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I. Basic rule Changes

Basic Rules Changes

Rest Changes

Breather

An additional option is present called a "Breather". It takes a ten minute time period and does not provide health regain, only provides boons for things that say "Once per short rest" - Gives players a level of exhaustion if the rest is taken.

Changes to Long Rest

Hp doesn't fully regenerate after a long rest, use the hit dice points. Get half the max hit dice back at the end of the long rest.

Initiative

Nat 20/1

A natural 20 provides a +5 to initiative while a natural 1 pushes the player to the last position in the order.

Degrees of Success

Whenever the player rolls a skill check and they miss the DC by 3 or less than may choose to pass the skill test if they give up something else. For instance, if the player is preforming a persuasion check then partial success may mean bribing the said character.

The cost of the success can range from gold, hit dice, an item, reputation, item degradation, combat etc..... Each situation can be negotiated by the DM and player.


Alignment and Fame/Infamy

Alignment

Can now be changed by the actions of the player (For instance killing or robbing an innocent peasant is not a good boy thing to do)

Social Bonuses

Fame

Whenever the players preform good deeds in a way that others may know about it, their infamy can increase from (1 to 5). Whenever the players enter a new town or area, they may roll a d100. If the number rolled is lower than the fame score, the people of the area will have heard about them and treat them accordingly.

Infamy

Whenever the players preform bad deeds in a way that others may know about it, their infamy can increase from (1 to 5). Whenever the players enter a new town or area, they may roll a d100. If the number rolled is lower than the fame score, the people of the area will have heard about them and treat them accordingly.

Role play bonus

If the player explains what they do in great detail or does an action only in character, they recieve +2 for the role.

Weekly Recap Bonus

Who ever gives the recap from the last week in character gets an inspiration point.

Combat Rule Changes

Combat Rules

Drawing and Stowing Weapons

Sheathing or stowing a weapon requires the object interaction you receive as part of your turn. You can draw a weapon as part of an attack you make with that weapon, provided you have a hand to hold it (or both hands, for two-handed weapons). This includes thrown or ranged weapons.

Getting Up & Movement Speed

Mounting, dismounting, or standing up from prone expends 15 feet of movement, regardless of your speed. If a creature has less than 15 feet of movement, it takes all its movement to mount, dismount, or stand up. A creature with 0 movement cannot do these things.

Two Concentration Spells

The player can maintain two spells that require concentration if they use thier entire turn to maintain the spells. If they are damaged then they must roll two concentration checks for each spell maintained.

Sustained Spells

If you choose, you may have a spell last as long as you keep a spell slot at the appropriate level of the spell occupied. For instance, you may have mage armor last indefinitely as long when you take a long rest, the spell slot is not regained. This is allowed for any spell whos time last over an hour and does not use concentration.

Mounted Combat

A willing creature that is at least one size larger than you and has an appropriate anatomy can serve as a mount.

Once during your turn, you can mount a creature that is within 5 feet of you, or dismount. Doing so costs 15 feet of movement. If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount as it falls and land on your feet. Otherwise, you fall prone in a space within 5 feet of it.

While you're mounted, you can control a mount that has been trained to accept a rider, or allow it to act independently. Intelligent creatures, such as dragons, always act independently.

While controlling a mount, you cannot move except to dismount. Instead, your mount moves both of you as you direct it during your turn, carrying you with it. Your mount can take an action at any time during your turn, but can only Dash, Disengage and Dodge. The two of you cannot squeeze through spaces too small for the mount.

In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.


Using Certain Magical Items

You may draw and drink a potion yourself as a bonus action. Administering a potion to another creature requires your action. The same applies to Herbal Mixtures. Any creature capable of reading Common can activate a spell scroll.

Injuries

Injury

Becoming Injured Falling to 0 HP devastates your stamina. Whenever your HP drops to 0, you gain an "injury". An injury causes you to have a level of exhaustion while it is untreated.

Treating an injury Treating an injury takes a DC 10 medicine check and a short rest per injury. This could be actions such as setting a bone and making a cast or stitching up a wound. If the player with an injury goes down again or has a critical attack against them they need to have a DC 10 CON save or re-open the injury.

Another way to stabilize an injury is with a lesser restoration though this does not cure the condition entirely.

Curing an injury To cure an injury the players need to roll a DC 10 medicine check to see if the issue is healed over the course of a long rest. Only one injury can be cured during a long rest

Another method of curing an injury is casting greater restoration which will immediately remove the injury.

Vicious injuries

Sometimes when the players are adventuring they may come across truly monstrous creatures that are Vicious . A Vicious creature if giving you an injury will also give the player a permanent injury as well using the below table.

Permanent Injuries
d10 Injury Treatment
1 Lose an arm Prosthesis
2 Lose a leg Prosthesis
3 Lose a hand Prosthesis
4 Lose a foot Prosthesis
5 Lose an eye Prosthesis
6 Lose a toe Medical Aid (DC 15)
7 lose a finger Medical Aid (DC 15)
8 Gain a horrific Scar Medical Aid (DC 20)
9 Gain an internal injury Medical Aid (DC 20)
10 Lose half your teeth Medical Aid (DC 20)

Prosthesis

The player can get a Prosthesis from a special vendor in major cities for 50gp that works the functionally the same as the original limb after a month of practice. You have disadvantage on any task that uses that appendage until a month has passed.

Magical Burnout

From Giffyglyph's Darker Dungeons

A condition that will afflict the spell casters of the group is called magical burnout. Anyone who can cast a spell takes a D12. This is your Burnout die.

