```metadata title: Magical Bugs! description: '' tags: - Optional Rules - Magic Items - Supplement systems: - 5e renderer: V3 theme: 5ePHB ``` {{insideCover}} # {{font-family:WalterTurncoat Magical Bugs!}} ## {{font-family:WalterTurncoat RexBrews}} ___ {{imageMaskCenter1,--offsetX:0%,--offsetY:-4%,--rotation:60,opacity:.5 ![background image](https://imgur.com/GQ0OYSd.jpg){position:bottom:0px,left:0px,height:80%} }} {{position:absolute;bottom:30px;Left:30px;width:auto;opacity:.4 ![Reforged Existence](https://imgur.com/SYsNpFT.jpg) {width:75px,mix-blend-mode:multiply} }} {{position:absolute;Top:1070px;Left:100px;width:20%; {{footnote *Cover Art Courtesy of Vecteezy.com}} }} {{position:absolute;bottom:-15px;left:60px;widtch:auto; {{footnote *Created with the Homebrewery}} }} \page # Magical Bugs Insects and critters all across the realms have been known to have magical properties. Some are known to cure ailments, some grant abilities and boons, while others poison and curse. Finding and utilizing these creatures has been taken up by many adventurers and merchants for their usefulness in battle, as well as for their high price tags. In order to utilize these bugs, first, they must be found and captured. To do so, the conditions must be right, as dictated by each bugs *Rate of Appearance* and must be successfully caught, as dictated by the *Forage check*. ### Biomes & Weather Different critters and bugs are found throughout different biomes. Where some may only come out during certain seasons and others during certain weather or at certain times. Most bugs only call a few different biomes home and rarely travel outside of their preferred environments. It is at the DMs discretion to populate their world with different bugs and insects to breathe life into their world. While all of the bugs in this optional rule set come with recommended biomes, it is encouraged that you take these ideas and populate your world with them as you see fit. Most bugs will have both a climate as well as a biome that they may call home. Some magical bugs may not have a preference for weather, while some bugs may be so abundant they are found wherever you may travel. These guidelines help the DM to decide whether a certain insect is native to the area in which the PC's find themselves. ##### Biomes and Weather {{Column-Count:3 | Biome | |:-| | Arctic | Boreal Forest | Cave | Coastal | Desert | Fey Wild | Freshwater | Grassland | Mountain | Rainforest | Biome | |:-| | Saltwater | Savanna | Shadowfell | Swamp | Temperate Forest | Tundra | Underdark | Urban | Wetlands | Volcano | Weather | |:-| | Cold | Dry | Freezing | Hot | Humid | Rain | Snow | Storm | Warm }} ### Rates of Appearance While bugs and insects surround the characters as they travel the world, only very few offer any sort of magical properties, powerful or not. Finding a magical insect is no easy feat and takes both patience, as well as luck. Determining whether a certain Magical Bug will appear depends on a percentage chance, rolled by the DM and rolled only once per in-game 24 hours, per bug. Within a bugs stat block will be an *Appearance Chance*. This percentile represents the number that must be rolled under for the insect to appear. The *Appearance Chance* roll will need to be made for each bug that has a chance to appear. If a Player Character possesses *Mizkims Magical Bugs!* field guide, they can dictate to the DM what bugs they will be looking for. If the Player Character does not possess this field guide, it is at the discretion of the DM as to what bugs may appear on any given in-game day. The DM will roll a percentile dice. If the number rolled is **less than or equal to** the *Appearance Chance* number, then the player is capable of finding the creature in the current conditons and can proceed to *Forage* for the insect. ### Foraging To successfully capture a bug, the party must first have a sufficient container to catch the bug in. This may come in different forms, such as a vial with an air hole, a latched wooden container, or an *Insect Container*, one of a few special item designed to store bugs for long periods of time. Bugs stored in a temporary container, one that is not specifically designed to store Magical Bugs (such as the items found in this supplement), will only last for 1d4 days upon capture, unless transferred to a container designed to store Magical Bugs prior to the end of that time. To locate a bug to catch, the player must roll a successful *Forage Check*, which is a *Nature* check, unless stated otherwise, with the DC listed in the bugs statblock. If the player character possesses *Mizkims Magical Bugs!