More Than One Item
This black, red and gold ornamented lacquered case marked as Scribe’s Supplies is never quite the same as another. One might hold inks that vanish, papers that sing, quills that cut. This item comes in multiple rarities, and rolls on supply tables for inks, quills or papers. Apprentice, Journeyman and Expert Supplies are kin, no two likely the same.
Magical Supplies. The inks, quills and papers in these supplies carry magical properties beyond their mundane use. Otherwise, they function as Calligrapher's Supplies for checks and crafting. If lost, stolen or destroyed, they can be replaced with suitable mundane tools and waiting 1 day.
Limited Use. Unless noted otherwise, each supply item can create one magical effect per Long Rest. Afterward, pages, writings or markings become mundane but keep any words or symbols you made. After a Long Rest the supplies restore themselves: inkpots refill, quills resharpen, and sheaves replenish. Magical effects don't function with inks, quills or papers from other sources.
Time Spent. Writing a page—magical or mundane—takes 1 minute of Concentration. If your concentration is broken, the page becomes mundane and ruined, and any supply items used are expended.
Epistolist
These supplies include a mundane inexhaustible inkpot, quill and sheaf of paper, sufficient for writing letters or crafting a Spell Scroll by the normal rules. When doing so, you may use supply items to add their effects. The maximum spell level depends on rarity (see the Rarity and Contents table). Using supply items to craft resolves first to the writer’s order of supplies, then the spell. The spell itself is always cast normally.
Combining Supplies
You can use more than one type of supply item on a page, but you can't combine two of the same type. For example, if you switch quills mid-page, the second is mundane for that page and doesn't expend a use.
Adding Supplies
Supply items can be added to these supplies by following the rules for crafting magic items, provided the crafter has the necessary proficiency and resources. Each inkpot, quill or page of parchment lists its rarity. Adding a supply item does not change the rarity of this item as a whole, and does not allow rerolls on the supply tables.
Rarity and Contents
Different rarities of Scribe’s Supplies increase in magical power while not restricting mundane use. Daily use of magical supplies is capped, and Spell Scroll crafting is limited for incorporating unique inks, quills, or paper but not for mundane spell scribing with these supplies.
Roll the listed number for Common Supplies, Uncommon Supplies and Rare Supplies:
Item | Rarity | Daily Uses | Spell Scribe | Common Rolls | Uncommon Rolls | Rare Rolls |
---|---|---|---|---|---|---|
Apprentice Supplies | Common | 1 | Cantrip | 2 | — | — |
Journeyman Supplies | Uncommon | 3 | 1–2 | 3 | 2 | — |
Expert Supplies | Rare | 5 | 3–4 | 3 | 3 | 2 |
Common Supplies
You gain a Common supply item. Roll a d6. If you roll an item that your supplies already contain, reroll.
Roll | Supply Item |
---|---|
1 | Bountiful Ink |
2 | Field Note |
3 | Invisible Ink |
4 | Memory Quill |
5 | Research Paper |
6 | Roll two more times ignoring this result |
Uncommon Supplies
You gain a Uncommon supply item. Roll a d6. If you roll an item that your supplies already contain, reroll.
Roll | Supply Item |
---|---|
1 | Chameleon Quill |
2 | Interpreting Ink |
3 | Mimeograph Paper |
4 | Origami Paper |
5 | Trailblazer Map |
6 | Vanishing Ink |
7 | Vocal Paper |
8 | Roll two more times ignoring this result |
Rare Supplies
You gain a Rare supply item. Roll a d6. If you roll an item that your supplies already contain, reroll.
Roll | Supply Item |
---|---|
1 | Binding Paper |
2 | Explosive Ink |
3 | Illusory Ink |
4 | Learned Quill |
5 | Mirror Paper |
6 | Sleeping Ink |
7 | Sharp Quill |
8 | Suggestive Quill |
9 | Warped Paper |
10 | Roll two more times ignoring this result |
Inks
Magical properties function only when the ink is used by a quill from these supplies.
Bountiful Ink (Common). Favored by artists, students and novices, this ink is colorful. This inkpot never runs dry. It produces mundane ink in any color you choose.
Explosive Ink (Rare). Favored by generals and saboteurs, this ink sparks. When a creature reads the writing, the ink explodes in flame. The reader and all creatures within 10 feet of it must make a DC 15 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much on a successful one. The page is destroyed.
Illusory Ink (Rare). Favored by liars and nobles, this ink writes one message within another. Writing made with this ink creates the illusion of any text or image the writer describes. A creature that reads the page must succeed on a DC 15 Wisdom saving throw or believe the illusory writing is genuine. On a success, the creature recognizes the writing as illusory, and reads the true writing.
Interpreting Ink (Uncommon). Favored by diplomats, this ink is universally understood. Writing made with it rearranges itself into the language of the reader.
Invisible Ink (Common). Favored by spies and lovers, this ink leaves only a faint lemony scent. As an action, you can write invisibly with this ink. Writing made this way remains invisible until easily revealed by heat, such as being held near a flame. The effect applies only to mundane writing, not magical text such as spell scrolls or glyphs.
