Cookbook, rare
The expansive nomadic warrior's cookbook was once a record of recipes useful to those who wander in scarcity, ever seeking the next hunt or conquest.
Now, it is split into copious volumes, peddled by merchants and held tight by dying adventurers. Each volume contains the following recipes:
Volume 1:
Volume 2:
Volume 3:
Volume 4:
Volume 5:
Volume 6:
Volume 7:
Volume 8:
Volume 9:
Volume 10:
Volume 11:
Volume 12:
Volume 13:
Volume 14:
Volume 15:
Volume 16:
Volume 17:
Volume 18:
Volume 19:
Volume 20:
Volume 21:
Volume 22:
Volume 23:
Volume 24:
Once, an armourer in service to General Radahn left knowledge in his wake in the form of this cookbook, which serves to mitigate scarlet rot and poison with the use of fire.
It is split into many volumes, almost all of which are spread between Limgrave and Redmane castle. Each volume contains the following recipes:
A craftsman in service of the Academy of Raya Lucaria founded techniques that would eventually be called 'faux sorceires'. While one may be inclined to think of mimicry, the recipes in this cookbook are useful in their own right.
It is split into many volumes, held close by prospective sorcerers in Liurnia of the Lakes, although the eighth volume is coveted by the albinaurics and may be lost in a distant land. Each volume contains the following recipes:
The missionary's cookbook was written by a man who lacked the will to become a Finger Maiden, instead dedicating himself to spreading his faith through work. The recipes within channel the power of sacred materials.
The book is now split into many volumes across all the Lands Between, as faith reaches even the darkest corners of the world. Each volume contains the following recipes:
The ancient dragon cult situated in Leyndell kept a record of their artisanry, collectively providing future cultists with the means to imitate the power of dragons.
Now, it is split into a four volumes, which have been separated and lost. Each volume contains the following recipes:
The perfumer's cookbook was once an essential guide for the training of military perfumers who fought in the Shattering.
Now, the four volumes are spread across the Lands Between, guarded by perfumers and explorers alike. Each volume contains the following recipes:
Fevor, a man enthralled by St. Trina, who searched for her while he slept, wrote his cookbook with hope that it would help him achieve his goal.
It is split into three volumes, hidden in strange alcoves and kept by collectors. Each volume contains the following recipes:
In their desperation, those affected by the Frenzied Flame kept a record of their techniques, both to venerate and to escape their affliction.
The frenzied's cookbook is split into two volumes, the first containing a complex set of instructions to alleviate oneself of frenzied madness, and the second to create a stone that heals the frenzied and drives others mad.
Ammunition, rare
When you hit a creature with this bolt, it must make a Constitution saving throw with a DC of 15. On a failed save, it is afflicted with scarlet rot until the end of its next turn.
Ammunition
If you score a critical hit against a creature using this ammunition, it takes an additional 5d4 piercing damage.
Crafting Recipe (x10):
Does not require a tool proficiency.
Crafting Recipe (x5):
If you score a critical hit against a creature using this bolt, it takes an additional 10d4 piercing damage.
When you hit a creature with this ammunition, it must make a Constitution saving throw with a DC of 15 to avoid being frostbitten until the end of its next turn.
Ammunition, uncommon
This arrow deals force damage instead of piercing.
When you hit a creature with this bolt, it explodes, dealing an extra 1d6 fire damage. Each creature within 5 feet of the target must succeed a Dexterity saving throw with a DC of 10 or take the same amount of fire damage.
Ammunition, common
This ammunition deals fire damage instead of piercing.
When you hit a creature with this ammunition, it takes an extra 1d4 fire damage.
When you hit a creature with this ammunition, it takes an additional 1d6 radiant damage. If Those Who Live In Death are slain with this ammunition, they cannot return to life by any means short of the Elden Ring itself.
A creature that is Large or smaller hit with this great arrow must make a Strength saving throw with a DC of 15. Upon failure, they are knocked prone and pushed back 10 feet by the tempestuous winds creature by the arrow.
When you hit a creature with this great arrow, it takes an extra 1d6 force damage.
When you hit a creature with this ammunition, it takes an extra 1d4 radiant damage.
When you hit a creature with this bolt, it takes an extra 1d6 lightning damage.
When you hit a creature with this ammunition, it takes an extra 1d4 lightning damage.
When you hit a creature with this ammunition, it takes an extra 1d4 force damage.
