. |
Reduces armor weight slightly, increasing movement speed by 5 ft. |
| 0 |
Giant Fire Beetle |
D |
Beetle Dust |
Residue containing trace magical energy. |
Grants +1 to Dexterity checks. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 0 |
Owl |
S |
Owl Feather |
A magical feather that grants keen sight in darkness. |
Grants darkvision up to 60 ft when infused into a helmet or eyewear. |
| 0 |
Owl |
S |
Owl’s Heartstone |
A mystical stone granting enhanced perception. |
Grants +1 to Perception checks when embedded in an accessory. |
| 0 |
Owl |
A |
Silent Wing |
A feathered fragment that muffles movement. |
Grants advantage on Stealth checks when infused into boots or cloaks. |
| 0 |
Owl |
B |
Owl Pellet |
A compact mass of consumed remains, used in divination. |
Grants +1 to Investigation checks when infused into a trinket or tool. |
| 0 |
Owl |
B |
Owl Beak |
A sharp, lightweight material used in precision crafting. |
Adds +1 to attack rolls with piercing weapons. |
| 0 |
Owl |
B |
Owl Talon |
A curved claw known for its agility-enhancing properties. |
Grants +1 to Acrobatics checks when infused into gloves or footwear. |
| 0 |
Owl |
C |
Owl Down |
Soft feathers used in comfort-enhancing creations. |
Adds +1 temporary hit point during a long rest when infused into clothing. |
| 0 |
Owl |
C |
Owl Eye |
A preserved eye that enhances nocturnal vision. |
Grants +1 to Wisdom checks made at night. |
| 0 |
Owl |
D |
Owl Nesting |
A collection of small, enchanted twigs and fluff. |
Grants +1 to Constitution checks during rest when sewn into bedding. |
| 0 |
Owl |
D |
Owl Claw |
A fine, delicate claw that aids precision work. |
Grants +1 to Sleight of Hand checks when embedded into gloves or jewelry. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 1/8 |
Stirge |
S |
Stirge Proboscis |
A sharp, hollow proboscis used to drain blood. |
Adds a life-steal effect to a weapon, recovering 1d4 HP on a critical hit. |
| 1/8 |
Stirge |
S |
Stirge Heartstone |
A crystallized core filled with lifeblood magic. |
Grants +2 to Constitution saving throws when embedded in an accessory. |
| 1/8 |
Stirge |
A |
Stirge Wing |
A lightweight, membranous wing. |
Reduces armor weight, increasing movement speed by 5 ft. |
| 1/8 |
Stirge |
A |
Stirge Blood |
A thick, alchemically reactive substance. |
Grants +1 to healing effects on the infused item (e.g., potions, healing spells). |
| 1/8 |
Stirge |
B |
Stirge Mandible |
A curved, serrated jaw fragment. |
Adds +1 to attack rolls with piercing weapons. |
| 1/8 |
Stirge |
B |
Stirge Venom |
A mildly toxic secretion. |
Adds 1d4 poison damage to weapon attacks (once per turn). |
| 1/8 |
Stirge |
B |
Stirge Carapace |
A tough, chitinous plate. |
Enhances armor with +1 to AC. |
| 1/8 |
Stirge |
C |
Stirge Dust |
Fine residue with minor magical properties. |
Grants +1 to Stealth checks. |
| 1/8 |
Stirge |
D |
Stirge Webbing |
Sticky fibers used in nest-building. |
Grants advantage on Grapple checks when applied to gloves or bindings. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 1/8 |
Twig Blight |
S |
Blight Root |
A gnarled root infused with lingering life energy. |
Grants +1 HP regeneration per combat turn when infused into armor or a trinket. |
| 1/8 |
Twig Blight |
A |
Blight Vine |
A twisting vine that retains limited animation. |
Grants advantage on Grapple checks when woven into gloves or armor. |
| 1/8 |
Twig Blight |
A |
Blight Sap |
A thick, dark sap with minor restorative properties. |
Adds +1 to healing effects from potions or natural healing. |
| 1/8 |
Twig Blight |
A |
Blight Heartwood |
A hardened core of magical wood. |
Grants +1 to weapon damage rolls when infused into wooden weapons. |
| 1/8 |
Twig Blight |
B |
Blight Branch |
A sturdy, twisted branch. |
Adds +1 to attack rolls with wooden weapons (clubs, staffs, bows). |
| 1/8 |
Twig Blight |
B |
Blight Leaves |
Dried leaves with residual life energy. |
Grants +1 to Nature checks. |
| 1/8 |
Twig Blight |
B |
Blight Thorn |
A needle-sharp thorn used in crafting arrows and spikes. |
Adds +1 to attack rolls with piercing weapons. |
| 1/8 |
Twig Blight |
C |
Blight Bark |
A resilient bark with minor armor-enhancing properties. |
Grants +1 to AC for wooden armor. |
| 1/8 |
Twig Blight |
D |
Blight Twigs |
Small enchanted twigs, sometimes still twitching. |
Grants +1 to Sleight of Hand checks. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 1/4 |
Panther |
S |
Panther Fang |
A razor-sharp tooth used in deadly strikes. |
Adds +2 to attack rolls with slashing weapons. |
| 1/4 |
Panther |
S |
Panther’s Heart |
A preserved heart, pulsing with primal energy. |
Grants +2 to Dexterity saving throws when infused into an amulet or belt. |
| 1/4 |
Panther |
A |
Panther Pelt |
A sleek, dark fur used for stealthy attire. |
Grants advantage on Stealth checks when infused into cloaks or armor. |
| 1/4 |
Panther |
A |
Panther Claw |
A curved claw adapted for climbing. |