Whenver you cast a spell roll the dice. On a 1 the dice is lowered and you suffer a magical burnout effect on the table below and have your dice reduced from

1d12 -> 1d10 -> 1d8 -> 1d6 -> 1d4 -> 1.

Burnout Table
d100 Consequences d100 Consequences
1-5 Drained: Lose (spell level) hit dice. 95 Gifted: Regain this spell slot.
6-15 Reduced: Lose (spell level / 2) hit dice. 96 Renewed: Regain (spell level) hit dice.
16-40 Shocked: Lose (spell level x 4) hit points. 97 Healed: Gain (spell level x 4) hit points.
41-88 Hurt: Lose (spell level x 2) hit points. 98 Protected: Gain (spell level x 4) temporary hit points.
89-93 Blackout: Disadvantage on casting for (spell level) rounds. 99 Energized: Advantage on casting for (spell level) rounds.
94 Immolated: Shrink the burnout die to d4. 100 Restored: Reset the burnout die to d12.

Recovering from Magical Burnout

Spend a hit dice Each hit dice spent restores the burnout die by one level

Take a short rest Taking a short rest restores one level of the burnout dice

Take a long rest A long rest restores the burnout die to the maximum



Weapon and Armor Degradation

From Giffyglyph's Darker Dungeons

Whenever you character rolls a 1 on an attack roll with a ranged weapon, spell focus or melee weapon it receives one dice of damage and has a reduced effectiveness to damage the enemy.

In the same note, whenever a character receives a critical hit their armor takes a dent of damage and the DC of the armor is reduced by 1 until the armor is repaired.

1d12 Weapons

1d12 - 1d10 - 1d8 - 1d6 - 1d4 - 1

2d6 weapons

2d6 - 1d6+1d4 - 2d4 - 1d4+1 - 2 - 1

Repairing damaged weapons/armor

Take a short rest When taking a short rest the character can use either repair tools (like a whetstone or a hammer) to repair one level of damage to their weapon or armor or use the mending cantrip to repair one level of damage to a single item.

Arrow Quarrels

Similar to the magical burnout you have a arrow quiver die that starts as a 1d12 and on a 1 decreases one level. Same Concepty as the other things. 1 gp to go up a level or craft arrows during a short or long rest.


II. Expanded Skills and Abilities

Expanded Skills and Abilities

Detailed below are a few additions to Ability Scores and Skills, that I feel add to the gaming experience and offer more depth to your characters and their interaction with the world.

New Ability Score: Sanity

Sanity represents your character’s mental well being and ability to stay calm and collected in the face of unreasonable situations. It’s something to keep in mind before reading the ravings of mad old wizards put to paper or investigating the temple of a dark god.

Sanity checks are uncommon as mental stability functions mostly as a passive resistance to loss of self-control and mental faculties. A sanity check can model attempts to push the limits of your mind or steel yourself against terror. Examples of sanity checks can be found below:

  • Understanding the ravings of a lunatic
  • Recognizing insanity in others
  • Deciphering a piece of text written in a language so alien that it threatens to break a character's mind
  • Overcoming the lingering effects of madness
  • Comprehending a piece of alien magic foreign to all normal understanding of magic

Sanity saving throws are typically made against one of the following: fear, horror, or madness. Each of these types of sanity saving throws have their own triggers as described below. In addition to those outlined there, more possible triggers may come up.

Sanity/CR Table

CR DC
0-2 DC 5
3-5 DC 7
6-9 DC 9
10-13 DC 11
14-17 DC 13
18+ DC 15

Fear

Fear saving throws are the least consequential of the three types of sanity saves. Common causes for a fear saving throw are listed below.

  • Seeing a lesser abberation, greater undead, fey, or fiend for the first time. (Use Table DC)
  • Seeing a trusted ally or beloved friend killed. (DC 9)

If your character fails a sanity saving throw against fear, he will suffer from the frightend condition for 1 minute. If he fails the saving throw DC by 5 or more, the duration of this effect increases to 5 minutes. A character can repeat the saving throw at the end of every turn to shake off this effect. The character may also choose to take one level of maddness and remove the fear effect entirely.

Horror

When a character is confronted by a nightmarish revelation or experiences a brush with oblivion, they must succeed on a saving throw against horror. Common causes for a Horror saving throw are listed below.

  • Witnessing a greater abberation, greater fiend or other powerful supernatural entity (Use DC table)
  • Witnessing two or more of your party members being killed (DC 13)
  • Having truely horrific revalations being revealed to you.

If your character fails a sanity saving throw against horror, he will suffer from the frightend condition for 5 minutes as described in the above section for sanity saving throws against fear as well as gain a level of maddness. If he fails the saving throw DC by 5 or more he will gain an additional level of Madness.

Nightmare

Madness saving throws are rare and highlight the toll of the extreme horrors your character is subjected to. Examples of events that might trigger a Sanity saving throw against madness include:

  • Commiting a heinous act that goes against the beliefs and values of your character. (DC 15)
  • Reading a tome that grants your character insight into the mad outer realms. (DC 15)
  • Being tortured extensively or isolated from all human contact for long periods of time. (DC 15)

If your character fails a saving throw against madness, they will gain three levels of maddness. If they fails the saving throw by 5 or more, they instead gain a permanant level of maddness that can only be removed with a greater restoration or above spell.