When you hit a creature with this bolt, it takes an extra 1d6 force damage. The bolt leaves a trail like a shooting star when fired.
When you hit a creature with this bolt, it takes an extra 1d6 fire damage. This damage is increased by the Perfumer's Talisman.
When you hit a creature with this ammunition, it takes 1 additional poison damage. A creature that takes this damage must succeed a Constitution saving throw with a DC of 10 or be poisoned until the end of its next turn.
Ammunition, very rare
When this great arrow is fired from the Lion Greatbow, you have advantage on the attack roll and deal an extra 1d6 piercing damage on a hit as the arrow is carried by gravitational magic.
Additionally, when you hit an aberration with this great arrow, it takes an extra 1d6 piercing damage.
When you hit a creature or object with this arrow, the rainbow stone attached to the arrow dislodges and attaches to the target.
The rainbow stone emits randomly-coloured bright light in a 10-foot radius, and dim light out to a 20-foot radius. The light fades after 1 minute.
When you hit a creature with this ammunition, it must succeed on DC 15 Constitution saving throw or suffer from scarlet rot for 1 minute.
At the end of each of its turns, the creature can repeat the saving throw - on a success, the condition ends.
When you hit a creature with this arrow, it takes an extra 1d4 poison damage. A creature that takes this damage must succeed a Constitution saving throw with a DC of 10 or be poisoned until the end of its next turn.
When this arrow hits a surface or target, it creates a loud resonating noise at the point of impact that can be heard up to 300 feet away.
When you hit a creature with this ammunition, it must succeed on DC 15 Constitution saving throw or fall into a magical slumber for one minute.
If the creature takes damage or someone uses an action to shake or slap it, it wakes up.
When you hit a creature with this arrow, it takes an extra 1d4 necrotic damage and 1d4 cold damage.
A creature that takes the cold damage must succeed a Constitution saving throw with a DC of 10 or be frostbitten until the end of its next turn.
When you hit a creature with this arrow, it must succeed on DC 18 Constitution saving throw or fall into a magical slumber for one minute.
A creature that is Large or smaller hit with this arrow must make a Strength saving throw with a DC of 15. Upon failure, they are knocked prone by the storm winds enshrouding the arrow.
Additionally, when this arrow is fired from a weapon, its long range is increased by 100 feet for that attack.
Does not require a tool proficiency. A flight pinion is not required to fletch this arrow.
Aromatic
As an action, you can consume this aromatic, then breathe out a cloud of acidic mist. Each creature in a 20-foot cone must make a Constitution saving throw with a DC of 16.
On a failure, a creature takes 2d6 acid damage and has -3 to all weapon attack rolls for one minute.
Crafting Recipe (x1):
Requires proficiency in alchemist's supplies.
As an action, you consume this aromatic. entering a temporary fervorous state. For one minute, you have advantage on weapon attack rolls, but attacks made against you are made at advantage.
As an action, you can consume this aromatic, turning your body into steel. For one minute, you gain the following effects:
As an action, you can consume this aromatic, then breathe out a cloud of poisonous mist. Each creature in a 20-foot cone must make a Constitution saving throw with a DC of 16.
On a failure, a creature takes 1d6 poison damage at the start of each of its turns and is poisoned for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
As an action, you can shake this aromatic, scattering sparks in a 20-foot cone in front of you. Each creature in the area must make a Dexterity saving throw with a DC of 13.
A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one.
As an action, you shake this aromatic, making all creatures within 5 feet of you fearless in the face of danger. For one minute, affected creatures gain a +2 bonus to their AC and are immune to being frightened.
Additionally, during this minute, the first time an affected creature takes damage, it is reduced by 20.
Bolus
When you consume this bolus, your level of frenzied madness is reduced by one.
When you consume this bolus, you are cured of the poisoned condition. Additionally, you are immune to being poisoned for 1 minute.
When you consume this bolus, you are cured of the scarlet rot condition. Additionally, you are immune to being afflicted by scarlet rot for 1 minute.
When you consume this bolus, your level of deathblight is reduced by one.
When you consume this bolus, you gain resistance to piercing damage for 1 minute.
When you consume this bolus, magic can't put you to sleep for 1 minute.
When you consume this bolus, the frostbite condition is removed from you. Additionally, you are immune to being frostbitten for 1 minute.
Food and drink
When you consume this meat, you gain advantage on Wisdom saving throws for 1 minute.
Requires proficiency in cook's utensils.
