Archmage Maelsturth's Tomes of Moderate Gains

Some adventurers have heard story of great tomes that can improve one's inherent abilities, making them more charismatic, smarter, or even wiser. However, there are other books that can be used to grant one more focused (albeit minor) bonuses that can improve their talents in and out of combat. This a choice selection of some of the tomes that have filled the shelves of my library. Some may be more useful to you than other, but I promise you that all of them are useful to someone.

Tome Attunement

Tomes require one to have a certain level of intellect and dedication to study for them to have their desired effect. Attuning to a tome requires the bearer spend at least 24 hours reading it over a period of 10 days or fewer. One can attune to a number of tomes equal to their Intelligence modifier. Tomes do not count against the number of magical items a character can have attuned.

To gain the benefits of a tome, one must attune to and be in possession of that book.

A Rogue's Guide to Rooftop Running

Wondrous item, common

A thin, twine bound set of papers, this tome instructs the reader on specific maneuvers that entail unorthodox movement including rolls, vaults, and landings.

Free Runner. You gain a +1 bonus to your Dexterity (Acrobatics) checks.

...And the Bear Says...

Wondrous item, rare

A worn, small leather journal that appears to be a naturalist's notes from time spent tracking a family of bears.

Voice of Nature. You are able to convincingly mimic a bear growl or roar. Any creature that is not a bear and that tries to discern the true nature of your growl or roar makes any rolls to do so with disadvantage.

Awakening Your Inner Empath

Wondrous item, rare

A small, soft-cover book with insights into interpreting sign language and understanding others' emotions.

Empathic. You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.


Baldur's Gate Boxing Program

Wondrous item, uncommon

A short pamphlet with seven different exercises to help a reader improve their physical strength.

Strength of Mazzy. You gain a +1 bonus to your Strength (Athletics) checks.

Boatinomics 101

Wondrous item, common

A well-bound book with water-stained pages inside, yet the ink on those pages appear unaffected.

Admiral of the Seas. You gain a +2 bonus to any checks you make that are relevant to maintaining or piloting sea vessels. Additionally, if you have the opportunity to inspect a ship before paying for passage on it, you gain a +2 bonus to Charisma checks when negotiating the price of passage.

Campfire Cooking: 101 Recipes for the Hungry Adventurer

Wondrous item, common

A simple cookbook with vibrant images of wildlife that identifies edible plants, poisonous plants, and more.

Gourmand. Add your proficiency bonus to any Wisdom (Survival) check made in relation to preparing a meal on the road. Additionally, you gain proficiency with Cook's Tools.

Cantrips and You: A Beginner's Guide

Wondrous item, uncommon

A thick, leather-bound book with arcane symbols and descriptions the basic mechanics of spellcasting.

Rudimentary Spellcaster. You gain the ability to cast a single cantrip, even if you are not already a spellcaster. Roll a d8 twice, the results of which corresponds to one of the schools of magic. You can learn one cantrip of your choice from that either of those schools' list (not one from each). You may re-attune to this book to attempt to learn a different cantrip once.

  • 1 - Abjuration
  • 2 - Conjuration
  • 3 - Divination
  • 4 - Enchantment
  • 5 - Evocation
  • 6 - Illusion
  • 7 - Necormancy
  • 8 - Transmutation

Chaos Theory: A Calculated Cataclysm

Wondrous item, rare

A tattered book that seems to have had pages torn from it; it may have even been rebound multiple times.

Fortune Favors the Bold. Once per day you may declare an Action and request your DM allow you to attempt to cause chaos. If the DM permits, roll a d100. Upon rolling a 100, you take the complete opposite action as you intended (as determined by the DM). If this results favorably for you or a significant ally, you gain 1 inspiration point. Rolling a 42 has the same effect without granting you an inspiration point.

Criminal Minds: Waterdeep

Wondrous item, uncommon

A soft-cover book that contains a fictional mystery story based within Waterdeep.

Hotch! You gain a +1 bonus to your Intelligence (Investigation) checks.

Cryptography, Iconography, Symbology, and More

Wondrous item, rare

A heavy, thick tome filled with riddles, symbols, and theories on their meanings and how one might weave or unravel them.

Langdon's Prodigy. You gain a +2 bonus to your Intelligence checks when interacting with or interpreting puzzles, ciphers, and similar concepts.

Druid's Staff Quarterly

Wondrous item, uncommon

An intriguing journal that appears to have pages made from thin bark; these pages are jagged and irregular.

Animals 101. You gain a +1 bonus to your Wisdom (Animal Handling) checks.