Reduced Sanity

Any time a character is suffering from a level of madness, the character's Sanity Score is reduced by 1 for each level of madness they posses. A greater restoration spell can restore Sanity lost in this way, and a character can increase his or her Sanity Score through Ability Score gained by level advancement.

Maddness

Maddness Mechanics

Maddness can be caused by a variety of ways. If can be caused when the player sees a true horror of the world and thier mind can not longer deal with what they have seen. It can be caused when the players attempt to understand knowledge beyond thier capability and damages thier mind with what they've seen.

Many of the following maddness effects carry some form of mechanical detriment, but the real fun is being aware and weaving them into narrative and roleplaying scenarios. Consider how some of these effects might alter a social encounter, or adjust the character's reaction to a particular event. Don't be afraid to remind a player of their maddness should a moment arise where they may have an opportunity to incorporate it.

When the player aquires a level of maddness, they must roll 5d4. This is the DC of the maddness and what will be referenced when the maddness is experience, or when the player wishes to recover from maddness.

You can attempt to recover from Maddness after taking a long rest, rolling for each of the conditions that you may have aquired.

List of Maddness Traits

1. Broken Spirit

You can no longer discern illuisons from reality. You do not get a save against illusionary images or sounds and instead full heartedly believe them for thier entire duration regardless of the facts presented to you. You also have disadvantage on insight checks to discern truth from ficiton.

2. Distored Visions

Your vision is clouded with otherworldly sights. You cannot see beyond 30 ft.

3. Escape to the Immaterium

When your character suffers the effects from a critical hit, you are stunned for 1 minute. They may repeat the save at the end of each of thier turns. Anyone can spend their action to rouse the character or any amount of damage to wake them up.

4. Fearful

You are deathly afraid of everything and everyone. Roll a 1d4 for each creature in combat each round of combat. On a 1, you must make a DC 10 Sanity Check. On a failed save, you are afraid of thie entity and must repeat the save each round.

5. Imaginary Friend

A friendly spirit has moved into your mind and become your friend. But this entity is also the only thing you trust. No other creature can count as friendly for use in spells or abilities, including sneak attack.


6. Murderous

You suffer irresistible murderous urges at the sight of the helpless. If any creature you can see is incapacitated (friend or foe), you must spend your reaction moving directly toward that creature and making a single melee attack against it, if it is within range.

7. Otherworldly Parasite

An entity from the Fade has moved into your mind. You often see this entity and it is agressive and hostile to the player. On every turn of combat you must roll a 1d8. On a 1, the entity appears in a random place on the map and you must use your entire turn moving away from it or attacking the entity.

8. Paranoid

You no longer trust even your closest allies. Nobody else can count as a "friendly" creature to you, in regards to abilities or spells. They however can still target you with spells that effect friends. The only creature your beneficial spells and abilities can target is yourself. You also cannot take a short rest within 50 ft of any other player

9. Severely Phobic

You acquire a severe fear of a certain creature type of the DM's choice (typically similar to whatever causes this condition). When you enter combat with a creature of the chosen type, you become frightened of the creature for 1 minute and must make a Wisdom saving throw (DC is your corruption saving throw). On a failure, you are stunned. You can repeat this saving throw at the end of your turn.

10. Silent Horrors

You have seen the face of true evils and have lost the ability to speak. If your player wishes to speak or cast any spells that require the verbal component, they must roll a 1d4. On a 1 they only make choked noises and cannot say anything at all.

11. Unspeakable Knowledge

Your character has learned horrors that are warping thier mind. They suffer one level of exhaustion.

12. The Dark Voices

Your character is distrated by the dark voices that constantly talk in thier head. If the character attempts to maintain concentration on anything (spells, waiting on an ambush, crafting something) they must make a DC 11 Sanity check or are overwhelmed by the voices and lose focus, dropping concentration and or failing the crafting check.

Corruption

Corruption Mechanics

Corruption can be caused by a variety of ways. *

Many of the following corruption effects carry some form of mechanical detriment, but the real fun is being aware and weaving them into narrative and roleplaying scenarios. Consider how some of these effects might alter a social encounter, or adjust the character's reaction to a particular event. Don't be afraid to remind a player of their corruption should a moment arise where they may have an opportunity to incorporate it.

When the player aquires a level of corruption, they must roll 5d4. This is the DC of the corruption and what will be referenced when the corruption is experience, or when the player wishes to recover from corruption.

You can attempt to recover from corruption after taking a long rest, rolling for each of the conditions that you may have aquired.

List of Corruption traits

Blighted Cough

You develop an uncontrollable cough that creeps up every now and then. Roll a 1d8 every round of combat. On a 1, you spend the entire turn coughing and are incapacitate for the round.

Body Parasites

Parasitic worms infest and writhe throughout your innards. Any hit points regained through spending Hit Dice is halved.

Chronic Fatigue

Your body has difficulty with continuous physical activity. If you do not take a short or long rest directly after a combat that lasted more than 1 minute, you suffer 1 point of exhaustion.

Corporeal Fraility

Your body is weak and crippled. You have disadvantage on Strength saving throws.


Exposed Soul

Your willpower has crumbled, leaving your mind vulnerable. You have disadvantage on Wisdom saving throws.

Eyes of Shadow

Your eyes grow jet black and empty, your pupils becoming small glowing points of green flame. You gain Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you. the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Mark of the Cursed

Your willpower has crumbled, leaving your mind vulnerable. You have disadvantage on Wisdom ability checks.

Rotten Joints

Your joints begin to suffer from internal decay and degeneration. You have disadvantage on Dexterity ability checks and saving throws.