When you consume this meat, you gain a +2 bonus to Wisdom saving throws for 2 minutes.
When you consume this meat, you gain advantage on Strength, Constitution and Wisdom saving throws for 1 minute.
When you consume this meat, you gain a +2 bonus to Strength, Constitution and Wisdom saving throws for 2 minutes.
When you consume this meat, you gain advantage on Constitution saving throws for 1 minute.
When you consume this meat, you gain a +2 bonus to Constitution saving throws for 1 minute.
When you consume this meat, you gain advantage on Strength saving throws for 1 minute.
When you consume this meat, you gain a +2 bonus to Strength saving throws for 1 minute.
Dart
This dart deals force damage instead of piercing.
Fan dagger
As an action, you can throw these daggers in a wave, covering a 20-foot cone in front of you. Each creature within the area must succeed a Dexterity saving throw with a DC of 12 or take 5d4 piercing damage.
Dagger (1d6)
When you score a critical hit throwing this weapon, it deals an additional 5d4 piercing damage.
This dart deals an extra 1 poison damage. Additionally, when a creature is hit by this dart, it must succeed on a Consitution saving throw with a DC of 10 or be poisoned until the end of their next turn.
When you consume this liver, you gain resistance to fire damage for 2 minutes.
When you consume this liver, you gain resistance to radiant damage for 2 minutes.
When you consume this liver, you gain resistance to lightning damage for 2 minutes.
When you consume this liver, choose between force, necrotic, cold and thunder. You gain resistance to the chosen damage type for 2 minutes.
Grease
As an action, you can coat a nonmagical melee weapon with this grease, turning into a magic weapon for one minute.
For the duration, attacks made with this weapon deal an additional 1d4 piercing damage, and when you score a critical hit with the weapon, it deals an extra 5d4 piercing damage.
For the duration, attacks made with this weapon deal an additional 2d6 damage to dragons.
For the duration, attacks made with this weapon deal an additional 1d6 fire damage.
For the duration, attacks made with this weapon deal an additional 1d4 cold damage. A creature that take this damage must succeed a DC 10 Constitution saving throw or be frostbitten until the end of its next turn.
For the duration, attacks made with this weapon deal an additional 1d6 radiant damage.
For the duration, attacks made with this weapon deal an additional 1d6 lightning damage.
For the duration, attacks made with this weapon deal an additional 1d6 force damage.
For the duration, attacks made with this weapon deal an additional 1d4 poison damage. A creature that take this damage must succeed a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
For the duration, a creature hit by this weapon must succeed a DC 13 Constitution saving throw or be afflicted with scarlet rot for one minute. At the end of each its turns, the creature can repeat the saving throw - on a success, the condition ends.
As an action, you can coat a shield with this grease, imbuing it with power. For one minute, the shield gains a +1 bonus to its AC.
For the duration, when you hit a creature with this weapon, it must succeed a Constitution saving throw with a DC of 15 or fall into a magical slumber for one minute. If the creature takes damage or someone uses an action to shake or slap the creature, it wakes up.
Magic stone
As an action, you can throw this stone at a point within 15 feet, shattering it on impact. You create five glowing darts of magical force.
Each dart hits a creature of your choice that you can see within 30 feet of the point. A dart deals 1d4 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Magic stone, common
You can throw this stone up to 30 feet. Make a ranged attack against a target, treating the stone as an improvised weapon.
On a hit, the target takes 1d8 fire damage.
Magic stone, uncommon
On a hit, the target and any creatures within 5 feet of it take 1d8 fire damage.
As an action, you can drop this stone at your feet. Each creature suffering from frenzied madness within 10 feet of the stone gains 1d6 hit points at the start of each of their turns.
If a creature that starts its turn within 10 feet of the stone is not suffering from long-term or indefinite frenzied madness, they must make a Wisdom saving throw with a DC of 20 or gain one level of frenzied madness. The stone’s warmth fades and no longer provides benefits after five rounds.
As an action, you break this stone in your hand, creating one glowing dart of magical force. The dart hits a creature of your choice that you can see within 30 feet of you. It deals 1d4 force damage to its target.
A glowstone shines a bright radiant white. This glow creates bright light in a 20-foot radius, and dim light for an additional 20 feet.
As an action, you can throw this stone to a point within 30 feet of you; the stone then explodes. Each creature within 5 feet of the point must succeed a Dexterity saving throw with a DC of 13 or take 1d8 force damage. If the creature is Large or smaller, it is knocked prone.