Grants +1 to Athletics checks related to climbing when used in gloves. |
| 1/4 |
Panther |
B |
Panther Eyes |
Golden eyes that enhance night vision. |
Grants darkvision up to 30 ft when embedded in eyewear or a helmet. |
| 1/4 |
Panther |
B |
Panther Bone |
A lightweight but strong material used in crafting. |
Reduces weapon weight, increasing attack speed slightly. |
| 1/4 |
Panther |
C |
Panther Whiskers |
Sensitive filaments that improve awareness. |
Grants +1 to Perception checks. |
| 1/4 |
Panther |
D |
Panther Hide |
A flexible yet durable piece of animal hide. |
Grants +1 AC when used in light armor. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 1/4 |
Needle Blight |
S |
Blight Needle |
A hardened, toxic needle from the creature’s body. |
Adds 1d6 poison damage to ranged attacks. |
| 1/4 |
Needle Blight |
A |
Blight Vine |
A twisting, thorny vine with entangling properties. |
Grants advantage on Grapple checks when woven into gloves or armor. |
| 1/4 |
Needle Blight |
A |
Blight Heartwood |
A dense core of corrupted wood. |
Grants +1 to weapon damage rolls when infused into wooden weapons. |
| 1/4 |
Needle Blight |
B |
Blight Sap |
A thick, pungent liquid used in alchemy. |
Adds +1 to healing effects. |
| 1/4 |
Needle Blight |
B |
Blight Thorn |
A needle-sharp thorn capable of piercing armor. |
Adds +1 to attack rolls with piercing weapons. |
| 1/4 |
Needle Blight |
C |
Blight Bark |
Tough, splintered bark resistant to damage. |
Grants +1 AC for wooden armor. |
| 1/4 |
Needle Blight |
D |
Blight Twigs |
Small, twisted twigs infused with dark energy. |
Grants +1 to Sleight of Hand checks. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 1/4 |
Giant Poisonous Snake |
S |
Snake Fang |
A venomous fang capable of delivering deadly bites. |
Adds 1d6 poison damage to weapon attacks (once per long rest). |
| 1/4 |
Giant Poisonous Snake |
S |
Snake Venom |
A potent toxin extracted from the snake’s glands. |
Grants resistance to poison damage when infused into armor. |
| 1/4 |
Giant Poisonous Snake |
A |
Snake Skin |
A flexible, scale-covered hide. |
Grants +1 to AC for light armor. |
| 1/4 |
Giant Poisonous Snake |
A |
Snake Eyes |
Bright, hypnotic eyes with enhanced vision. |
Grants +1 to Perception checks when infused into eyewear. |
| 1/4 |
Giant Poisonous Snake |
B |
Snake Rattle |
A warning mechanism repurposed for intimidation. |
Grants +1 to Intimidation checks. |
| 1/4 |
Giant Poisonous Snake |
C |
Snake Scales |
Small, durable scales with natural resistance. |
Reduces armor weight slightly, increasing movement speed by 5 ft. |
| 1/4 |
Giant Poisonous Snake |
D |
Snake Meat |
A rare delicacy sometimes used in alchemical preparations. |
Grants +2 to Constitution saving throws while attuned to this item. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 1/4 |
Giant Frog |
S |
Frog Tongue |
A long, sticky appendage used to snatch prey. |
Allows a melee weapon to extend its reach by 5 ft once per turn. |
| 1/4 |
Giant Frog |
A |
Frog Skin |
A water-resistant hide that is slick to the touch. |
Grants advantage on checks to escape grapples and restraints. |
| 1/4 |
Giant Frog |
A |
Frog Poison |
A natural secretion with paralytic properties. |
Once per short rest, an infused weapon can force a target to make a DC 12 Constitution save or be stunned until the end of their next turn. |
| 1/4 |
Giant Frog |
B |
Frog Eyes |
Large, bulging eyes that detect subtle movement. |
Grants +1 to Insight and Investigation checks when infused into eyewear. |
| 1/4 |
Giant Frog |
C |
Frog Legs |
Powerful legs that allow for great leaps. |
Increases jump height and distance by 10 feet when infused into boots. |
| 1/4 |
Giant Frog |
D |
Frog Mucus |
A slimy secretion that reduces friction. |
Grants advantage on Acrobatics checks to move through tight spaces. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 1/4 |
Wolf |
S |
Wolf Fang |
A razor-sharp fang that holds latent ferocity. |
Landing a critical hit on an enemy grants an immediate extra attack. |
| 1/4 |
Wolf |
S |
Wolf Heart |
A heart pulsing with pack instincts. |
Grants a +1 bonus to attack rolls when an ally is adjacent to the target. |
| 1/4 |
Wolf |
A |
Wolf Pelt |
Thick, weather-resistant fur. |
Reduces the effects of cold environments and grants resistance to exhaustion from extreme temperatures. |
| 1/4 |
Wolf |
A |
Wolf Claw |
A retractable claw that enhances grip. |
Grants +1 to Athletics checks made to climb or hold onto enemies. |
| 1/4 |
Wolf |
B |
Wolf Eyes |
Eyes that shine with predatory focus. |
Advantage on Perception checks to track creatures. |
| 1/4 |
Wolf |
B |
Wolf Bone |
A flexible, sturdy material used in crafting. |
When infused into a melee weapon, the weapon deals +1 bludgeoning damage to creatures with natural armor or shells. |
| 1/4 |
Wolf |
C |
Wolf Whiskers |
Long, sensitive hairs used to detect air currents. |
Grants advantage on initiative rolls. |
| 1/4 |
Wolf |