Ruinious Veins

Your blood is infested with dark magic. Any hit points regained through magical healing is halved.

Seeping Sores

Painful sores cover your body, making it difficult to exhibit all of your strength. You have disadvantage on Strength ability checks.

Warped Spine

Your spine has become twisted and hunched. You have disadvantage on Dexterity ability checks and saving throws

Withered Flesh.

Your flesh has pulled tight against your skeleton, making your visage terrifying to most. You have disadvantage on Charisma ability checks and Charisma saving throws.

New Skills and Skill Changes

Changes to Intellegence

If player has in 8, cannot write or read.

Players can receive a bonuses in tool proficiency (max of one additional tool) or languages based on the bonus int char has with a maximum of two additions languages or skills.

For example, if the player has +2 int when starting the game they may choose to take an addition tool or language or two addition languages. The player cannot take two addition tools.

They do not get this benifit on level ups.

Skill Change: Persuasion

Is no longer tied to the CHA skill, can now be used with INT or WIS depending on the situation and approach. DC of tasks may be changed according to the option chosen.

CHA can still be used in all situations but the other two options now CAN be used if situation is appropriate.

Skill Change: Intimidation

Is no longer tied to the CHA skill, can now be used with STR depending on the situation and approach. DC of tasks may be changed according to the option chosen.

CHA can still be used in all situations but STR can be used if situation is appropriate.

Skill Changes: Animal Handling

This measures your ability to calm/pacify and deal with animals. Also proficiency in Animal Handling allows the character to control up to one creature with CR 1/2 max AC and that has been trained over several Long Rest (One long rest per 1/8 CR)

New Skill: Spellcraft

While the Arcana Skill handles the mechanical textbook understanding of magic very well, I feel the spellcraft skill of previous editions referring to one’s practical ability to cast spells, practice magic and use and craft magical items is a good addition to the roster of skills in 5e.

Classes with a full casting progression such as the Sorcerer, Bard, Cleric, and Wizard are automatically proficient in this skill. Classes with half casting such as the Paladin, Warlock, Artificer and some other classes with the plan of entering spellcasting archetypes such as the Eldritch Knight or Arcane Trickster can select this as one of the skills granted by their class.

The skill’s ruling attribute will vary from caster to caster. It is always based on the primary casting stat of the class they are using to cast a spell.

Spellcraft checks will be uncommon outside of specialized forms of casting such as altering a spell in a nontraditional manner (possibly even mimicking the effects of sorcerous metamagic), casting collaboratively with another spellcaster or using spellscrolls from another spelllist.


Skill Changes: Knowledge Skills

Knowledge skills (Arcane, Nature, History, Religion) will provide knowledge on monsters statistic based on the following formula. Also, each five levels above the DC provide will provide an additional piece of information as well.

Spell save DC = 8 + (Creatures CR)/2

What you can learn
Creature Attributes
AC Resistances
Vunerabilities Hit Dice
Alignment Attributes
Skills Movement
Creatures and Associated Skills
Creature Type Skill
Aberration Religion
Beast Nature
Celestial Religion
Construct Arcane
Dragon Arcane
Elemental Arcane
Fey Religion
Fiend Religion
Giant History
Humanoid History
Monstrosity Nature
Ooze Nature
Plant Nature
Undead Religion

Cantrip Changes

The PC can elect to take three extra cantrips as long as the PC takes a maximum of two combat cantrips. This only applies to strictly damage cantrips, if they have alternative uses (life control fire) then they are still allowed. This was to give the casters more interesting cantips to take for RP purposes as well as puzzle solving.

Background Changes

Basics of Backgrounds

I know that you boiz dont really bind your background into the character all that well so instead you may instead choose to learn an additional..

  • Two Skills
  • Two Languages/Tool proficiency

However to do this you have to at least try and work these skills into your character background so be prepared to defend it when presenting you character.

We will just drop the bonus background ability

III. Racial, Feat, Prestige

Racial Changes

Darkvision

From Giffyglyph's Darker Dungeons

True darkvision is a rare ability, found only in those living in the deepest, darkest places of the world. If you have dark vision you may either choose to take low-light vision or instead go with Dark vision that comes along with sunlight sensitivity. Dark vision from other sources (Class/Items) is still treated normal.

Low-light Vision

You may see 30ft into darkness from a source of dim light and can see dim light as if it were bright light

Human Changes

Don't use the book version of human any more, use the following link : Variant Humans, For the link to the new humans.

Dragonborn Breath Weapon

Can be used as a bonus action instead of a full action. Alternatively if you can use multi attack you may replace any of these attacks with your breath weapon instead.

Halfling Lucky Trait

After you use the lucky trait you cannot use it again until your next long rest. It also recharges on a natural 20 roll from an attack, ability check or saving throw.

Ursine Races

The ursine of the far north have adapted to the cold tundra and taigia and have built thier homes in the side of mountains or the pits of a glacial cave. link

Changeling

Use this one instead : link

Expanded Sub-Races

Elfs

Name link
City link
Desert link
Mountain link
Ash link

Dwarfs and Halflings

Name Link
Road Dwarf link
Silverwit link

Feats, Styles and Prestige Classes

The rules to this game are much more punishing on the characters. In order to help the characters survive this there is going to be a variant rule implemented.

Free feat

At level 1, the players may take a free feat no matter thier race. However, they may only learn feats after this by spending the appropriate amount of downtime with a teacher learning how to preform the feat. Leveling up does not give the player new access to feats.