* field guide, they can dictate which bug they are attempting to *Forage* for, and if they do not, then it is at the discretion of the DM. A player can attempt to forage for bugs multiple times if the *Rate of Appearance* condition has been met, however, for each subsequent forage attempt, the DC required increases by 3 for each attempt following the first. This increase is applied to any additional party members attempting to capture the same insect. The time it takes for a player character to *Forage* is equal to, in minutes, the *Forage Check* DC x5. If you beat the DC by 5 or more, the time it takes to *Forage* is cut in half. If you beat the DC by 10 or more, the time it takes to *Forage* is reduced to 10 minutes. ### Storage and Care Magical Bugs must be stored in a container tailored to house such creatures if they are to be kept for later use. These specialized containers are crafted with properties meant to sustain and protect these creatures. If at any point these containers are damaged, neglected or abused, at the DMs discretion, these containers can be destroyed or damaged to a point where they are unusable unless otherwise repaired or replaced. {{pageNumber 1}} \page {{insideCover}} # {{font-family:WalterTurncoat Equipment}} ## {{font-family:WalterTurncoat Storage & Items}} ___ {{imageMaskCenter4,--offsetX:7%,--offsetY:-10%,--rotation:90,opacity:.6 ![background image](https://imgur.com/K4Q4YtE.png){position:absolute,bottom:40px,left:60px,height:80%} }} {{position:absolute;bottom:-20px;left:60px;widtch:auto; {{footnote *Art Courtesy of Steven Batty}} }} \page ##### Foraging Equipment ### : #### Mizkims Magical Bugs! *Item, Uncommon, 100gp* **Category:** :: Items **Weight:** :: .5 lbs A field guide written by the powerful druid Mizkim that offers insight into the world of Magical Bugs! Detailed within is a collection of all of the worlds known magical bugs, with a guide to the powers they offer. Offers insight into where bugs can be found including their biome and weather preferences. #### Insect Jar *Item, Uncommon, 25gp* **Category:** :: Items **Weight:** :: .5 lbs This jar is designed to contain bugs. This jar can hold up to two of one type of bug. : #### Insect Container *Item, Uncommon, 100gp* **Category:** :: Items **Weight:** :: 2 lbs This container has a series of small sections that can each house different bugs. This container has four seperate sections that can each house one type of bug. Each section may house and contain up to a maximum of two bugs of the same type. : #### Insect Box *Item, Uncommon, 300gp* **Category:** :: Items **Weight:** :: 8 lbs This box has a series of large sections that can each house different bugs. This container has six seperate sections that can each house one type of bug. Each section may house and contain up to a maximum of four bugs of the same type. : #### Terrarium *Item, Uncommon, 800gp* **Category:** :: Items **Weight:** :: 30lbs This terrarium has a series of very large sections that can each house different bugs. This terrarium has ten seperate sections that can each house one type of bug. Each section may house and contain up to a maximum of six bugs of the same type. : \column #### Foraging Kit *Item, Uncommon, 300gp* **Category:** :: Items **Weight:** :: .5lbs This kit contains the necessary supplies to forage and collect bugs with higher success. When using this kit, all *Forage* checks made to search for insects are made at advantage. This kit has a maximum of five charges. Each time this kit is used consumes one charge, whether or not the *Forage* check was successful. : #### Amulet of Insect Attraction *Wondrous Item, Rare (requires attunement)* : This amulet, crafted of fine silver and adorned with