D |
Wolf Hide |
A durable yet lightweight hide. |
Grants +1 to stealth checks in natural environments. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 1/4 |
Kobold |
S |
Kobold Charm |
A crudely made amulet believed to bring luck in battle. |
Once per long rest, reroll a failed saving throw. |
| 1/4 |
Kobold |
A |
Kobold Scale |
A thin but durable scale, surprisingly flexible. |
When infused into armor, reduces fall damage by 10. |
| 1/4 |
Kobold |
A |
Kobold Claw |
A small but sharp claw used for precision work. |
Grants a +1 bonus to attack rolls with light melee weapons. |
| 1/4 |
Kobold |
B |
Kobold Tooth |
A jagged tooth that hums with faint magical energy. |
Grants a +1 bonus to Charisma (Deception) checks when worn as a trinket. |
| 1/4 |
Kobold |
C |
Kobold Hide |
A patch of leathery hide resistant to minor damage. |
Grants +1 to Stealth checks when used in crafting armor. |
| 1/4 |
Kobold |
D |
Kobold Sling |
A simple but effective ranged weapon. |
Increases the short-range distance of slings by 10 ft when infused. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 1/4 |
Giant Wolf Spider |
S |
Spider Venom Sac |
A sac filled with potent venom. |
Once per long rest, an infused weapon can force a target to make a DC 12 Constitution save or become Poisoned for 1 minute. |
| 1/4 |
Giant Wolf Spider |
S |
Spider Silk |
A gland that excretes sticky silk. |
Grants the ability to climb vertical surfaces as if under the effects of Spider Climb for 1 minute, once per long rest. |
| 1/4 |
Giant Wolf Spider |
A |
Spider Fang |
A venomous fang that retains a sharp edge. |
Grants +1 piercing damage when infused into a piercing weapon. |
| 1/4 |
Giant Wolf Spider |
B |
Spider Eyes |
A cluster of preserved eyes that enhance night vision. |
Grants +1 to Investigation checks in dim light or darkness. |
| 1/4 |
Giant Wolf Spider |
C |
Spider Legs |
A jointed limb with clawed tips. |
Grants advantage on climbing-related Athletics checks. |
| 1/4 |
Giant Wolf Spider |
D |
Spider Webbing |
A tangle of sticky web fibers. |
Grants advantage on Grapple attempts when infused into gloves or bindings. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 1/4 |
Sprite |
S |
Sprite Dust |
A fine, shimmering powder with minor magical properties. |
While in dim light or darkness, the user gains advantage on Stealth checks. |
| 1/4 |
Sprite |
S |
Sprite Wing |
A delicate but resilient wing imbued with flight magic. |
Allows the wearer to hover up to 5 feet above the ground for 10 minutes per long rest. |
| 1/4 |
Sprite |
A |
Sprite Heart |
A tiny, glowing organ filled with fey energy. |
Grants +1 to Charisma saving throws. |
| 1/4 |
Sprite |
B |
Sprite Flower |
A rare flower cultivated by sprites. |
Grants +1 to Nature checks when used in a headpiece or charm. |
| 1/4 |
Sprite |
C |
Sprite Leaf |
A small enchanted leaf, soft to the touch. |
Grants resistance to fall damage when sewn into clothing. |
| 1/4 |
Sprite |
D |
Sprite Bark |
A tiny fragment of tree bark infused with sprite magic. |
Grants +1 to Dexterity checks when infused into gloves or boots. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 1/2 |
Giant Wasp |
S |
Wasp Stinger |
A massive, venomous stinger. |
Once per short rest, an infused weapon forces the target to make a DC 13 Constitution save or be Poisoned for 1 minute. |
| 1/2 |
Giant Wasp |
S |
Wasp Venom |
A potent paralytic toxin. |
Once per long rest, a successful attack with an infused weapon paralyzes the target for 1 round (DC 14 Constitution save). |
| 1/2 |
Giant Wasp |
A |
Wasp Wing |
A lightweight, membranous wing. |
Grants advantage on Acrobatics checks related to aerial movement. |
| 1/2 |
Giant Wasp |
B |
Wasp Eyes |
Compound eyes that enhance vision. |
Grants +1 to Investigation checks when searching for small details. |
| 1/2 |
Giant Wasp |
C |
Wasp Carapace |
A tough but lightweight exoskeleton. |
Reduces armor weight, slightly increasing movement speed. |
| 1/2 |
Giant Wasp |
D |
Wasp Antennae |
A set of twitching sensory organs. |
Grants +1 to Insight checks when reading body language. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 2 |
Ankheg |
S |
Ankheg Acid |
A corrosive secretion used in burrowing. |
Once per short rest, an infused weapon deals 1d6 acid damage on hit. |
| 2 |
Ankheg |
S |
Ankheg Carapace |
A hardened exoskeleton that resists damage. |
Grants +2 AC when used in medium or heavy armor. |
| 2 |
Ankheg |
A |
Ankheg Mandible |
A serrated, powerful jaw fragment. |
Grants +1 to damage rolls with bludgeoning weapons. |
| 2 |
Ankheg |
B |
Ankheg Eyes |
Multifaceted eyes that enhance underground vision. |
Grants darkvision up to 60 feet when infused into eyewear. |
| 2 |
Ankheg |
C |
Ankheg Chitin |
A tough but flexible natural armor. |
Grants resistance to piercing damage when infused into armor. |
| 2 |
Ankheg |
D |
Ankheg Leg |
A long, spiked limb used for digging. |
