In a lot of great sword & sorcery stories, a hero (actually, it’s usually a villain), goes to great lengths to acquire knowledge in the form of musty scrolls and codices. When playing an adventure game, it can be hard to give these items value without them giving the heroes new abilities or increasing existing ones. Here is what I do for this lootable lore.

Author’s Language – You may not know this, but most texts are written in a single language. Furthermore, if you don’t know that language, the text is nearly indecipherable. Each text is written in a specific language, and can only be read by a hero who speaks that language or has it translated.

Reading a Text – During a long rest (which in my games is an entire day once a week), a hero can spend their downtime reading a text. A hero with the Keen Mind talent can finish a text during a short rest.

Normally, a text can only be read once by a hero. For a party of heroes, it is most often a one-use item. Other heroes can read the text, but unless they get a better result than the last one, they’ll get the same information.

Academic Text

Common Treasure.

This text contain bits of knowledge pertaining to one particular knowledge skill (usually Arcana, History, Medicine, Nature, or Religion).

When a hero finishes reading this text, they make a DC 11 Intelligence check adding their proficiency bonus for the appropriate skill. On a pass, they learn something novel and can ask the DM one open-ended question about the topic. On a failure, they can ask on yes-or-no question about the topic.

If the result was 20 or greater, the hero not only learns something novel, but can also reread the text, making another check and possibly learning something new. If the result was 1 or less, the hero learns nothing.

Reference Text

Uncommon Treasure for Journeyman. Rare Treasure for Master. Wondrous Treasure for Grand Master.

This text is an almanac of facts and techniques dedicated to a particular skill, toolset, or subschool of magic.

When a hero finishes this text, they attempt an Intelligence check benefitting from an appropriate skill. The DC of this check is 10 + the proficiency bonus of the author. On a pass, they mentally absorb the text and can attune to it. On a failure, they do not fully absorb the text, but can attempt to read it again.

Before a hero makes an ability check that benefits from proficiency with the chosen skill or toolset, or before making a spellcheck for a spell from the appropriate subschool of magic, an attuned reader can spend one minute consulting the reference text. If they do, they use the author’s proficiency bonus on the matter in place of their own.

These texts are written by authors who have expertise with a specific skill or toolset. A journeyman text has a proficiency bonus of +4. A master text has a proficiency bonus of +6. A grand master text has a proficiency bonus of +8.

Spell Text

Common Treasure for Novice. Uncommon Treasure for Journeyman. Rare Treasure for Master. Wondrous Treasure for Grand Master.

This text contains diagrams and instructions on how to cast spells. When awarded to a hero, the DM should decide which subschool of magic the text pertains to, and may decide which spells are contained within. I prefer to let my players decide what spell they want to find.

When a hero finishes reading this text, they make a DC 11 Intelligence (Arcana) check. On a pass, they learn a single spell of the text’s subschool. They can add this spell to their formulae book, prayer book, ritual book, or spellbook. On a failure, they do not fully understand the spell, but they can try again later.

If the result was 20 or greater, the hero not only learns the spell, but can also reread the text, possibly learning another spell. If the result was 1 or less, they suffer a magical mishap.

A novice text can contain a cantrip or a 1st-rank spell. A journeyman text can contain a 2nd- or 3rd-rank spell. A master text can contain a 4th- or 5th-rank spell. A grand master text can contain a 6th- or 7th-rank spell.