an insect fossilized within amber, is attuned to the fine essence of magic that Magical Bugs emit. When an *Appearance Chance* roll is made, roll a d10. The result of the d10 roll is then subtracted from the *Appearance Chance* total. : #### Netted Gloves *Wondrous Item, Uncommon (requires attunement)* : These gloves are designed to facilitate easier catching of bugs with their netted web-like fingers. Whenever an attempt to capture a bug is made, roll a d4. The result of the d4 roll is then added to the *Forage Check* total. The Netted Gloves can hold a maximum of 3 charges and each use of the gloves expends one charge. The Netted Gloves regain 1d4 charges daily at dawn. Whenever the last charge is expended, roll a d20. On a roll of 5 or less, the Netted Gloves lose all of its properties, reverting to mundane gloves. : #### Enchanted Incense *Wondrous Item, Very Rare* : An enchanted bag of rare incense, with the powerful ability to attract Magical Bugs. The bag of incense contains enough Enchanted Incense for three uses. When burned, this Enchanted Incense doubles the *Appearance Rate* of one specific type of Magical Bug that can be found in the current biome and during the current weather conditions. : #### Monocle of Insects *Wondrous Item, Legendary (reguires attunement)* : An intricately designed monocle portraying a form of beetle. The Monocle of Insects is attuned to the trails of magical essence left behind by Magical Bugs, making it easier to track such creatures. While attuned, all *Forage Checks* are made at advantage. {{pageNumber 2}} \page {{insideCover}} # {{font-family:WalterTurncoat Mizkims Magical Bugs!}} ## {{font-family:WalterTurncoat A Field Guide }} ___ {{imageMaskCenter2,--offsetX:0%,--offsetY:-10%,--rotation:180,opacity:.6 ![background image](https://imgur.com/D5xG7AV.jpg){position:absolute,bottom:50px,left:50px,height:70%} }} {{position:absolute;bottom:-20px;left:60px;widtch:auto; {{footnote *Art Courtesy of Vecteezy.com}} }} \page #### Banquet Beetle *Magical Bug, Very Rare* **Biome:** :: Cave, Desert, Mountain, Rain Forest, Temperate Forest, Wetlands **Weather:** :: Dry, Hot, Humid, Warm **Appearance Chance:** :: 15% **Forage Check:** :: DC 20 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 action When a Banquet Beetle is consumed live by another creature, that creature immediately benefits from the effects of the spell *Heroes Feast*. There is no saving throw for this effect and the effect is immediate. #### Blessed Bee *Magical Bug, Common* **Biome:** :: Grassland, Rainforest, Temperate Forest **Weather:** :: Warm **Appearance Chance:** :: 60% **Forage Check:** :: DC 15 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 action When a Blessed Bee is consumed live by another creature, that creature immediately becomes under the effects of the spell *Bless*. There is no saving throw for this effect and the effect is immediate. #### Blink Bug *Magical Bug, Rare* **Biome:** :: Cave, Fey Wild, Grassland, Urban **Weather:** :: Any **Appearance Chance:** :: 35% **Forage Check:** :: DC 18 Nature **Duration:** :: 1 Minute **Consumption time:** :: 1 action When a Blink Bug is consumed live by another creature, that creature immediately enters the ethereal plane until the begininning of their next turn, as per the spell *Blink*. For the next minute, target creature is under the effects of the *Blink* spell. There is no saving throw for this effect and the effect is immediate. #### Butterfleye *Magical Bug, Rare* **Biome:** :: Fey Wild, Temperate Forest, Rainforest **Weather:** :: Warm **Appearance Chance:** :: 25% **Forage Check:** :: DC 18 Perception **Duration:** :: 1 Hour **Consumption time:** :: 1 action When a Butterfleye is consumed live by another creature, that creature immediately gains the effects of *Truesight* for the next hour. There is no saving throw for this effect and the effect is immediate. \column #### Cadaver Moth *Magical Bug, Rare* **Biome:** :: Cave, Rain Forest, Temperate Forest, Urban **Weather:** :: Hot, Humid **Appearance Chance:** :: 35% **Forage Check:** :: DC 18 Nature **Duration:** :: 4 hours **Consumption time:** :: 1 bonus action When a Cadaver Moth is consumed