As an action, you can break this stone under your foot. Each creature in a 30-foot cone must succeed a Dexterity saving throw with a DC of 13, or take 1d8 force damage.
As an action, you break this stone in your hand, creating three glowing darts of magical force. Each dart hits a creature of your choice that you can see within 30 feet of you.
A dart deals 1d4 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
As an action, you can throw this stone to a point within 30 feet of you; the stone then explodes. Each creature within 5 feet of the point must make a Constitution saving throw with a DC of 13 or be poisoned for 1 minute.
As an action, you can throw this stone to a point within 30 feet of you; the stone then explodes. Each creature within 10 feet of the point must make a Constitution saving throw with a DC of 15 or be poisoned for 1 minute.
A rainbow stone glows a vibrant colour, such as viridian or cerulean. This glow creates bright light in a 10-foot radius, and dim light for an additional 10 feet.
If the stone is dropped, it makes a noise: the higher pitched the noise, the longer the stone fell. The colourful light fades after 1 minute if the stone fell more than 10 feet.
As an action, you can drop this stone at your feet, emanating a warm glow. Each creature within 10 feet of the stone gains 1d4 hit points at the start of their turn.
The stone’s warmth fades and no longer provides benefits after five rounds.
Wondrous item, rare
As an action, you may absorb the blessing, strengthening your physical form. Until the end of your next turn, you are immune to being grappled and gain a +3 bonus to your Athletics checks.
Curse. This item is cursed. While it is on your person, your maximum hit points are reduced by an amount equal to your character level.
Wondrous item
As an action, you can stab a creature within 5 feet of you with this branch, breaking it. The creature must succeed on a Wisdom saving throw with a DC of 15 or be charmed by you for one minute.
The charmed creature regards you as a trusted ally, and will immediately attack any creatures hostile to you. Each time the creature takes damage from you or your allies, it makes a new Wisdom saving throw against the same DC. If the saving throw succeeds, the effect ends.
Food and drink, legendary
When you consume this crab meat, you gain resistance to bludgeoning, piercing and slashing damage for 1 minute.
Food and drink, very rare
When you consume this prawn, you gain resistance to non-magical bludgeoning, piercing and slashing damage for 1 minute.
When you consume this flesh, all attacks made with a weapon deal extra damage equal to your proficiency bonus for 1 minute.
When this raisin is consumed by a beast, it regains 8d4+8 hit points. You can use your action to feed the raisin to a beast that is friendly to you.
As an action, you can bite this foot, snapping it. For one minute, you can sense the direction to the location of runes and objects containing runes within 240 feet of you.
As an action, you can shatter the grace mimic, creating an illusory, non-functional Site of Grace in front of you. Guiding radiant light flows from the grace into a random direction.
When you consume this pickled neck, your movement speed cannot be reduced to any amount above 0 for 1 minute.
Wondrous item, very rare
As an action, you may absorb the blessing, strengthening your physical form. For one minute, you are immune to being grappled and gain a +3 bonus to your Athletics checks.
Food and drink, uncommon
When you eat this dumpling, you regain 2d4+2 hit points, and you are poisoned for one minute.
When this raisin is consumed by a beast, it regains 2d4+2 hit points. You can use your action to feed the raisin to a beast that is friendly to you.
Adventuring gear
You can spend 1 minute applying soap at the end of a long or short rest. You are cured of the poisoned condition, and you have advantage on saving throws made to resist being poisoned or afflicted with scarlet rot.
If you are afflicted with scarlet rot, poisoned or take a long rest, you no longer gain this benefit.
As an action, you can attach this cotton to your feet. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your proficiency bonus. This benefit lasts for 1 minute.
As an action, you can shatter this shard in your hand, absorbing the primaeval starlight within, recovering expended spell slots.
The spell slots can have a combined level that is equal to or less than half your character level (rounded up), and none of the slots can be 3rd level or higher.
When this raisin is consumed by a beast, it regains 4d4+4 hit points. You can use your action to feed the raisin to a beast that is friendly to you.
Pot
You can throw this pot up to 30 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the pot as an improvised weapon.
On a hit, the target takes 3d6 + your Intelligence modifier force damage, and other creatures within 5 feet of the target take 1d6 force damage.
You can throw this pot at a point within 30 feet, shattering it on impact. Each creature within 5 feet of the point must make a Dexterity saving throw with a DC of 15.