Dr. Flatmantle's Guide to Combat Medicine

Wondrous item, rare

A blood-stained pamphlet that describes the location of key blood vessels in various creatures and methods of temporarily mending wounds without the use of magic.

Medic?! Medic!!. During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.


Evelyn's Encyclopedia of Enigmatic Entities

Wondrous item, rare

A thick, well-worn book that comes with a leather carrying pouch. The pages of this book contain diagrams and detailed information on all sorts of creatures from across the Prime Material Plane.

By spending spending at least 5 hours reading this book over a period of 5 days (in addition to the initial Tome Attunement reading), a druid can gleam enough information to Wild Shape into a beast or creature that she has never seen in person before (provided it follows the appropriate restrictions for Wild Shape). She retains this knowledge as long as she is in possession of Evelyn's Encyclopedia of Enigmatic Entities.

Fish are Friends, Not Food

Wondrous item, rare

A strange dietician guide that encourages the reader to choose alternative protein sources to fish.

Glub, glub, huh? Once per day you can cast the Speak with Animals spell without expending a spell slot; you can only use the effects of this spell to communicate with fish and similar aquatic beasts.

From Urchin to Merchin'

Wondrous item, uncommon

A small, black hard-bound book that can easily fit in a hidden pocket. This tome contains detailed notes on methods of upselling and negotiation.

Be Willing to Walk Away. When selling commodities with established values, you gain 10% in additional value when selling goods to merchants in large cities (i.e a gemstone that is appraised for 100 gp, you can sell for 110 gp). Additionally, you gain a +1 bonus to your Charisma checks when negotiating with merchants in large cities.

Grifting 101

Wondrous item, rare

A curious pamphlet that has a pyramid emblazoned across the front of it and at first glance appears to be the ramblings of a religious fanatic; however, closer investigation reveals a cypher that unlocks the hidden meaning within the text.

Swindling Scheme. You gain a +1 bonus to your Charisma (Deception) checks.

Grimoire of Devilish Contracting

Wondrous item, very rare

A worn, leather-bound tome with an oversized silver and gold latch that requires a key to open it.

Skilled Negotiator. After spending a total of 24 hours reading this Grimoire, you gain some of the necessary skills to be more secure in negotiating a contract with a devil. As long as you are in possession of this book (and after you have spent the requisite 24 hours reading it), you can cast each of the following spells once without expending a spell slot or consuming any material components: Comprehend Languages, Detect Thoughts, See Invisibility, and Zone of Truth. Once you have casted each of these spells, the Grimoire goes inert for one year and cannot be used again until that time.

History of the Realms: The North

Wondrous item, common

An encyclopedia of sorts that seems to be part of larger series of books; it has detailed accounts of different kingdoms, landscapes, and people of import.

Do You Recall? You gain a +1 bonus to your Intelligence (History) checks.

How to Spot an Assassin: A Critical Analysis

Wondrous item, uncommon

A short manual authored by the former bodyguard of powerful noble that was targeted for assassination a number of times - each of which was thwarted.

Get Down, Sir! You gain a +1 bonus to your Wisdom (Insight) checks.

It's Hyyyydra-matic!

Wondrous item, rare

A peculiar book that contains a bard's tale of encountering a mighty hydra.

Lungs of Glory. You gain the Hydra's Hold Breath ability, allowing you to hold your breath for 1 hour. Additionally, when you make a Charisma skill check, roll a d20. On a 5, 10, 15, or 20 you instantly burst out in muscial fervor - the skill check becomes a Charisma (Performance) check instead.

Maelsturth's Manual of Mammalian Beasts

Wondrous item, uncommon

A thick tome with a metal-wrought clasp to keep it shut, this book's pages contain special instructions on the temporary conversion of one's form into that of a mammal.

Hardy Mammal. When you use a magical effect to change either your form or the form of another creature into a mammal, you can choose for that new form to be created with the maximum number of hit points available to it according to the Monster Manual.


Mordenkainen's Common to Primordial Dictionary

Wondrous item, common

This book has a finely crafted leather binding with exceptionally thin-yet-sturdy pages. It is a well-renowned reference book authored by the Mordenkainen.

Tongue of the Elements. You gain the ability to crudely communicate in and understand Primordial.

My Life as a Gnome Bodyguard

Wondrous item, very rare

A moderately-sized tome that is the autobiography of Mifierwa Cinibnil, a gnome paladin that served as the protector of Queen Evelyn Crystaldown.

Size Matters Not. You gain a +1 bonus to attack rolls against enemies that are 1 or more sizes larger than you.

Naga Naga Yo Fraga Blaga

Wondrous item, very rare

The cover of this book is designed to look as if it was made from green scales, and its pages have golden edges.