Grants advantage on Athletics checks related to burrowing or breaking objects. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 2 |
Giant Elk |
S |
Elk Antlers |
A massive, branching set of antlers. |
Once per short rest, an infused weapon can push a target 10 feet on hit. |
| 2 |
Giant Elk |
S |
Elk Heart |
A powerful heart filled with endurance. |
Grants advantage on Constitution saving throws against exhaustion. |
| 2 |
Giant Elk |
A |
Elk Pelt |
A thick, insulating hide. |
Grants resistance to cold damage when infused into armor. |
| 2 |
Giant Elk |
B |
Elk Hoof |
A sturdy, well-worn hoof. |
Grants a +1 bonus to movement speed. |
| 2 |
Giant Elk |
C |
Elk Bone |
A lightweight but durable skeletal fragment. |
Grants +1 to Athletics checks related to jumping. |
| 2 |
Giant Elk |
D |
Elk Meat |
A high-energy food source. |
Grants +1 hit point. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 2 |
Ogre |
S |
Ogre Club |
A massive, splintered wooden club. |
Once per short rest, a melee weapon infused with this deals an extra 1d6 bludgeoning damage. |
| 2 |
Ogre |
S |
Ogre Heart |
A large, powerful heart filled with brute strength. |
Grants +2 to Strength saving throws. |
| 2 |
Ogre |
A |
Ogre Hide |
Thick, leathery skin. |
Grants resistance to non-magical bludgeoning damage when used in armor. |
| 2 |
Ogre |
B |
Ogre Tooth |
A large, jagged tooth. |
Grants +1 to Intimidation checks when worn as a necklace. |
| 2 |
Ogre |
C |
Ogre Bone |
A dense, heavy fragment of an ogre’s skeleton. |
Grants advantage on checks to resist being knocked prone. |
| 2 |
Ogre |
D |
Ogre Meat |
A thick, greasy slab of meat. |
While attuned, this item grants +2 maximum hit points. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 2 |
Ettercap |
S |
Ettercap Venom Sac |
A bulbous sac filled with paralyzing venom. |
Once per long rest, an infused weapon can force a creature to make a DC 14 Constitution saving throw or be Paralyzed for 1 round. |
| 2 |
Ettercap |
S |
Ettercap Silk |
A strong, sticky silk strand with adhesive properties. |
Allows the wearer to move along walls and ceilings as if under the effects of Spider Climb for 10 minutes per long rest. |
| 2 |
Ettercap |
A |
Ettercap Claws |
Sharp, serrated claws used for rending prey. |
Grants a +1 bonus to attack rolls with slashing weapons. |
| 2 |
Ettercap |
B |
Ettercap Eyes |
Eight beady, multifaceted eyes that sense movement. |
Grants advantage on Perception checks against hidden or invisible creatures. |
| 2 |
Ettercap |
C |
Ettercap Legs |
Long, segmented legs that enhance agility. |
Grants advantage on Athletics checks made for climbing. |
| 2 |
Ettercap |
D |
Ettercap Webbing |
A tangle of sticky, durable silk strands. |
Grants advantage on Grapple attempts when infused into gloves or bindings. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 3 |
Green Hag |
S |
Hag Eye |
A preserved, enchanted eye used for divination. |
Once per long rest, the wearer can use Detect Thoughts (DC 14) without expending a spell slot. |
| 3 |
Green Hag |
S |
Hag Heart |
A dark, shriveled heart infused with deceit. |
Grants advantage on Deception checks and allows the user to cast Disguise Self once per long rest. |
| 3 |
Green Hag |
A |
Hag Hair |
A strand of wiry, magic-infused hair. |
Grants +1 bonus to saving throws against charm and fear effects. |
| 3 |
Green Hag |
B |
Hag Claw |
A jagged claw used in curses. |
Once per long rest, an infused weapon imposes disadvantage on the next saving throw the target makes after being hit. |
| 3 |
Green Hag |
C |
Hag Skin |
A leathery patch of greenish, warty skin. |
Grants resistance to poison damage when used in armor crafting. |
| 3 |
Green Hag |
D |
Hag Blood |
A vial of viscous, enchanted blood. |
While equipped, grants +1 to Intelligence checks related to identifying creatures, symbols, or artifacts. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 3 |
Displacer Beast |
S |
Displacer Pelt |
A sleek, shifting hide that bends light. |
Grants the ability to impose disadvantage on one attack per short rest. |
| 3 |
Displacer Beast |
S |
Displacer Heart |
A pulsing organ that distorts reality. |
Once per long rest, the wearer can teleport up to 30 feet as a bonus action. |
| 3 |
Displacer Beast |
A |
Displacer Tentacle |
A long, barbed appendage used to strike at range. |
Grants a melee weapon the Reach property (extends attack range by 5 feet). |
| 3 |
Displacer Beast |
B |
Displacer Eyes |
Multifaceted eyes attuned to movement. |
Grants +1 to initiative rolls when infused into eyewear. |
| 3 |
Displacer Beast |
C |
Displacer Claw |
A retractable claw built for tearing prey. |
Grants +1 to attack rolls with slashing weapons. |
| 3 |
Displacer Beast |
D |
Displacer Fang |
A sharp, curved tooth infused with residual energy. |
Grants +1 to Acrobatics checks. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 3 |
Yeti |
S |
Yeti Heart |
A frozen heart that still beats faintly. |