live by another creature, that creature will suddenly appear to drop dead. For the duration, the target creature is perceived by all other creatures as deceased. A DC 20 *Insight* check will reveal that the target is still alive. There is no saving throw for this effect and the effect is immediate. #### Engorged Tadpole *Magical Bug, Uncommon* **Biome:** :: Freshwater, Rainforest, Swamp **Weather:** :: Warm **Appearance Chance:** :: 40% **Forage Check:** :: DC 16 Nature **Duration:** :: 1 minute **Consumption time:** :: 1 Action When an Engorged Tadpole is consumed live by another creature, that creature is then the subjected to the spell effect *Enlarge*, as per the spell *Enlarge Reduce*. There is no saving throw for this effect and the spell effect is immediate. #### Frigid Moth *Magical Bug, Uncommon* **Biome:** :: Boreal Forest, Tundra **Weather:** :: Cold, Freezing, Snow **Appearance Chance:** :: 45% **Forage Check:** :: DC 16 Nature **Duration:** :: 1 Hour **Consumption time:** :: 1 Action When a Frigid Moth is consumed live by another creature, target creature immediately sprouts wings of ice. For the next hour, as long as the target creature is in cold weather, they gain a fly speed of 60ft. If target creature were to enter warm weather, the wings will begin to melt, causing the creature to lose their fly speed. There is no saving throw for this effect and the effect is immediate. {{pageNumber 3}} \page #### Frost Scorpion *Magical Bug, Very Rare* **Biome:** :: Arctic, Cave, Tundra **Weather:** :: Cold, Freezing **Appearance Chance:** :: 15% **Forage Check:** :: DC 20 Nature **Duration:** :: 1 Hour **Consumption time:** :: 1 Action When a creature is stung by a Frost Scorpion, they must immediately make a DC 18 *Constitution* saving throw. On a failed save, the creature becomes restrained. On a successful save, there is no effect. At the beginning of each subsequent turn after failing their initial saving throw, target creature must make another DC 18 *Constitution* Saving Throw. If the target creature successfully saves three times, the effect ends. If it fails its save three times, the target creature temporarily turns to ice and is subjected to the *petrified* condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. The *petrified* condition ends once the duration is up. #### Frozen Scorpionfly *Magical Bug, Very Rare* **Biome:** :: Cave, Mountain **Weather:** :: Cold, Freezing **Appearance Chance:** :: 20% **Forage Check:** :: DC 20 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Frozen Scorpionfly is consumed live by another creature, target creature immediately exhales a frozen torrent. Each creature in a 60-foot cone must make a DC 16 *Constitution* saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. #### Golden Cocoon *Magical Bug, Legendary* **Biome:** :: Boreal Forest, Feywild, Grassland, Rainforest, Savanna, Swamp, Temperate Forest, Wetlands **Weather:** :: Any **Appearance Chance:** :: 5% **Forage Check:** :: DC 22 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action The Golden Cocoon can be found anywhere, produced by any insect that creates a cocoon for itself. A Golden Cocoon is the result of an insect creating their Cocoon during a solar eclipse. When a creature crushes a Golden Cocoon, they may speak the name of any deceased creature. The deceased creature is then resurrected as per the spell *True Resurrection*, and appears in an unoccupied space within 10 feet of the creature speaking their name. \column #### Guiding Fly *Magical Bug, Rare* **Biome:** :: Grasslands, Temperate Forest **Weather:** :: Warm **Appearance Chance:** :: 35% **Forage Check:** :: DC 18 Nature **Duration:** :: 10 minutes **Consumption time:** :: 1 bonus action When a Guiding Fly is consumed live by another creature, that creature is then subjected to the spell effects of the spell *Daylight*. The creatures physical body is the point from which the light originates. There is no saving throw for this effect and the spell effect is immediate. #### Hover Roach *Magical Bug, uncommon* **Biome:** :: Cave, Urban **Weather:** :: Any **Appearance Chance:** :: 50% **Forage Check:** :: DC 16 Nature **Duration:** :: 10 Minutes **Consumption time:** :: 1 bonus action When a Hover Roach is consumed live by another creature, the creature will immediately begin to levitate. For the next 10 minutes, target creature is under the effects of the spell *Levitate*. There is no saving throw for this effect and the effect is immediate. #### Ice Ant *Magical Bug, Rare* **Biome:** :: Arctic, Cave, Tundra **Weather:** :: Cold, Freezing, Snow **Appearance Chance:** :: 35% **Forage Check:** :: DC 18 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When an Ice Ant is consumed live by another creature, target creature is immediately surrounded by a carapace of frost, as per the *Armor of Agathys* spell. For the next hour, target creature gains 25 temporary hit points. If a creature hits you with a melee attack while you have these hit points, the creature takes 25 cold damage. There is no saving throw for this effect and the effect is immediate. {{pageNumber 4}} \page #### Nocturnal Recluse *Magical Bug, Uncommon* **Biome:** :: Cave, Shadowfell, Temperate Forest, Underdark **Weather:** :: Clear Night **Appearance Chance:** :: 40% **Forage Check:** :: DC 17 Nature **Duration:** :: 1 hour **Consumption time:** :: 1 action When a creature is bitten by a Nocturnal Recluse, target creature immediately takes 1d6 *Poison* damage. Additionally, target creature gains *Darkvision* out to a range of 120 feet. There is no saving throw for this effect and the effect is immediate. #### Rally Cricket *Magical Bug, Very-Rare* **Biome:** :: Fey Wild, Grasslands, Temperate Forest, Rain Forest, Savanna, Swamp, Urban, Wetlands **Weather:** :: Warm **Appearance Chance:** :: 15% **Forage Check:** :: DC 21 Dexterity **Duration:** :: Instantaneous **Consumption time:** :: 1 action When a Rally Cricket is consumed live by another creature, that creature will immediately heal for 5d10 health, and recover from 1 exhaustion point if the creature is affected by any. Additionally, on the target creatures next turn, they can take an additional attack action and move twice their movement speed. There is no saving throw for this effect and the effect is immediate. #### Silk Weaver *Magical Bug, Common* **Biome:** :: Cave, Temperate Forest, Urban **Weather:** :: Any **Appearance Chance:** :: 70% **Forage Check:** :: DC 14 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action Silk Weavers are common arachnids that can be tammed and bonded with. By spending a short rest to *Bond* with a Silk Weaver, you gain the ability to command the spider. Silk Weavers are masterful weavers of their web, using their fine silk to repair a wide variety of objects. Silk Weavers can mend objects, as per the effects of the spell *Mending*, and can use this ability once every 5 hours. \column #### Silver Ladybug *Magical Bug, Common* **Biome:** :: Boreal Forest, Tundra **Weather:** :: Cold, Snow **Appearance Chance:** :: 50% **Forage Check:** :: DC 15 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Silver Ladybug is consumed live by another creature, target creature, and whatever they are currently wearing, immediately begin to shift color into white and silver. For the next hour, target creature gains advantage on all *Stealth* checks while in or near snow or ice. Additionally, any attacks made against the target creature while they are in or near snow and ice are made at *disadvantage*. There is no saving throw for this effect and the effect is immediate. #### Snowbee *Magical Bug, Uncommon* **Biome:** :: Boreal Forest **Weather:** :: Cold, Snow **Appearance Chance:** :: 45% **Forage Check:** :: DC 16 Nature **Duration:** :: 8 Hours **Consumption time:** :: 1 Action When a Snowbee is consumed live by another creature, target creature immediately gains *resistance* to cold damage for the next 8 hours. Additionally, target creature can withstand temperatures as low as -30 degrees celsius without the need for additional clothing or gear. There is no saving throw for this effect and the effect is immediate. #### Stink Bug *Magical Bug, Uncommon* **Biome:** :: Urban **Weather:** :: Dry, Hot, Warm **Appearance Chance:** :: 40% **Forage Check:** :: DC 16 Nature **Duration:** :: 1 