On a failure, humanoids are unable to heal using a Flask of Crimson Tears for one minute.
You can throw this pot at a point within 30 feet, shattering it on impact. Each hostile humanoid within 60 feet of the point must make a Wisdom saving throw with a DC of 15.
A humanoid with an Intelligence score of 8 or lower has disadvantage on the saving throw. On a failure, an affected creature must use its movement on its next turn to move towards the point.
On a hit, the target takes 3d6 + your Dexterity modifier lightning damage, and other creatures within 5 feet of the target take 1d6 lightning damage.
You can throw this pot at a point within 30 feet, shattering it on impact. Each hostile beast within 60 feet of the point must make a Wisdom saving throw with a DC of 15.
A beast with an Intelligence score of 8 or lower automatically fails the saving throw. On a failure, an affected creature must use its movement on its next turn to move towards the point.
On a hit, the target is doused in cursed blood. All allied spirit summons are enraged, and must spend their next turn attacking that target. Their attack rolls have advantage and their damage rolls gain a +3 bonus.
You can throw this pot at a point within 30 feet, shattering it on impact. Each creature within 5 feet of the point must make a Constitution saving throw with a DC of 15.
On a failure, creatures are poisoned for one minute. A creature poisoned by this pot takes 1d4 poison damage at the start of each its turns. At the end of each of its turns, it can repeat the saving throw - on a success, the condition ends.
On a hit, the target takes 2d6 cold damage, and other creatures within 5 feet of the target take 1d6 cold damage. Each creature that takes this damage must succeed on a Constitution saving throw with a DC of 15 or be frostbitten for one minute. An affected creature repeats the saving throw at the end of each of its turns, ending the condition on a success.
On a hit, the target takes 1d6 + your Strength modifier fire damage, and other creatures within 5 feet of the target take 1d6 fire damage.
On a hit, the target takes is set on fire, taking 3d6 + your Strength modifier fire damage, and other creatures within 5 feet of the target take 1d6 fire damage. At the start of each of the target's turns, it must succeed on a Dexterity saving throw with a DC of 15 or take 1d6 fire damage. On a successful save, the flames are extinguished.
On a hit, the target takes radiant damage equal to 1d6 + your Wisdom or Charisma modifier (your choice), and other creatures within 5 feet of the target take 1d6 radiant damage. Against Those Who Live In Death, this pot deals an extra 1d6 damage. If they are slain with this damage, they cannot return to life by any means short of the Elden Ring itself.
On a hit, the target takes 1d6 + your Dexterity modifier lightning damage, and other creatures within 5 feet of the target take 1d6 lightning damage.
On a hit, the target takes 1d6 + your Intelligence modifier force damage, and other creatures within 5 feet of the target take 1d6 force damage.
You can throw this pot up to 30 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.
On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil.
You can throw this pot at a point within 30 feet, shattering it on impact. Each creature within 5 feet of the point must make a Constitution saving throw with a DC of 18.
On a failure, creatures are poisoned for one minute. At the end of each of its turns, it can repeat the saving throw - on a success, the condition ends.
You can throw this pot at a point within 30 feet, shattering it on impact. Four vengeful spirits emerge from the shattered pot to chase down a creature within 15 feet of the target.
Make a ranged spell attack using your Intelligence, Wisdom or Charisma modifier (your choice) for each spirit. On a hit, the spirit deals 1d6 necrotic damage.
On a hit, the target takes 3d6 + your Strength modifier fire damage, and other creatures within 5 feet of the target take 1d6 fire damage.
On a failure, creatures are afflicted with scarlet rot for one minute. At the end of each of its turns, it can repeat the saving throw - on a success, the condition ends.
On a hit, the target takes radiant damage equal to 3d6 + your Wisdom or Charisma modifier (your choice), and other creatures within 5 feet of the target take 1d6 radiant damage. Against Those Who Live In Death, this pot deals an extra 1d6 damage. If they are slain with this damage, they cannot return to life by any means short of the Elden Ring itself.
On a failure, a creature falls into a magical slumber for one minute. If the creature takes damage or someone uses an action to shake or slap the creature, it wakes up.
On a failed save, a creature takes 5d4 piercing damage.
You can throw this pot at a point within 30 feet, shattering it on impact. Magma spreads in a 5-foot radius around the point, lasting until the end of your next turn.
Any creature that enters the magma for the first time on a turn or starts its turn there takes 2d6 fire damage.