Grants cold resistance and the ability to deal an extra 1d6 cold damage once per short rest. |
| 3 |
Yeti |
S |
Yeti Fur |
A thick, insulating coat built for the harshest environments. |
Grants resistance to cold damage and negates penalties from extreme cold. |
| 3 |
Yeti |
A |
Yeti Claw |
A razor-sharp claw adapted for climbing ice. |
Grants advantage on Athletics checks to climb icy surfaces. |
| 3 |
Yeti |
B |
Yeti Eyes |
Piercing blue eyes that see through blizzards. |
Grants the ability to see through non-magical fog and snow as if it were clear. |
| 3 |
Yeti |
C |
Yeti Bone |
A dense, durable bone from a massive predator. |
Grants resistance to non-magical bludgeoning damage when infused into armor. |
| 3 |
Yeti |
D |
Yeti Meat |
A chunk of frozen, preserved flesh. |
While attuned, this item grants temporary hit points equal to the wearer’s level at the start of each long rest. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 3 |
Owlbear |
S |
Owlbear Claw |
A massive, hooked claw used to rend flesh. |
Once per short rest, a melee weapon infused with this can deal an extra 1d8 slashing damage. |
| 3 |
Owlbear |
S |
Owlbear Heart |
A powerful organ filled with primal fury. |
Grants advantage on Strength (Athletics) checks and the ability to reroll one failed Strength saving throw per long rest. |
| 3 |
Owlbear |
A |
Owlbear Pelt |
Thick, insulating fur that retains heat. |
Grants resistance to cold damage when infused into armor. |
| 3 |
Owlbear |
B |
Owlbear Beak |
A sharp, crushing beak capable of snapping bone. |
Grants a melee weapon a once-per-long-rest bite attack that deals 2d6 piercing damage. |
| 3 |
Owlbear |
C |
Owlbear Feather |
A large, stiff feather infused with the creature's might. |
Grants +1 to Acrobatics and Athletics checks when infused into armor. |
| 3 |
Owlbear |
D |
Owlbear Meat |
A chunk of rich, gamey meat. |
While attuned, this item passively grants temporary hit points equal to half the wielder’s level at the start of combat (refreshes on short rest). |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 3 |
Werewolf |
S |
Werewolf Fang |
A razor-sharp fang, still pulsing with dark energy. |
Once per short rest, a melee weapon infused with this deals an additional 1d6 necrotic damage. |
| 3 |
Werewolf |
S |
Werewolf Heart |
A heart filled with supernatural resilience. |
Grants resistance to slashing, piercing, and bludgeoning damage from non-magical weapons for 1 minute, once per long rest. |
| 3 |
Werewolf |
A |
Werewolf Pelt |
A thick, matted pelt infused with moonlit energy. |
Grants advantage on Stealth checks at night. |
| 3 |
Werewolf |
B |
Werewolf Claw |
A jagged, retractable claw. |
Grants a melee weapon a once-per-long-rest ability to make an attack that causes a Bleed effect (1d4 damage per turn for 1 minute, DC 14 Constitution to stop). |
| 3 |
Werewolf |
C |
Werewolf Blood |
A vial of dark, regenerative ichor. |
Once per long rest, the user can heal for 2d6 hit points as a bonus action. |
| 3 |
Werewolf |
D |
Werewolf Bone |
A dense, unnaturally strong bone. |
Grants a +1 bonus to unarmed strike damage. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 3 |
Winter Wolf |
S |
Winter Wolf Heart |
A frozen heart pulsing with icy energy. |
Once per short rest, an infused weapon deals an additional 1d8 cold damage. |
| 3 |
Winter Wolf |
S |
Winter Wolf Fur |
A thick coat resistant to freezing temperatures. |
Grants immunity to cold damage when infused into armor. |
| 3 |
Winter Wolf |
A |
Winter Wolf Claw |
A claw adapted for survival in ice and snow. |
Grants advantage on checks to traverse icy terrain and prevents slipping on ice. |
| 3 |
Winter Wolf |
B |
Winter Wolf Eyes |
Piercing, pale-blue eyes that see through blizzards. |
Grants darkvision up to 60 feet and the ability to see through non-magical heavy snow or fog. |
| 3 |
Winter Wolf |
C |
Winter Wolf Bone |
A solid, cold-infused bone. |
Grants resistance to cold damage when carried or worn. |
| 3 |
Winter Wolf |
D |
Winter Wolf Meat |
A preserved, frost-covered slab of meat. |
While attuned, this item grants advantage on Strength and Constitution saving throws made to resist environmental hazards (such as extreme cold, heat, or suffocation). |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 3 |
Giant Scorpion |
S |
Scorpion Venom Sac |
A large venom-filled sac. |
Once per long rest, an infused weapon forces a creature to make a DC 14 Constitution save or take 2d6 poison damage and be Poisoned for 1 minute. |
| 3 |
Giant Scorpion |
S |
Scorpion Carapace |
A thick, chitinous exoskeleton. |
Grants +2 AC when used in heavy armor. |
| 3 |
Giant Scorpion |
A |
Scorpion Claw |
A powerful, crushing appendage. |
A melee weapon infused with this can grapple a creature on hit (DC 14 Strength to escape). |
| 3 |
Giant Scorpion |
B |
Scorpion Eyes |
A set of compound eyes that detect movement. |
Grants advantage on Perception checks to detect creatures in dim light. |
| 3 |
Giant Scorpion |