Guardian of Secrets. You learn gain the ability to cast the cantrips that a Guardian Naga would know (Mending, Sacred Flame, Thaumaturgy). Wisdom is your spellcasting modifier for these spells, and you are proficient in casting these spells if you are not already a spellcaster. Additionally, you permanently grow a very thick brow ridge, which remains even if you end your attunement to this tome.

Nock, Draw, Loose! An Archer's Field Manual

Wondrous item, uncommon

A rustic book that depicts how to properly craft and fire a bow and arrow.

Archer's Skill. You gain proficiency with the shortbow and the longbow; if you are already proficient with these weapons, you gain a +1 to damage with these weapons. Additionally, you know how to craft shortbows, longbows, and arrows. You have advantage on Intelligence (Investigation) checks to find the arrows you have fired once combat ends.

Of Gospels and Prophets

Wondrous item, uncommon

A stark white leather cover with gold filigree encompasses this religious reference book.

Learned Theologian. You gain a +1 bonus to your Intelligence (Religion) checks.

Osbourne's Guide to Heavy Metallurgy

Wondrous item, uncommon

A stark black cover with an the disembodied head of a bat embossed into it binds this large tome on all things related to metal.

Crazy Train. You gain proficiency with Tinker's Tools, and you gain a +2 bonus to your Intelligence checks related to metal, the properties thereof, and worked metal. Additionally, you appear to be perpetually wearing black eye liner that you cannot remove without ending your attunement to this tome.

Pillow Forts of Fortitude

Wondrous item, common

A quaint fairy tale about a princess that lives in a grand castle made entirely of pillows.

Comfy Abode. If you take an hour-long nap (e.g. spend a short rest) inside a pillow fort, you gain the benefits of a long rest. You can only use this feature once per day.

Poetry in Motion: The Art of Kick-Punchy

Wondrous item, uncommon

Kick-punchy is a little heard of martial art that involves combining attacks with flails of one's limb to increase unpredictability and, potentially, damage.

Take This! And This! Once per day after a successful melee attack, you can make a single unarmed strike against the same target. This unarmed strike uses your Strength and deals 1d4 + your Strength modifier bludgeoning damage; you are proficient with this particular unarmed strike. A monk can treat this attack as a regular unarmed strike (i.e. use their Martial Arts feature).

Shorthalt's Journal of Awful Limericks

Wondrous item, very rare

This well-worn, iron-bound book is inscribed with scrawlings of horrific poems, each of which are imbued with enchantment magic. There are also bizarre, childish drawings of humanoids doing various acts of vile behavior.

What Did You Just Say?! You can use your action to read one of these limericks and target a creature within 30 feet. The target is affected as if you had cast the spell Tasha's Hideous Laughter (DC 13), except that the effect only lasts until the end of its next turn at maximum duration. Each time someone reads from this book more than 3 times in a week, she must roll on the long-term madness table (once for each time above 3).

So You Want a Revolution?

Wondrous item, very rare

Outlawed in three different kingdoms, this book details the ins and outs of inciting a riot.

Hear My Call! You gain a +5 bonus to Charisma (Persuasion, Performance) checks made to inspire large crowds.


Swords and Gourds

Wondrous item, rare

This pamphlet was once distributed by militias amongst small farming communities to help locals better defend themselves.

Trident? I Think You Mean Pitchfork. You can use farming implements as weapons and vice versa.

Swords and Gourds: Volume 2

Wondrous item, very rare

An accompanying pamphlet to the original version, this volume was actually targeted at equipping children.

Is That a Carrot? You gain proficiency when using vegetables as weapons. They all deal 1d4 + your Strength modifier damage of a type appropriate to the vegetable, though most can only be used once before becoming ineffective.

Tales of a Troglodyte Named Thomas the Truthful

Wondrous item, uncommon

An interesting parable that tells of a Troglodyte named Thomas the Truthful that rose to power in a small Underdark community by virtue of his honesty and truthfulness.

I Know of Your Kind. You gain a +2 bonus to your Charisma skill checks when interacting with troglodytes.

The Archmage's Almanac, 11th Edition

Wondrous item, rare

A hard-cover book, many of whose pages are tattered and stained, this almanac details magical curiosities discovered and arcane experiments performed over a century ago.

Arcanist's Lore. You gain a +1 bonus to your Intelligence (Arcana) checks.

The Art of the Quickdraw: How to Shoot First and Ask Questions Later

Wondrous item, uncommon

This book of battle tactics implores the reader to focus on making the first strike - a key advantage in combat.

Think Fast! You gain a +1 bonus to your Initiative rolls.