Learning Feats

The players may spend time with a book, trainer, or whatever else can teach them to learn a new feat during downtime. It takes 180 days to learn a new feat with a cost of 1gp per day as well as whatever thier normal living expenses may be.

This training can be broken up and does not need to be in one sitting

Extra Feats

Name Description Link
Class-like Feats Give yourself a weaker version of the barbarian rage, the fighters action surge and the sorcerers metamagic! link
Expanded Feats No trend just a lot of good feats link
Tool based Feats Feats that expand your abilities with various tools link
Weapon Feats Feats that let you specialize in a specific weapon link
Skill Feats Feats that let you get massive bonuses with a specific skill link

Magic Feats

Hemomancy

Studying the magic of controlling and manipultaling blood has taught the player the ability to use thier own and other's blood in dark ways. You gain the following abilities:

Access to Hemomancy Magic: The player may now use any spell listed in the hemomancy section of the PDF that fits thier class and level.

Blood Sense: The player can preform investigation checks on dried blood to get a sense of what happened

Empowering Blood: Player may spend a hit dice to upcast a spell up to one level higher.



Eldritch Magic

Studying a dark and forbidden book, with an ancient demon or any other maleficient source the player can learn about manipulating the dark and forbidden magic of the world. You gain the following abilities.

Access to Eldritch Magic: The player may now use any spell listed in the Eldritch section of the PDF that fits thier class and level.

Touch of Shadows: Player gets access to the Umbralturgy cantrip for free. This does not count against the number of cantrips you are allowed to know

Corrupting Power: Player may spend a bonus action to take up to your level in corruption or madness conditions to regain two spell slots for each condition taken rounded up. You may only do this once per long rest.

You canot gain spell slots you would not normally be able to have.

Example: By taking on one level of corruption, they may regain two levels of spell slots, either a level 2 slot or two level 1 slots. By taking 3 levels of corruption, they may regain upto six levels of spell slots.

Prestige Classes as Feats

Prestige classes may be take as entire class features or instead may be taken as feats. These feats take the normal time to level up (180 days) and do not count twords your level.

Any abilities that provide spell slots do not interact with your normal spell slots and are only for prestige class features.

You may only take a first level in a prestige class if you conditions are met in game (ie, you find an evil amulet that makes you an undead)

Prestige Classes Options

Name Description Link
Undead Become a minor Lich! link
Rider Bind your soul to that of a beast link
Vampire Be a lesser, recently turned vampire link

Fighting Style Options

From Wizards of the Coast, Unearthed Arcana

Fighter, paladin, and ranger feature (enhances Fighting Style)

When you choose a fighting style, the following styles are added to the list of options.

Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

IV. Extra Classes

Class Expansions

Full Class options
Name Description Link
Artificer A technologically equiped adventure link
Atavist The best blood magic based class I have seen yet link
Psion Pychic warrior who cast magic with thier mind link
Planeshifter Use the powers of the plains with this Gish based class link
Necromancer A much more specific wizard that focuses entirely on necromancy link
Soul binder Bind your soul to that of a powerful creature to become two halves of the same whole. link
Swordmage Like paladin but more arcane. Quite good link
Witch Bind the spirits to your soul in order to give yourself strength link

V. Expanded Core Classes and Subclasses

Subclass Changes

Barbarians

Expanded Subclasses

Subclass Description Link
Beast Werewolf and Barbarian become one link
Rowan Fire Barbarian with Rock Music link
Blood Rage Hard with a AOE Damage sniff blood through walls link
Ironhearted Wear heavy armor and one hand two handed weapons with lots of drawbacks! link

Survival Instincts

2nd-level barbarian feature (replaces Danger Sense)

You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Instinctive Pounce

5th-level barbarian feature (replaces Fast Movement)

When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.

Bards

Expanded Subclasses

Subclass Description Link
Shadowfell Mix shadows and stealth link
Ancients Do tree stuff to, summon a tree hand to grapple people! link
Diplomacy Get into the pants of that damsey even easier than before! link
Dirges Be a depressing Goth and make people think about death all the time link
Ministries Bring the word of god to your players with soft guitar and light vocals link

Magical Inspiration

1st-level bard feature (enhances Bardic Inspiration)

If a creature has a Bardic Inspiration die from you and casts a spell, the creature can roll that die and add the number rolled to one damage or healing roll of the spell. The Bardic Inspiration die is then lost.

Spell Versatility

1st-level bard feature (enhances Spellcasting)

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace.

Cleric

Expanded Subclasses

Subclass Description Link
Night Make the enemies and probably your fellow players what it means to hate the dark link
Corruption A weird cantrip that makes the class but is actually pretty good link
Liberation Like a preacher from the good ol'USA lookin fur some oil link
Spirits Get a spirit animal and talk to the dead and Ghostly link
Wind Idk what to say its about the wind but I hope you like the wind link
Travel Really good if you want to make every roll on the travel portion of the game link
Winter Life is hard in the winter and also a metaphor for death link

Cantrip Versatility

1st-level cleric feature (enhances Spellcasting)

Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.

Channel Divinity: Harness Divine Power

2nd-level cleric feature (enhances Channel Divinity)

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.


