This grimoire of new magic items for 5th Edition campaigns brings wild surprises to your gaming table, from unknown potions, to fabled weapons and armor, to everyday magic that could become a campaign staple. 

With over 800 items to start, many by leading tabletop designers and Kobold Press veterans, there’s something here for your game, whether it is a new game underway or a long-term campaign that needs a jolt of new inspiration—for both the heroes and the villains! 

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From farmlands and forests to dungeons and deserts to bustling cities, fantastical planar realms, and the underworld, a new horde of creatures arises to challenge heroes. Keep your players surprised, entertained, and terrified with over 300 opponents they’ve never seen before—and won’t ever see coming!

The land needs new heroes—heroes who can stop the foul beings rising from the Underworld to blot out hope, decency, and progress. Do you have the fortitude and ambition, or the greed and cunning, to put a stop to them? These products include an adventure path for levels 1–13, a unique player’s guide, and one-shot lairs.  

Whispered secrets hint at the more than 700 magic spells in this tome for every class in 5th Edition. Do you dare explore the lost spells of 19 magics, including  winter, chaos, ring, shadow, and temporal? Is it safe to pursue hidden colleges and academies of lost lore?  

Once a functional fortress where wizards honed their eldritch craft, little now remains of the Scarlet Citadel—on the surface. Deep underground, dwarven mercenaries once bred their owlbears for war, sorcerers from the White Forest practiced their arts, and strange otherworldly cults drew from mysterious nodes of power.

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LEVELS 10–12 A major metropolis is in turmoil. The city-state is on the verge of total anarchy. A disease has broken out in the poorer sections and threatens to become a full-borne plague, even though those quarters have been locked under quarantine under threat of death. Doomsayers walk the streets, prophesying the end times. Suicides …

Harbingers of the Yawning Void: Cult Activities and Adventure Hooks, Part 2 Read More »

Dungeon Tables: Travel Challenges and Complications, Part 3

Jungle 1d10 Challenge/Encounter 1 A giant ape, watching the party from the canopy. 2 Two awakened shrubs and an awakened tree, or one shambling mound, unhappy at the intrusion.  3 Overgrown Path. The vines and vegetation have overtaken the path. The PCs must succeed a DC 14 Wisdom (Survival) check in order to continue in …

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One-on-One Roleplaying: Adapting Published Campaigns

Adaptation Principles As we said earlier in this series, one of the best things about one-on-one play is the focus on the player and the PC. They’re the main character around whom the entire storyline revolves. This is a double-edged sword when it comes to adapting a published campaign though. Both the narrative arc and …

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