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Designed by: Wilson Belshaw

Inspired by Pokémon and slottable gear, The Foestone Compendium introduces magical gems called foestones. Foestones capture the essence of a defeated monster, conferring its abilities and traits into weapons, armor, and wondrous items, with literally hundreds of options.

The entire compendium is nearly 200 pages, with only the first 10 covering the new rules and systems. The bulk of the compendium is dedicated to hundreds of foestone varieties, based on just about every single monster from the 5e Monster Manual.

Refreshingly, the rules are extremely light, and easily moddable for DMs. Suggestions and options are provided for each rule, such as requiring a DC check when trying to absorb a defeated foe (solely using PB), or only allowing the PC who landed the killing blow a chance to use their foestone.

Foestones come in five different levels, mostly reflecting the tiers of play. The level determines the max CR creature you can capture, with the base level allowing up to CR 4, while limiting any magically created or enhanced items to finite uses (higher level foestones result in permanent magic items).

I like the quirk that once a lower level, limited-use foestone has reached its limit, the monster is then released! A clever player could turn that summon into an advantage, while a desperate one sows chaos on the battlefield.

Foestones can also come in eight different types, such as weapon, armor or summon. This obviously limits what benefits and magical effects players can create with a filled foestone. Or not, and DMs could simply treat all foestones as universal, which is probably the route I would take.

Depending on the type, foestones have to be slotted into a relevant piece of equipment, item, or weapon, or the DM could allow the foestone to simply transform into whatever it needs to become to function.

foestone banshee

Here’s how it could work:

A PC possess a base-level, ability foestone. They reduce a kobold to 0 hit points and successfully absorb the creature’s essence.  The ability stone is slotted into a piece of non-magical, non-AC equipment, such as boots or gloves, creating magical equipment that they’re free to name. Let’s call them Boots of the Pack.

The PC can activate their new Boots of the Pack as a bonus action, granting them Pack Tactics for one hour. However, because it’s a low level creature (and foestone), they only get one use of this ability. It lasts for one hour, after which the stone shatters, releasing the kobold.

For something a bit more powerful and interesting, there’s the Galeb Duhr, those cute little rock-creatures that may as well be the D&D version of Geodude.

With an armor stone, a captured GaleB Duhr turns into Rolling Rock Armor, granting +1 AC and  grantingthe creature’s Rolling Charge ability.

With an ability stone, you gain the ability to animate a boulder once per turn, summoning your own Geo—er Galeb Duhr.

Or if you’re boring, use an insight stone to gain the Terran language.

That’s just two creatures with five foestone options between them. The Foestone Compendium features 666 total foestone options, including weapons, armor, summons, magical abilities, proficiencies, and passive buffs.

A xorn’s treasure sense. A yeti’s chilling gaze. A mummy’s dreadful glare. A lycanthrope’s cursed shapechanging. A beholder’s eye ray, complete with eye stalk growing out of your head!

There’s a few copy and paste jobs, like with all the various chromatic and metallic dragons, but for the most part I’m very impressed with the ideas and inspirations ripped from the Monster Manual. There are even a few joke-items that I couldn’t help but laugh at, like the dancing baby treant, or the summoned giant ape that grapples a creature and runs to the highest point.

As a collection of monster-inspired items, The Foestone Compendium is a wonderful and inspirational resource for DMs. And thanks to the easy-to-use rules, it’s something I could actually see myself implementing in my own campaigns.


  • Rules-lite approach grants full control to DMs on how to implement Foestones.
  • Over 600 Foestone options from nearly 300 monsters from the official 5e Monster Manual.
  • Foestones include a nice variety of passive buffs, active abilities, summonable creatures, and nasty curses.


  • None!

The Verdict: with refreshingly accessible, easy-to-implement rules and a ridiculously comprehensive list of options and gear, The foestone Compendium succeeds at transforming captured monsters into magical gear and treasures.

This review has been sponsored by the publisher Find more reviews on my website and YouTube channel.

Support my work by using affiliate links for shopping and pledging via Patreon.