minute **Consumption time:** :: 1 action When a Stink Bug is consumed live by another creature, that creature will immediately begin to emit a noxious aura, continuously for the next minute. This effect is centered on the target creature, following them as they move in a 20ft radius sphere. Any creature that starts their turn in the radius must make a DC 15 Constitution saving throw, spending their next turn vomiting on a failed save, resisting the effect on a successful save. The creature emitting the noxious aura is immune to the effects of the aura. There is no saving throw for this effect and the effect is immediate. {{pageNumber 5}} \page #### Stone Beetle *Magical Bug, Rare* **Biome:** :: Caves, Mountains, Underdark **Weather:** :: Hot, Humid, Warm **Appearance Chance:** :: 30% **Forage Check:** :: DC 19 Nature **Duration:** :: 1 hour **Consumption time:** :: 1 action When a Stone Beetle is consumed live by another creature, that creature is then subjected to the spell effects of the spell *Stoneskin*. There is no saving throw for this effect and the spell effect is immediate. #### True Phasmid *Magical Bug, Uncommon* **Biome:** :: Grassland, Rainforest, Temperate Forest **Weather:** :: Humid, Warm **Appearance Chance:** :: 45% **Forage Check:** :: DC 16 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 action When a True Phasmid is consumed live by another creature, that creature immediately becomes unable to tell a lie, as per the effects of the spell *Zone of Truth*. There is no saving throw for this effect and the effect is immediate. \column #### Water Newt *Magical Bug, Common* **Biome:** :: Freshwater **Weather:** :: Humid, Warm **Appearance Chance:** :: 60% **Forage Check:** :: DC 14 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 action When a Water Newt is consumed live by another creature, that creature will immediately gain the ability to breath under water for the next 8 hours. There is no saving throw for this effect and the effect is immediate. #### Wishbug *Magical Bug, Legendary* **Biome:** :: Any **Weather:** :: Any **Appearance Chance:** :: 1% **Forage Check:** :: DC 25 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 action When a Wishbug is consumed live by another creature, the creature can make a wish, as per the *Wish* spell. There is no saving throw for this effect and the effect is immediate. {{imageMaskCenter7,--offsetX:0%,--offsetY:-18%,--rotation:0,opacity:.8 ![background image](https://imgur.com/TVJKQH6.jpg){position:absolute,bottom:-60px,left:30px,height:70%} }} {{position:absolute;Top:1055px;Left:120px;width:20%; {{footnote *Art Courtesy of Vecteezy.com}} }} {{pageNumber 6}} \page #### Black Dragonfly *Magical Bug, Very Rare* **Biome:** :: Temperate Forest, Swamp **Weather:** :: Humid, Warm **Appearance Chance:** :: 20% **Forage Check:** :: DC 20 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Black Dragonfly is consumed live by another creature, that creature immediately exhales an acidic cloud in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one. The spell effect is immediate upon consuming. #### Blue Dragonfly *Magical Bug, Very Rare* **Biome:** :: Desert, Grassland, Mountain **Weather:** :: Dry, Rain, Warm **Appearance Chance:** :: 20% **Forage Check:** :: DC 20 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Blue Dragonfly is consumed live by another creature, that creature immediately exhales lightning in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 42 (12d6) lightning damage on a failed save, or half as much damage on a successful one. The spell effect is immediate upon consuming. #### Green Dragonfly *Magical Bug, Very Rare* **Biome:** :: Rainforest, Temperate Forest **Weather:** :: Humid, Warm **Appearance Chance:** :: 20% **Forage Check:** :: DC 20 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Green Dragonfly is consumed live by another creature, that creature immediately exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. The spell effect is immediate upon consuming. \column #### Red Dragonfly *Magical Bug, Very Rare* **Biome:** :: Mountain, Volcano **Weather:** :: Hot, Warm **Appearance Chance:** :: 20% **Forage Check:** :: DC 