Blessed Strikes

8th-level cleric Divine Domain feature (replaces Divine Strike or Potent Spellcasting)

In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

Blessed Strike Damage Type
Domain Damage Type
Arcana Force
Forge Fire
Grave Necrotic
Knowledge Weapon's
Life Fire
Nature Cold/Fire/Lightning
Night Necrotic
Order Psychic
Tempest Lightning/Thunder
Trickery Psychic
Toxin Poison
War Weapon's

Druid

Expanded Subclasses

Subclass Description Link
Abberant Worship and become a tentacle horror link
Twilight Can use recently dead corpses to cast high level spells 10/10 link
Boundary Can wear heavy armor and can switch into animal form with the armor link

Wild Shape

Proficiency: Use your current player proficiency rather than that of the beast

Cantrip Versatility

1st-level druid feature (enhances Spellcasting)

Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list.

Wild Companion

2nd-level druid feature (enhances Wild Shape)

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Fighter

Expanded Subclasses

Subclass Description Link
Cut Throat Play as a bandit basically and fight dirty link
Centurion Badass like a Roman legion. Can use shield to defend allies. link
Blood knight Like an eldritch knight but with more blood magic. link
Bounty Hunter Like a spell less ranger link
Duelist Big bonus to 1 v 1 bro link
Rune Knight Can imbune your armor link
Survivalist An actual spell less ranger link
Templar Like an Eldritch knight but much holier than that link

Variant Fighter you have to use

The Fighter will use the Variant Fighter found in This PDF

Eldritch Knight Changes

You can pick which type of spell caster they would like to be - for instance could pick druid/cleric/warlock rather than just wizard



Monk

Expanded Subclasses

Subclass Description Link
Bloody Fist Can use health to do more damage link
Four Elements A revamp of the four elements in the handbook. Very cool link
Dreamer Can commune with the gods when you are dreaming link

Monk Weapons

1st-level monk feature (enhances Martial Arts)

You can use this feature to define your monk weapons, rather than using the definition in Martial Arts.

You practice your martial arts with specially chosen weapons, which become monk weapons for you. You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons). The chosen weapons must each meet the following criteria:

• The weapon must be a simple or martial weapon.

• You must be proficient with the weapon.

• The weapon must lack these properties: heavy, special, or two-handed.

Ki-Fueled Srikes

2nd-level monk feature (enhances Ki)

If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.

Ki Features

2nd-level monk feature (enhances Ki)

When you gain the Ki feature at 2nd level, you get access to the following features.

Distant Eye

When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.

Quickened Healing

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.

Paladin

Expanded Subclasses

Subclass Description Link
Hellsworn Become a paladin of EVIL link
Midnight A Shadow sneaky paladin that can stealth in heavy armor link
Orthodoxy The hand of the inquisition and righteousness of god link
Purification You really really hate heretic and really love fire link
Grave Undead make you very very angry, and you like being cold link

Fighting Style Options

Use the expanded Fighting style options mentioned in the class changes part of the guide. You also have access to Blessed Warrior

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Channel Divinity: Harness Divine Power

3rd-level paladin feature (enhances Channel Divinity)

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.



Ranger

Expanded Subclasses

Subclass Description Link
Cloud You like hanging out on top of mountains and can fly a bit link
Nomad Psyonic Ranger than can bend arrows with his mind link
Snow You like the cold and you are good at being cold link
Spell Seeker You hate mages and are good at killing them link
Nightstalker You can get several shadow pets that do stuff link

Variant Ranger: you have to use

The Ranger will use the Variant Ranger found in This PDF

Hunters Mark

Hunters mark is now a free spell and can be cast at its lowest level without using a spell slot up to your wisdom mod per short rest. This hunters mark cannot switch targets after it is cast and does not take up concentration.

Roving

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Fighting Style Options

2nd-level ranger feature (enhances Fighting Style)

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Rogue

Expanded Subclasses

Subclass Description Link
Archaeologist Literally indiana jones link
Shadowstalker Send out your shadow to do things on its own link

Cunning Action: Aim

2nd-level rogue feature (enhances Cunning Action)

You gain an additional way to use your Cunning Action: carefully aiming your next attack. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Sorcerer

Expanded Subclasses

Subclass Description Link
Aberration You are part of the nameless horrors of the unknown link
Frost Like Elsa from Frozen, you like frost link
Heroic Decendant of Great and legendary heroes link
Imperial You hail from royal blood link
Vampire There was a vampiric influence on your bloodline to give you a fraction of their powers link
Undead You might have died and come back to the land of the living link
Fey You have a Fey like bloodline that could be a gift or interbreeding link

Variant Sorcerer you can use

The Sorcerer will use the Variant Sorcerer found in here

Two extra spells

Sorcerers will get two addition known spells when they take 1 level in this class.

Additional Metamagic

You recived an additional metamagic option at level 2

Metamagic recharge

You get back half of your metamagic points back on a short rest


Spell Versatility

1st-level sorcerer feature (enhances Spellcasting)

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.

Font of Magic Options

2nd-level sorcerer feature (enhances Font of Magic)

When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points.

Empowering Reserves

When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.

Imbuing Touch

As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Sorcerous Fortitude

As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled. Metamagic Options

3rd-level sorcerer feature (enhances Metamagic)

When you choose Metamagic options, you have access to the following additional options.

Elemental Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.

Seeking Spell

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.

Unerring Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.

You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.

Additional Metamagic Options

Name Description Link
Expanded Table 1 First table of stuff link
Expanded Table 2 Second table of stuff link

Warlock

Expanded Subclasses

Subclass Description Link
Ancient Book You found an ancient book in a library that teaches you dark magics link
Ancient Dragon A dragon has taken you under his ancient wings link
Buried A ancient and deep creature of the earth link
Forest The spirit or ancient tree in the deep woods link
Leviathan A dark and mysterious creature from the depths of the ocean link
Shaman The spirits of your ancestors guide you link
Lich Like the swords coast guide one but better link

Spell Versatility

1st-level warlock feature (enhances Pact Magic)

Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace.

