Ye Olde Shoppe of Magicks – Anatidae Adhesive

Anatidae Adhesive

In Sunday’s game, our Artificer commented that what his character needed was Duct Tape. Of course he does. I cannot in good conscience leave that declaration alone. Thank you Bofrin Brickback for the idea. Anatidae is the biological family of water birds that include Ducks, Geese and Swans.

Lore
In certain marshes blessed by strange transmutative magic, a rare species of duck produces feathers coated in a naturally adhesive alchemical resin. When properly harvested (humanely, one hopes), refined, and woven into silvery strips, the result is the most powerful binding agent known to mortal tinkers.

Artificers swear by it. Clerics distrust it. Druids refuse to discuss it.

It is rumored that the first roll was discovered after a wizard tried to polymorph a goose into a rope.

Mechanical Properties
1 Roll of Anatidae Adhesive contains 30 feet of adhesive strip.
Each use consumes 1 foot unless otherwise noted.

Base Adhesive made from Common Arcane Marsh Ducks
Cost per roll 75GP

Actions

Patch It Up

  • As an action, you can apply 1–5 feet of tape to a construct, object, or damaged non-living item.
  • For each foot used, restore 1d4 hit points to a construct or object.
  • Can temporarily repair a broken item (DC 15 Intelligence (Tinker’s Tools) check).
  • Repairs last 24 hours unless made permanent via mending or proper crafting.

Bind the Beast

  • As an action, you may attempt to restrain a creature within 5 feet, using at least 3 ft. of adhesive.
  • Target must succeed on a DC 15 Dexterity saving throw or become Restrained.
  • A restrained creature may use its action to make a DC 15 Strength check to break free.
  • The tape has AC 13 and 15 HP per foot used.
  • Works on: Humanoids, Undead, Constructs
  • Does not adhere properly to: Oozes, Incorporeal creatures, Elementals

Improvised Engineering

  • Artificers may use the adhesive to enhance a weapon
  • You may add +1 to one damage roll of a weapon that has Anatidae Adhesive wrapped around the hilt.
  • Once per long rest, you may reroll a failed Tinker’s Tools check.

Crafting Requirements

  • To craft 1 roll of adhesive :
  • 3 Arcane Duck Feathers
  • 50 gp of alchemical solvents
  • 8 hours of work
  • Proficiency with Tinker’s Tools or Alchemist’s Supplies

On a Nat 1 the adhesive sticks to itself aggressively.  Incapacitating the user for 1d6 rounds

Table: D100 Duck Origin
d100 Source Duck
01–60 Common Marsh Duck
61–80 Feywild Glitter Drake
81–95 Storm-Touched Thunderduck
96–99 Celestial Temple Duck
100 Elder Mallard of Binding (Legendary)

Differences in the variations based on the feathers used in crafting

Fewild Glitter Drake – 125 GP/Roll

  • Patchwork Restoration 1d6 hit points / foot
  • Advantage on one Binding Protocol per short rest
  • The tape has AC 14 and 20 HP per foot used
  • You may add +2 to one damage roll of a weapon that has Anatidae Adhesive wrapped around the hilt.
  • May occasionally adhere to illusions

Storm-Touched Thunderduck – 200 GP/Roll

  • Patchwork Restoration 1d8 hit points / foot
  • Advantage on two Binding Protocols per short rest
  • The tape has AC 15 and 25 HP per foot used
  • You may add +3 to one damage roll of a weapon that has Anatidae Adhesive wrapped around the hilt.
  • May occasionally adhere to illusions

Celestial Temple Duck – 450 GP/Roll

  • Patchwork Restoration 1d10 hit points / foot
  • Restores an additional 5 HP if used on constructs devoted to lawful causes.
  • Advantage on two Binding Protocols per short rest
  • The tape has AC 16 and 25 HP per foot used
  • You may add +4 to one damage roll of a weapon that has Anatidae Adhesive wrapped around the hilt.
  • May occasionally adhere to illusions

Elder Mallard of Binding – 1,300 GP/Roll

  • Patchwork Restoration 1d12 hit points / foot
  • Restores an additional 5 HP if used on constructs devoted to lawful causes.
  • Advantage on two Binding Protocols per short rest
  • Target must succeed on a DC 18 Dexterity saving throw or become Restrained.
  • A restrained creature may use its action to make a DC 18 Strength check to break free.
  • The tape has AC 17 and 30 HP per foot used.
  • Works on: Humanoids, Undead, Constructs, Incorporeal or ethereal creatures
  • Does not adhere properly to: Oozes or Elementals
  • Counts as Magical for overcoming resistances
  • You may add +5 to one damage roll of a weapon that has Anatidae Adhesive wrapped around the hilt.
  • May occasionally adhere to illusions

Return to Ye Olde Shoppe of Magicks

Members of DnD Beyond can add this item to their campaigns.

Anatidae Adhesive base images were built using ChatGPT using prompts by Alien Graphics ©2026 Alien Graphics

All verbiage is ©2026 Alien Graphics and all imagery is ©2026 Alien Graphics and shared under the CC BY-NC-SA

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