20 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Red Dragonfly is consumed live by another creature, that creature immediately exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. The spell effect is immediate upon consuming. #### White Dragonfly *Magical Bug, Very Rary* **Biome:** :: Boreal Forest, Tundra **Weather:** :: Cold, Freezing, Snow **Appearance Chance:** :: 20% **Forage Check:** :: DC 20 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a White Dragonfly is consumed live by another creature, that creature immediately exhales an icy breath in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one. The spell effect is immediate upon consuming. #### Shadow Dragonfly *Magical Bug, Very Rare* **Biome:** :: Shadowfell **Weather:** :: Warm **Appearance Chance:** :: 20% **Forage Check:** :: DC 20 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Shadow Dragonfly is consumed live by another creature, that creature immediately exhales a cloud of pure necrotic energy in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. The spell effect is immediate upon consuming. {{pageNumber 7}} \page #### Brass Dragonfly *Magical Bug, Very Rare* **Biome:** :: Desert, Mountain, Savanna **Weather:** :: Dry, Hot, Warm **Appearance Chance:** :: 20% **Forage Check:** :: DC 20 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Brass Dragonfly is consumed live by another creature, that creature immediately exhales a cloud of sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. The spell effect is immediate upon consuming. #### Bronze Dragonfly *Magical Bug, Rare* **Biome:** :: Coastal **Weather:** :: Humid, Warm **Appearance Chance:** :: 30% **Forage Check:** :: DC 18 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Bronze Dragonfly is consumed live by another creature, that creature immediately exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 14 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the caster. The spell effect is immediate upon consuming. #### Copper Dragonfly *Magical Bug, Very Rare* **Biome:** :: Caves, Mountain **Weather:** :: Dry, Warm **Appearance Chance:** :: 15% **Forage Check:** :: DC 20 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Copper Dragonfly is consumed live by another creature, that creature immediately exhales a cloud of slowing gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. The spell effect is immediate upon consuming. \column #### Gold Dragonfly *Magical Bug, Very Rare* **Biome:** :: Cave, Grassland, Mountain, Savanna **Weather:** :: Warm **Appearance Chance:** :: 15% **Forage Check:** :: DC 20 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Gold Dragonfly is consumed live by another creature, that creature immediately exhales a cloud of weakening gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell effect is immediate upon consuming. #### Silver Dragonfly *Magical Bug, Rare* **Biome:** :: Mountains **Weather:** :: Warm **Appearance Chance:** :: 25% **Forage Check:** :: DC 19 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Silver Dragonfly is consumed live by another creature, that creature immediately exhales a cloud of paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell effect is immediate upon consuming. #### Faerie Dragonfly *Magical Bug, Very Rare* **Biome:** :: Fey Wild **Weather:** :: Warm **Appearance Chance:** :: 15% **Forage Check:** :: DC 21 Nature **Duration:** :: Instantaneous **Consumption time:** :: 1 Action When a Faerie Dragonfly is consumed live by another creature, that creature immediately exhales a cloud of Fey energy in a 30-foot cone. Each creature in that area must succeed on a DC 14 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 14 Wisdom saving throw, ending the effect on itself on a success. The spell effect is immediate upon consuming. {{pageNumber 8}} \page #### Air Jumper *Magical Bug, Rare* **Biome:** :: Grassland, Savanna, Tundra, Mountain **Weather:** :: Cold, Freezing, Storm, Warm **Appearance Chance:** :: 25% **Forage Check:** :: DC 18 Nature **Duration:** :: 1 Minute **Consumption time:** :: 1 Action When an Air Jumper is subjected to a powerful gust of wind over 30mph, a portal