The Arts Alchemical: A Primer

Wondrous item, very rare

A strange folder fashioned from the hide of some unidentiable creature, the pages contained within describe the steps to creating potions.

Here, Drink This. You gain proficiency in Alchemist's Supplies. By taking 30 minutes and consuming 25 gp worth of rare herbs, you attempt to create up to 3 Potions of Healing using the rare herbs and Alchemist's Supplies. Roll a d6. On a 1, 2, or 3, you create a single Potion of Healing. On a 4 or 5, you create two, and on a 6, you create three. You can only use this feature once per long rest.

The Key Master: A Life of Locks

Wondrous item, uncommon

A medium tome with a ribbon book mark attached to its spine, this book contains detailed sketches of a number of locks and their accompanying mechanisms - quite appropriate for a locksmith's manual.

Now I Understand. You gain a +2 bonus to your Dexterity checks when using Thieves' Tools to pick a lock that is widely available to the masses (i.e. not a high-priced, special lock).

The Village Bike

Wondrous item, common

A small book with the image of a lotus flower on its cover, this tome is an anthology of debaucherous romance stories that go into rather explicit detail.

Hey, Good Lookin'. You gain a +2 bonus to your Charisma (Persuasion) checks when attempting to seduce someone.

These Furry Fellas

Wondrous item, uncommon

A notebook with beautiful calligraphy that describes the types and habits of various small beasts and critters.

Come Here Little Guy. You gain a +2 bonus to your Intelligence (Nature) checks relevant to small, furry wildlife.

Time Tested Tricks of Tongue Fighting

Wondrous item, rare

A tome familiar to many bards, this small hardcover book contains various quips and insults one can use in arguments.

Tongue Lashing. You gain a +1 bonus to your Charisma skill checks when arguing with another creature.

Top Ten Lockpicking Secrets

Wondrous item, rare

A small, silver leather-bound book that can easily be stashed in the inner pocket of one's garb. The foreword to this book simply reads: "A thief's best friend."

Step Back, I Got This. Once per day, you can use this feature to gain advantage on picking a single lock.

Way of the Drone: INCOMING!

Wondrous item, rare

A thick, dust-laden tome that describes a particular march of creatures known as modrons that happened long ago.

Oh, THOSE Things. You gain a +5 bonus to your Intelligence (History) checks regarding the modrons and related creatures.


When Life Gives You Lemons

Wondrous item, very rare

A simple, single-page pamphlet filled with positive affirmations that emphasize the importance of seizing opportunities.

Not in the Eyes! Once per day when you strike a critical hit with a melee attack as part of your Attack action, a magical lemon appears on your person. As a bonus action, you can squeeze the lemon in the eyes of a creature within 5' of you, causing that creature to suffer temporary blindness which lasts 1d4 rounds.

Credit

I would like to give a huge shoutout to u/slaptac, who gave me permission to flesh out this awesome concept that they shared on r/DnDBehindTheScreen.

u/slaptac also provided the following tomes:

  • ArchMage Index Vol. 11
  • Bualders Gate Boxing Program
  • Cantrips and You: A Beginners Guide
  • Criminal Minds: Waterdeep
  • Druids Staff Quarterly
  • Grifting 101
  • History of the Realms: The North
  • How to spot an Assassin: A critical analysis
  • Rogues Guide to Rooftop Running
  • Top 10 Lockpicking Secrets

u/WaffleStomperGirl provided the following tomes:

  • ..And The Bear Says..
  • Boatinomics 101
  • Chaos Theory: A Calculated Cataclysm
  • Fish are Friends, not food
  • From Urchin to Merchin’
  • It’s hyyyydra-matic!
  • My Life As A Gnome Bodyguard
  • Naga Naga Yo Fraga Blaga
  • Pillow Forts of Fortitude
  • Poetry in Motion: The art of kick-punchy
  • Swords & Gourds
  • Swords & Gourds: Volume 2
  • Tales of a Troglodyte named Thomas the Truthful
  • The Key Master: A life of locks
  • The Village Bike
  • These Furry Fellas
  • Time Tested Tricks of Tongue Fighting
  • Way of the Drone: INCOMING!
  • When Life Gives You Lemons

u/C0LdP5yCh0 provided the following tomes:

  • CAMPFIRE COOKING: 101 Recipes for the Hungry Adventurer
  • Nock, Draw, Loose! (A Field Archer's Manual)
  • So You Want a Revolution?
  • The Art of the Quickdraw: How to Shoot First and Ask Questions Later
  • The Arts Alchemical: A Primer

Credit to u/razerzej for mentioning the idea of using Intelligence modifier as an attunement pool for these books to separate them from other magical items without allowing a character to use an unlimited number of these books.