Eldritch Blast

Eldritch blast is a free cantrip. You may use whatever damage type is appropriate for your patron instead of force damage.

Hex

Hex is now a class feature and is not needed to be learned or cast using spells slots. Instead you may cast it for free your CHA times per short rest as if you had cast it on the lowest level. You still need to maintain concentration of this spell while casting it with this feature.

Pact of the Blade

This now uses CHA for Attack rolls. You may also use a second weapon in the often hand and gain the benefit of using this class (this still must follow the standard rules of two handed fighting). You cannot create a ranged weapon with this pact.

You also gain the Thirsting blade invocation of this class when you reach level 5.


Variant Casting

You may now use Int or Cha for the class features of the Warlock. You must decide when you first take levels in this class and it cannot be changed later.

Eldritch Invocation Options

2nd-level warlock feature (enhances Eldritch Invocations)

When you choose eldritch invocations, you have access to the following options.

Bond of the Talisman

Prerequisite: 12th level, Pact of the Talisman feature

While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you.

Chain Master’s Fury

Prerequisite: 9th level, Pact of the Chain feature

As a bonus action, you can command your familiar to make one attack.

Eldritch Armor

Prerequisite: Pact of the Blade feature

As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.

Eldritch Mind

Prerequisite: Pact of the Tome feature

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Far Scribe

Prerequisite: 5th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching the name on it.

Gift of the Protectors

Prerequisite: 9th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can magically erase a name on the page by touching the name on it.

Investment of the Chain Master

Prerequisite: Pact of the Chain feature

When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

• The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.

• The familiar no longer needs to breathe.

• The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

• If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Protection of the Talisman

Prerequisite: 9th level, Pact of the Talisman feature

When the wearer of your talisman makes a saving throw in which they lack proficiency, they can add a d4 to the roll.

Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman’s wearer.

Pact Boon Option

3rd-level warlock feature (enhances Pact Boon)

When you choose your Pact Boon feature, the following option is available to you.



Pact of the Talisman

Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll.

If you lose the talisman, you can perform a 1- hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet.

The talisman turns to ash when you die.

Wizard

Expanded Subclasses

Subclass Description Link
Chronomancy Allows some time manipulation abilities link
Cryomancer Skilled with ice magic and aligned with frost link
Demonology Lets you have a little demon buddy all day link
Hedge You learned on your own outside school link
Hemomancy Blood magic link
Onomancy Nameing of things link

Cantrip Versatility

1st-level wizard feature (enhances Spellcasting)

Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the wizard spell list.

Expanded Familiars

Name Description Link
Objects Familiars that are books or things like that link
Undead For our necromanticially inclined friends, an undead familiar link

VI. Item Changes

Starting Wealth by Class

Each class, when starting will start with a certain sum of gold to by all thier tools with. As thier initial level increases, so does the initial gold they start with. The following list each class and how much gold they will start the game with.

Class Level 1-4 Level 5-10 Level 11-16 Level 17-20
Artificer 4d4 x 10 4d4 x 50 4d4 x 100 4d4 x 150
Atavist 4d4 x 10 4d4 x 50 4d4 x 100 4d4 x 150
Barbarian 2d4 x 10 2d4 x 50 2d4 x 100 2d4 x 150
Bard 4d4 x 10 4d4 x 50 4d4 x 100 4d4 x 150
Cleric 5d4 x 10 5d4 x 50 5d4 x 100 5d4 x 150
Druid 2d4 x 10 2d4 x 50 2d4 x 100 2d4 x 150
Fighter 5d4 x 10 5d4 x 50 5d4 x 100 5d4 x 150
Monk 5d4 x 5 5d4 x 25 5d4 x 50 5d4 x 150
Paladin 5d4 x 10 5d4 x 50 5d4 x 100 5d4 x 150
Psion 3d4 x 10 3d4 x 50 3d4 x 100 3d4 x 150
Planeshifter 4d4 x 10 4d4 x 50 4d4 x 100 4d4 x 150
Necromancer 4d4 x 10 4d4 x 50 4d4 x 100 4d4 x 150
Ranger 5d4 x 10 5d4 x 50 5d4 x 100 5d4 x 150
Rogue 4d4 x 10 4d4 x 50 4d4 x 100 4d4 x 150
Sorcerer 3d4 x 10 3d4 x 50 3d4 x 100 3d4 x 150
Soul Binder 4d4 x 10 4d4 x 50 4d4 x 100 4d4 x 150
Swordmage 5d4 x 10 5d4 x 50 5d4 x 100 5d4 x 150
Warlock 4d4 x 10 4d4 x 50 4d4 x 100 4d4 x 150
Witch 3d4 x 10 3d4 x 50 3d4 x 100 3d4 x 150
Wizard 4d4 x 10 4d4 x 50 4d4 x 100 4d4 x 150

Slot based inventory

Instead of using weight or size for items, we are going to use Slots. Slots work in that your character will be alloted a different amount of slots based on thier size using the below table. Then, the player adds thier strength to the number of slots. This is equal to the total number of slots that your character may carry without becoming encumbered.

Carry Weight by Size

Size Carry Weight
Tiny 9
Small 15
Medium 18
Large 21
Huge 27

Food, Water, Money

In addition to the normal storage weight, your character may carry a ration pouch with upto five rations, a waterskin that holds upto five rations of water and a purse that can contain up to 100 assorted coins for free.