to the Elemental Plane of Air opens directly in it's place as it is flung into the portal. The portal immediately pulls inside any who are directly adjacent to the portal within 5 feet. The portal opens in a random point within the Elemental Plane of Air, so long as it has atleast 10 feet of open space surrounding it, and will remain open for the next 1 minute. There is no saving throw for this effect and the effect is immediate. #### Earth Jumper *Magical Bug, Rare* **Biome:** :: Cave, Grassland, Mountain, Swamp **Weather:** :: Hot, Humid, Warm **Appearance Chance:** :: 25% **Forage Check:** :: DC 18 Nature **Duration:** :: 1 Minute **Consumption time:** :: 1 Action When an Earth Jumper is burried in soil, a portal to the Elemental Plane of Earth opens directly in it's place. The portal immediately pulls inside any who are directly adjacent to the portal within 5 feet. The portal opens in a random point within the Elemental Plane of Earth, so long as it has atleast 10 feet of open space surrounding it, and will remain open for the next 1 minute. There is no saving throw for this effect and the effect is immediate. #### Fey Jumper *Magical Bug, Very Rare* **Biome:** :: Feywild, Rainforest, Temperate Forest **Weather:** :: Hot, Humid, Warm **Appearance Chance:** :: 20% **Forage Check:** :: DC 20 Nature **Duration:** :: 1 Minute **Consumption time:** :: 1 Action When a Fey Jumper is affected by the *Charmed* condition, a portal to the Feywild opens directly in it's place. The portal immediately pulls inside any who are directly adjacent to the portal within 5 feet. If the Fey Jumper is on the Feywild Plane when a charm is cast on it, the portal instead opens on the Material Plane. The portal opens in a random point within the Feywild or Material Plane, so long as it has atleast 10 feet of open space surrounding it, and will remain open for the next 1 minute. There is no saving throw for this effect and the effect is immediate. \column #### Fire Jumper *Magical Bug, Rare* **Biome:** :: Mountain, Volcano, Underdark **Weather:** :: Hot, Warm **Appearance Chance:** :: 25% **Forage Check:** :: DC 18 Nature **Duration:** :: 1 Minute **Consumption time:** :: 1 Action When a Fire Jumper is engulfed in flame, a portal to the Elemental Plane of Fire opens directly in it's place. The portal immediately pulls inside any who are directly adjacent to the portal within 5 feet. The portal opens in a random point within the Elemental Plane of Fire, so long as it has atleast 10 feet of open space surrounding it, and will remain open for the next 1 minute. There is no saving throw for this effect and the effect is immediate. #### Shadow Jumper *Magical Bug, Very Rare* **Biome:** :: Cave, Swamp, Underdark, Urban **Weather:** :: Dry, Hot, Warm **Appearance Chance:** :: 20% **Forage Check:** :: DC 20 Nature **Duration:** :: 1 Minute **Consumption time:** :: 1 Action When a Shadow Jumper is engulfed by Magical Darkness, a portal to the Shadowfell opens directly in it's place. The portal immediately pulls inside any who are directly adjacent to the portal within 5 feet. When a Shadow Jumper is killed in the Shadowfell, the portal instead opens on the Material Plane. The portal opens in a random point within the Shadowfell or Material Plane, so long as it has atleast 10 feet of open space surrounding it, and will remain open for the next 1 minute. There is no saving throw for this effect and the effect is immediate. #### Water Jumper *Magical Bug, Rare* **Biome:** :: Coastal, Rain Forest, Temperate Forest, Wetlands **Weather:** :: Humid, Rain, Storm, Warm **Appearance Chance:** :: 25% **Forage Check:** :: DC 18 Nature **Duration:** :: 1 Minute **Consumption time:** :: 1 Action When a Water Jumper is submerged in water, a portal to the Elemental Plane of Water opens directly in it's place. The portal immediately pulls inside any who are directly adjacent to the portal within 5 feet. The portal opens in a random point within the Elemental Plane of Water, so long as it has atleast 10 feet of open space surrounding it, and will remain open for the next 1 minute. There is no saving throw for this effect and the effect is immediate. {{pageNumber 9}}