Shared Content
Some of our books refer to the rules that we've written in other books that we've published. Rather than pushing you to purchase those other books, we've instead provided those rules freely on our website. You can find them below.
Evolution/Devolution (Spell) (Page 283 in DDDD)
(2nd level transmutation spell)
Casting time: 1 Action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: Concentration, up to 10 minutes By touching a creature, you can cause it to take on attributes of its ancestors or descendants. A creature may accept these changes willingly or must make a Wisdom saving throw. On a failed save, you may pick one of the following changes and apply it to the creature’s stat block for as long as you maintain concentration.
- Increase or decrease the damage of all of the creature’s attacks by 1d4.
- Increase or decrease the creature’s movement speed by 20 ft.
- The creature gains a climbing speed equal to half its movement, or its climbing speed is reduced by 30 ft (it can be reduced to 0).
- The creature gains a flying speed equal to half its movement, or its flying speed is reduced by 30 ft (it can be reduced to 0).
- Select one of the creature’s attacks that cause slashing, piercing, or bludgeoning damage and change that damage type to poison, acid, fire, cold, or lightning, or select one of the creature’s attacks that deal poison, acid, fire, cold, or lightning damage and change that damage type to slashing, piercing, or bludgeoning damage.
- The creature gains darkvision 60 ft., or reduces its darkvision (if it has it) by 60 ft. (it can be reduced to 0). If this creature does not have darkvision, you may reduce it's maximum normal vision range to 60 ft.
- Increase the creature’s maximum hit points by 1d4 + 4, or reduce its maximum hit points by 1d4 + 4 (to a minimum of 1).
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you may pick another trait to change for each slot above 2nd level. You cannot pick the same trait more than once.

Staff of Unspared Expense (Item) (page 298 in DDDD)
Weapon (quarterstaff), LEGENDARY, cursed, requires attunement.
Appearance: This pale ivory-coloured staff is topped with a piece of polished amber that contains a large insect fossil.
Rules: This +3 staff can be used as a spell focus by a druid, wizard, or sorcerer. While wielding this staff, you have advantage on all Charisma checks and Charisma saving throws.
Curse: While in possession of this staff, all vendors try to sell their wares at prices 50% more expensive than normal to you. This staff is cursed and, once attuned, a player cannot unattune to it. If they were to abandon the staff, it appears among their belongings during the next short or long rest. The curse can be broken by selling the staff at 200% of its usual value (DM’s choice).
Alternatively, the curse can be broken by destroying the staff by succeeding on a DC 25 Strength check. If the staff is destroyed in this manner, a blinding flash of light emits from the shattered amber, then heavy and intermittent stomping footsteps can be heard in the distance that steadily grow louder. This is the sound of a young/adult/ancient Tyrannosaurus rex approaching (age depends on the party level, at DM’s discretion). It is hostile to the party, cannot be tamed, and will pursue them as long as it can. It will actively hunt them if the party escapes.
Excavator’s Tools (Tool) (page 288 in DDDD)
COMMON, 5 gp., 8 lb.
These tools are used to carefully extract fossils or minerals from rock/mud/dirt. They cause your harvested gemstones to be 10% more valuable and harvested fossils to be 100% more valuable.
Research Scrolls (Tool) (page 290 in DDDD)
UNCOMMON, 50 gp., 2 lb.
A collection of research scrolls on your chosen topic. When using these scrolls, select one skill from History, Arcana, Nature, or Religion. If you spend 10 minutes tudying the scrolls, you gain temporary proficiency in the selected skill (or expertise if you are already proficient) for the next 6 hours. If you already have expertise in that skill, these do not provide any benefit.
General Howdah Rules (page 234 in DDDD)
A standard large howdah has a maximum capacity of five humanoids and includes two hammocks with space for two bedrolls underneath, accompanied by two storage chests, and finally a saddle with reigns for controlling the mount. A creature equipped by a Howdah has its speed reduced by 5 ft., to a minimum of 5 ft.
Huge and gargantuan howdahs have the same basic set-up, but can also be augmented with additional amenities. We recommend that a huge howdah have up to two additional amenities, and a gargantuan howdah have three or four, although you may want to allow more on the largest creatures in your campaign.
To construct a Howdah, you will generally require a team of people, including a carpenter, blacksmith, and general labourers. Alternatively, specialist components can be purchased and assembled by just general labourers (or the party). The table below outlines the recommended costs and build times. In some settings, howdahs may be commonplace and significantly cheaper.
We have also included amenities that you can augment your howdah with. Several have restrictions on the types of dinosaurs that may use them, but there should be few (or no) restrictions for their use with non-dinosaur creatures.
Size/Type - Recommended Cost - Build Time (Days)
Large Howdah - 2000-2500 gp. - 2
Huge Howdah - 5000-7500 gp. - 1d3 + 1
Gargantuan Howdah - 7500-10000 gp. - 3d4
Large Howdah (pre-built) - 3000 gp. - 0
Huge Howdah (pre-built) - 9000 gp. - 0
Gargantuan Howdah (pre-built) - 15000 gp. - 0
Amenity - 500-2000 gp. - 2
Amenity (pre-built) - 1000-2500 gp. - 0
Fortress Plate Amenity (Howdah) (page 235 in DDDD)
Ankylosaurs, Nodosaurs, and Ceratopsians only.
Heavy armour covers this creature’s flanks. Its AC is improved by 4, but its speed is reduced by a further 5 ft. (to a minimum of 5 ft.). This may be attached to a large howdah in addition to other sizes.