Sleeping Ink (Rare). Favored by mystics, this ink bleeds into dreams. Writing made with this ink appears in the dreams of any creature that possesses the page each time it sleeps for 7 nights. The dream is fully recalled upon waking. After 7 dreams by any creature, the ink becomes mundane and no longer causes dreams. If the writing describes creatures, places, or objects, the dream includes visions of them. The dream reflects the tone of the writing—pleasant dreams for pleasant words, harsh words lead to nightmares. At the DM’s discretion, dreams may produce minor effects upon waking, such as granting 5 temporary hit points, imposing a DC 13 Wisdom saving throw against 1 level of Exhaustion, granting advantage on checks related to a place dreamt of, revealing hints toward the location of an object, or similar results.
Vanishing Ink (Uncommon). Favored by charlatans and smugglers, this ink hides its trail. Writing made with this ink fades after 1 hour. The text reappears only under moonlight or with magical detection (such as Detect Magic).
Quills
Chameleon Quill (Uncommon). Favored by nobles and counterfeiters, this quill writes in another’s hand. When you write with this quill, the handwriting matches the style of any sample you’ve seen within the last 24 hours.
Learned Quill (Rare). Favored by scholars and the curious, this quill knows more than you. When you write with this quill, margin notes appear, automatically recording rumors or lore related to subjects you mention but no more than once on a page.
Memory Quill (Common). Favored by diarists and dreamers, this quill turns thoughts into recollections on the page. When you write with this quill, the words capture a memory or idea you focus on. A creature reading the page experiences faint images and sounds in their mind, as if recalling a dream, which lasts only while the page is read.
Sharp Quill (Rare). Favored by duelists and assassins, this quill is mightier than the dagger. This quill functions as a mundane writing tool or as a magic dagger. While you are attuned to these supplies, you can command this quill to fly and fight as a Dancing Sword, except it uses the statistics of a dagger instead of a longsword.
Suggestive Quill (Rare). Favored by the bossy, this quill’s words urge obedience. When you write with this quill, a short command can subtly compel a reader to follow its written instruction.
Paper
Every sheaf of paper contains 10 sheets. Magical properties function only when the paper is marked on with quill and ink from these supplies.
Binding Paper (Rare). Favored by magistrates and devils, this paper enforces oaths. Any contract written on this paper becomes magically binding if all parties sign it voluntarily. A creature that knowingly breaks the terms must succeed on a DC 15 Wisdom saving throw at the end of each Long Rest or take 2d6 psychic damage. This damage continues each day until the terms are fulfilled or the page is destroyed. Casting Remove Curse, Greater Restoration, or similar magic ends the contract without harming the paper.
Field Note (Common). Favored by scouts and sergeants, these notes are for quick reference. When a creature uses a bonus action to read this page, it prepares to attack. Until the start of its next turn, it has advantage on its first attack roll.
Mimeograph Paper (Uncommon). Favored by calligraphers and copyists, these blue pages echo every quill stroke. When you write on a page of this paper, the same writing is duplicated simultaneously on as many unused pages from the same sheaf as you choose. These copies are aromatic and smudged blue, and each page used in this way is expended. All pages must be within 5 feet of you. Creating copies is a single use of the supplies regardless of copied page count. You cannot copy magical writings.
Mirror Paper (Rare). Favored by the nosy, this reflective paper reflects more than words. The first creature that reads the page must succeed on a DC 15 Wisdom saving throw or be affected as if by the Scrying spell. The spell requires no components, lasts for 10 minutes, and doesn't use a spell slot.
Origami Paper (Uncommon). Favored by entertainers and spies, this paper folds itself into living shapes. As an action, the page folds into a Tiny paper creature of a form chosen by the writer (such as a flower, bird, or insect). The creature has AC 8, 1 hit point, and a Speed of 20 feet, fly 20 feet. The reader can direct the creature’s movement as a bonus action. The creature lasts for 1 hour, or until it is destroyed or unfolded, after which it becomes a mundane sheet of paper.
Paired Paper (Uncommon). Favored by remote penpals, these pale pages reach to their twins. This sheaf is 5 sets of paired pages. When you write or mark on this paper, those appear instantly on its paired page within the same plane.
Research Paper (Common). Favored by apprentices and investigators, this paper distills insights into practice. When you write on this paper, choose one ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The first creature that reads the page before making an ability check using that ability can roll a d4 and add the result.
Trailblazer Map (Uncommon). Favored by scouts and couriers, these notes sketch the way forward. When you write the name of a specific place or landmark within 3 miles (such as “City of Greyhawk” or the “Wizard’s Tower”), the page orients itself and appears a faint, shifting outline showing the quickest route considering terrain. The map is vague, hinting at direction rather than detail, and updates as you travel. This paper cannot locate creatures or unspecified objects (such as “the nearest obelisk”). It functions on land or sea, but not underground or across planar boundaries.
Vocal Paper (Uncommon). Favored by illiterate readers, this paper speaks its words. When read it speaks its contents aloud in the language it was written in.
Warped Paper (Rare). Favored by close allies and tricksters, this cockled paper bends space and words. When a creature willingly reads a page, the reader and the writer instantly swap places, provided they are on the same plane of existence and within 1 mile of each other. Both creatures arrive safely in each other’s space. If the swap would place either creature into an space too small for it, the swap fails and the paper crumbles to ashes. Any grapple affecting either creature ends when the swap occurs.
Notes: Humanoid proficient in Calligrapher's Supplies, Teleportation, Control, Communication, Social, Scrying, Utility, Combat, Deception, enchantment
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