C |
Scorpion Chitin |
A dense, damage-resistant plate. |
Grants resistance to slashing damage when infused into armor. |
| 3 |
Giant Scorpion |
D |
Scorpion Leg |
A segmented, spiked limb. |
Grants a +1 bonus to Acrobatics checks related to balance and terrain traversal. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 5 |
Gorgon |
S |
Gorgon Heart |
A dense, iron-infused heart filled with arcane resilience. |
Grants immunity to poison damage and advantage on saving throws against petrification. Once per long rest, can be consumed to end a petrified condition. |
| 5 |
Gorgon |
S |
Gorgon Scales |
Thick, metallic scales that are nearly impervious. |
Grants +3 AC when used in heavy armor. When attacked, roll a d6; on a 6, the attack is reflected back, dealing half damage to the attacker. |
| 5 |
Gorgon |
A |
Gorgon Claw |
A razor-sharp, stone-infused claw. |
A melee weapon infused with this gains +1d6 petrification damage, and the target must make a DC 15 Constitution save or be Restrained for 1 round. |
| 5 |
Gorgon |
B |
Gorgon Eyes |
A glowing set of preserved, petrifying eyes. |
Once per long rest, use as a focus to Detect Invisibility and see through magical darkness for 10 minutes. |
| 5 |
Gorgon |
C |
Gorgon Blood |
A shimmering, metallic liquid with powerful alchemical properties. |
Once per long rest, consume to gain resistance to all damage for 1 minute. |
| 5 |
Gorgon |
D |
Gorgon Hide |
A patch of durable, stone-like hide. |
Grants +1 AC when infused into armor and +1 to Strength saving throws. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 5 |
Unicorn |
S |
Unicorn Horn |
A pristine spiraled horn filled with divine magic. |
Once per long rest, an infused weapon deals an additional 2d8 radiant damage and blinds the target for 1 round (DC 15 Constitution save negates). |
| 5 |
Unicorn |
S |
Unicorn Heart |
A powerful organ overflowing with celestial energy. |
Grants the ability to regain 10 hit points per short rest as a bonus action. |
| 5 |
Unicorn |
A |
Unicorn Blood |
A shimmering silver liquid said to grant longevity. |
Grants resistance to necrotic damage and immunity to disease. |
| 5 |
Unicorn |
B |
Unicorn Mane |
A silken, otherworldly mane that repels corruption. |
Grants advantage on saving throws against curses and enchantments. |
| 5 |
Unicorn |
C |
Unicorn Hoof |
A golden-tinted hoof imbued with divine grace. |
Grants +10 feet movement speed when infused into boots. |
| 5 |
Unicorn |
D |
Unicorn Tear |
A rare, shimmering tear of celestial purity. |
While attuned, the wearer reduces exhaustion level by 1 upon completing a long rest. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 5 |
Hill Giant |
S |
Giant Club |
A massive, powerful weapon used by giants. |
A melee weapon infused with this deals an additional 3d8 bludgeoning damage and knocks targets prone (DC 16 Strength save negates). |
| 5 |
Hill Giant |
S |
Giant Heart |
Grants the consumer immense strength temporarily. |
While attuned, the wearer gains +4 Strength and tripled carrying capacity. |
| 5 |
Hill Giant |
A |
Giant Hide |
Thick, leathery skin offering extreme protection. |
Grants +3 AC when used in medium or heavy armor. |
| 5 |
Hill Giant |
B |
Giant Tooth |
A massive tooth with latent magical power. |
Grants +2 to Intimidation checks and can be fashioned into an amulet for fear effects. |
| 5 |
Hill Giant |
C |
Giant Bone |
A heavy, unbreakable bone used in crafting. |
Used to reinforce melee weapons, granting +1 to attack rolls when used as a weapon handle. |
| 5 |
Hill Giant |
D |
Giant Meat |
Can be prepared as a hearty meal or used in alchemy. |
At the start of combat, the wearer gains 10 temporary hit points (refreshes on short rest). |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 6 |
Medusa |
S |
Medusa Head |
A powerful magical item containing petrifying energy. |
Once per long rest, force a creature within 30 feet to make a DC 16 Constitution save or be Petrified for 1 minute. On success, they are Restrained instead. |
| 6 |
Medusa |
S |
Medusa Heart |
A magical organ filled with dark energy. |
Grants resistance to Psychic and Poison damage and advantage on saving throws against charm effects. |
| 6 |
Medusa |
A |
Medusa Hair |
Serpentine strands imbued with magic. |
Grants +2 to Stealth checks and advantage on Insight checks. |
| 6 |
Medusa |
B |
Medusa Claw |
A claw imbued with shadow magic. |
Grants +2 to Sleight of Hand checks and allows picking locks faster. |
| 6 |
Medusa |
C |
Medusa Blood |
A potent alchemical ingredient with magical properties. |
Once per long rest, consume to gain advantage on Dexterity saving throws for 10 minutes. |
| 6 |
Medusa |
D |
Medusa Scales |
Thin, shimmering scales used in enchanted tailoring. |
Grants +1 AC when used in light armor and resistance to slashing damage. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 6 |
Wyvern |
S |
Wyvern Venom Sac |
A highly toxic venom pouch. |
Once per short rest, a melee weapon infused with this deals 4d6 poison damage and forces the target to make a DC 16 Constitution save or be Paralyzed for 1 round. |
| 6 |
Wyvern |
S |
Wyvern Heart |
A powerful heart that enhances strength and speed. |
While attuned, the wearer gains +3 Strength and Dexterity. |
| 6 |
Wyvern |
A |
Wyvern Wing |
A large, leathery wing retaining wind magic. |
Grants +10 ft movement speed and reduces fall damage by half. |
| 6 |
Wyvern |
B |
Wyvern Claw |
A razor-sharp talon built for gripping prey. |
A melee weapon infused with this deals +1d6 slashing damage and has advantage on Grapple checks. |
| 6 |
Wyvern |
C |
Wyvern Scales |
Hard, lightweight scales used in armor crafting. |
Grants resistance to Acid and Lightning damage. |
| 6 |
Wyvern |
D |
Wyvern Bone |
A lightweight but durable skeletal fragment. |
Used in weapon crafting to reduce weight, allowing finesse weapons to deal an extra 1 damage die on a critical hit. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 7 |
Giant Ape |
S |
Ape Heart |
Grants the consumer immense strength and endurance. |
While attuned, the wearer gains +4 Strength and Constitution and doubles jump distance. |
| 7 |
Giant Ape |
S |
Ape Hide |
Used in crafting extremely durable armor. |
Grants +3 AC when used in medium or heavy armor. |
| 7 |
Giant Ape |
A |
Ape Claw |
A massive, hooked claw used for rending. |
A melee weapon infused with this deals +1d8 slashing damage and has a 10% chance to cause Bleeding (1d6 damage per turn for 3 rounds, DC 14 Constitution to stop). |
| 7 |
Giant Ape |
B |
Ape Eyes |
Eyes that grant heightened awareness. |
Grants advantage on Perception checks and darkvision up to 60 feet. |
| 7 |
Giant Ape |
C |
Ape Bone |
A dense, heavy bone used in crafting. |
Grants +2 to Strength checks and allows unarmed strikes to deal +1 damage die. |
| 7 |
Giant Ape |
D |
Ape Meat |
Can be prepared as a hearty meal or used in alchemy. |
At the start of combat, the wearer gains 10 temporary hit points (refreshes on short rest). |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 8 |
Young Green Dragon |
S |
Dragon Heart |
A potent magical organ infused with draconic vitality. |
While attuned, the wearer gains +5 Constitution and can use an action to heal 5d10 hit points, once per long rest. |
| 8 |
Young Green Dragon |
S |
Dragon Scales |
A set of resilient, enchanted scales. |
Grants +4 AC when used in heavy armor and resistance to Poison damage. |
| 8 |
Young Green Dragon |
A |
Dragon Claw |
A razor-sharp talon imbued with draconic fury. |
A melee weapon infused with this deals +4d8 slashing damage and has advantage on attack rolls against creatures frightened of the wielder. |
| 8 |
Young Green Dragon |
B |
Dragon Eyes |
A set of slitted reptilian eyes that perceive all. |
Grants 120 ft darkvision and advantage on Insight checks. |
| 8 |
Young Green Dragon |
C |
Dragon Bone |
A lightweight yet unbreakable skeletal fragment. |
Used in weapon crafting to increase critical hit range by 1 (e.g., 19-20). |
| 8 |
Young Green Dragon |
D |
Dragon Blood |
A vial of corrosive green blood with alchemical potential. |
While attuned, the wearer has resistance to Poison damage. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 8 |
Hydra |
S |
Hydra Heart |
A massive heart pulsing with endless regeneration. |
While attuned, if the wearer has not taken fire damage in the last round, they regenerate 10 HP per round while below half health. |
| 8 |
Hydra |
S |
Hydra Scale |
Thick, flexible scales adapted for survival. |
Grants +4 AC when used in armor and resistance to Slashing and Piercing damage. |
| 8 |
Hydra |
A |
Hydra Claw |
A long, serrated claw used for rending prey. |
A melee weapon infused with this deals +3d10 slashing damage and has advantage on grapple checks. |
| 8 |
Hydra |
B |
Hydra Eyes |
A set of glowing, water-resistant eyes. |
Grants advantage on Perception checks and 120 ft darkvision even through magical darkness. |
| 8 |
Hydra |
C |
Hydra Bone |
A lightweight but highly flexible skeletal fragment. |
Used in weapon crafting to grant +1d8 extra damage on opportunity attacks. |
| 8 |
Hydra |
D |
Hydra Blood |
A thick, viscous fluid with regenerative properties. |
While attuned, the wearer has advantage on Constitution saving throws. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 9 |
Treant |
S |
Treant Heartwood |
An ancient, enchanted core of living wood. |
Once per long rest, use as a focus to cast Regenerate on self or an ally (heals 4d10 HP per round for 1 minute). |
| 9 |
Treant |
S |
Treant Sap |
A golden, glowing resin with mystical properties. |
While attuned, the wearer regenerates 5 HP per round while in combat (max 10 minutes per long rest). |
| 9 |
Treant |
A |
Treant Bark |
A dense and durable bark with magical properties. |
Grants +4 AC when used in armor and resistance to Fire damage. |
| 9 |
Treant |
B |
Treant Branch |
A sturdy, enchanted limb capable of great power. |
A melee weapon infused with this deals +5d6 bludgeoning damage and has advantage on Strength-based attacks. |
| 9 |
Treant |
C |
Treant Leaf |
A massive leaf infused with natural magic. |
Grants advantage on saving throws against environmental hazards. |
| 9 |
Treant |
D |
Treant Root |
A tough, knotted root used in herbal alchemy. |
While attuned, the wearer has advantage on Constitution saving throws against poison. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 11 |
Behir |
S |
Behir Heart |
A massive heart pulsing with electric energy. |
While attuned, the wearer gains +6 Strength and resistance to Lightning damage. |
| 11 |
Behir |
S |
Behir Scale |
A thick, lightning-infused scale. |
Grants +5 AC when used in armor and immunity to Lightning damage. |
| 11 |
Behir |
A |
Behir Claw |
A sharp, hooked claw designed for combat. |
A melee weapon infused with this deals +5d8 slashing damage and has a 25% chance to Stun for 1 round (DC 17 Con save negates). |
| 11 |
Behir |
B |
Behir Eyes |
A glowing set of storm-charged eyes. |
Grants advantage on Perception checks and darkvision up to 150 feet. |
| 11 |
Behir |
C |
Behir Bone |
A lightweight, yet incredibly durable bone. |
Used in weapon crafting to increase attack range by 5 feet. |
| 11 |
Behir |
D |
Behir Blood |
A vial of storm-charged blood with alchemical potential. |
While attuned, the wearer has resistance to Lightning damage. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 11 |
Roc |
S |
Roc Feather |
A massive, enchanted feather filled with aerial magic. |
Once per long rest, allows the wearer to Fly for 1 hour (speed 60 ft.). |
| 11 |
Roc |
S |
Roc Heart |
A heart pulsing with pure storm energy. |
While attuned, the wearer gains +6 Strength and Constitution and advantage on Strength checks. |
| 11 |
Roc |
A |
Roc Talon |
A gigantic, razor-sharp claw. |
A melee weapon infused with this deals +6d8 slashing damage and can grapple on hit (DC 18 Strength to escape). |
| 11 |
Roc |
B |
Roc Eyes |
A pair of massive, storm-watcher eyes. |
Grants advantage on Perception checks and darkvision up to 150 feet. |
| 11 |
Roc |
C |
Roc Bone |
A hollow but nearly indestructible bone. |
Used in crafting to reduce weight of weapons and armor by 50%. |
| 11 |
Roc |
D |
Roc Meat |
A massive slab of ultra-nutritious flesh. |
At the start of combat, the wearer gains 15 temporary hit points (refreshes on short rest). |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 15 |
Adult Green Dragon |
S |
Dragon Heart |
A potent magical organ infused with draconic vitality. |
While attuned, the wearer gains +8 Constitution and can use an action to heal 8d10 hit points, once per long rest. |
| 15 |
Adult Green Dragon |
S |
Dragon Scales |
A set of nearly indestructible, poison-resistant scales. |
Grants +6 AC when used in heavy armor and immunity to Poison damage and the Poisoned condition. |
| 15 |
Adult Green Dragon |
A |
Dragon Claw |
A razor-sharp talon imbued with draconic power. |
A melee weapon infused with this deals +7d8 slashing damage and automatically inflicts Bleed (2d6 per round for 3 rounds, DC 20 Con save negates). |
| 15 |
Adult Green Dragon |
B |
Dragon Eyes |
A set of slitted reptilian eyes that perceive all. |
Grants true sight up to 120 feet and advantage on Perception and Insight checks. |
| 15 |
Adult Green Dragon |
C |
Dragon Bone |
A lightweight but unbreakable skeletal fragment. |
Used in weapon crafting to increase critical hit range by 2 (e.g., 18-20). |
| 15 |
Adult Green Dragon |
D |
Dragon Blood |
A vial of toxic green blood with alchemical potential. |
While attuned, the wearer has immunity to Poison damage and resistance to Acid damage. |
| CR |
Monster |
Tier |
Name |
Description |
Infusion Effect |
| 15 |
Purple Worm |
S |
Worm Venom Sac |
A massive, highly toxic venom gland. |
Once per short rest, a melee weapon infused with this deals 6d10 poison damage and forces the target to make a DC 22 Constitution save or be Paralyzed for 1 minute. |
| 15 |
Purple Worm |
S |
Worm Heart |
A pulsing heart that enhances strength and endurance. |
While attuned, the wearer gains +8 Strength and Constitution and advantage on all Strength checks. |
| 15 |
Purple Worm |
A |
Worm Scale |
A nearly impenetrable set of hardened scales. |
Grants +6 AC when used in armor and resistance to all non-magical damage. |
| 15 |
Purple Worm |
B |
Worm Claw |
A massive, chitinous claw designed for burrowing. |
A melee weapon infused with this deals +5d10 bludgeoning damage and automatically knocks the target prone (DC 20 Strength save negates). |
| 15 |
Purple Worm |
C |
Worm Eyes |
A set of deep-earth vision eyes that perceive movement. |
Grants tremorsense up to 120 feet and advantage on Investigation checks. |
| 15 |
Purple Worm |
D |
Worm Bone |
A reinforced but lightweight internal structure. |
Used in crafting weapons to double their durability and reduce weight by 50%. |
Comments