Encumberance

If you carry more than your total alloted slots, you are encumbered. You cannot move if you exced your total number of slots by double. If you are encumbered you have...

  • Disadvantage on all rolls
  • Speed is halved
  • Gain Hunger, Thirst and Fatigue at twice the rate

Magical Containers

Each of these take an action to withdraw from and add a specific amount of space to your inventory.

  • Bag of holding : +6 slots
  • Handy Haversack : +12 slots

Armor DR

In order to make having heavy and medium armor worth it with the increase in weight, they will now have an DR.

Heavy armor: now has a DR equal to the players proficiency.

Medium armor: Now has a DR equal to half the players proficiency rounded down.

Strength and Weight

Every point of STR that the player has adds an additional slot (ie +3 STR adds +3 slots). Every point under +0 that the player has reduces thier inventory slots by 1 as well.

Base Inventory Changes

Name Cost Weight
Abacus 2gp S, 1
Arcane Focus 10gp S, 1
Ball Bearings (1,000) 1gp S, 1
Bedroll 1gp M, 2
Bell 1gp S, 1
Blanket 5sp S, 1
Block and Tackle 1gp S, 1
Book 25gp S, 1
Caltrops (10) 1gp S, 1
Candle 1cp T, 1/5
Case 1gp S, 1
Chain (10ft) 5gp S, 1
Chalk 1cp T, 1/5
Clothes, Common 5sp S, 1
Clothes, Costume 5gp M, 2
Clothes, Fine 15gp M, 2
Clothes, Traveler's 2gp S, 1


Name Cost Weight
Clothes, Winter 5gp L, 3
Component Pouch 25gp S, 1
Crowbar 2gp M, 2
Dictonary 30gp S, 1
Druid Focus 1gp S, 1
Fishing Tackle 1gp S, 1
Flask or Tankard 2cp S, 1
Fur Mantle 5gp L, 3
Game, Cards 5sp S, 1
Game, Dragonchess 1gp S, 1
Game, 3 Dragon Ante 1gp S, 1
Glass Bottle 2gp S, 1
Grappling Hook 2gp S, 1
Googles, Shaded 50gp T, 1/5
Hammer 1gp S, 1
Hammer, Sledge 2gp L, 1
Holy Symbol 5gp S, 1

Base Inventory Changes

Name Cost Weight
Holy Water 25gp S, 1
Horn, Signal 5gp S, 1
Hourglass 25gp S, 1
Hunting Trap 5gp M, 2
Ink 10gp T, 1/5
Ink Pen 2cp T, 1/5
Instrument, Bagpipes 30gp L, 3
Instrument, Drum 6gp M, 2
Instrument, Dulcimer 25gp L, 3
Instrument, Flute 2gp S, 1
Instrument, Horn 3gp M, 2
Instrument, Lute 35gp M, 2
Instrument, Lyre 30gp M, 2
Instrument, Pan Flute 12gp S, 1
Instrument, Viol 30gp M, 2
Kit, Climber 25gp S, 1
Kit, Healer 5gp S, 1
Kit, Mess 2sp S, 1
Lamp 5sp S, 1
Latern, Bullseye 10gp S, 1
Lantern, Hooded 5gp S, 1
Latern, Miner 10gp S, 1
Lock 10gp S, 1
Manacles 2gp S, 1
Mirror, Steel 5gp S, 1
Oil (flask) 1sp T, 1/5


Name Cost Weight
Paper 2sp T, 1/5
Parchment 1sp T, 1/5
Perfume 5gp T, 1/5
Pick, Miners 2gp L, 3
Pipe, Smokeing 2sp T, 1/5
Pitons 5cp S, 1
Pole (10ft) 5cp L, 3
Rainproof Mantle 5gp M, 2
Ration (1) 1sp T, 1/5
Rope, Hempen (50ft) 1gp S, 1
Rope, Silk (50ft) 10gp S, 1
Scale, Merchant 5gp S, 1
Sealing Wax 1sp T, 1/5
Signal Wistle 5cp T, 1/5
Signet Ring 5gp T, 1/5
Soap 2cp T, 1/5
Spellbook 50gp S, 1
Spikes, Iron (10) 1gp T, 1/5
Snowshoes 5sp M, 2
Tent, Two-Person 2gp L, 3
Tinderbox 5sp S, 1
Torch 1sp S, 1
Vial 1gp T, 1/5
Waterskin 2sp T, 1/5
Whetstone 1cp T, 1/5

Drugs

Name Cost Weight
Baccaran 5sp T, 1/5
Echo 1gp T, 1/5
Gaar 2sp T, 1/5
Mecken 5sp T, 1/5
Misty Sorin 3gp S, 1
Nyx 5gp S, 1
Skien 1gp T, 1/5
Suude 5sp T, 1/5

Alchemy

Name Cost Weight
Alchemical Acid 25gp S, 1
Alchemical Fire 50gp S, 1
Alchemical Frost 50gp S, 1
Alchemical Spark 50gp S, 1
Antitoxin 50gp T, 1/5
Crushing Gel 25gp T, 1/5
Flash Ice 50gp T, 1/5
Flash Powder 25gp S, 1
Poison Bomb 50gp S, 1
Smoke Stick 25gp T, 1/5
Tanglefoot Bag 25gp S, 1
Thunderstone 25gp T, 1/5

Herbalism

Name Cost Weight
Blue Cap 2gp T, 1/5
Bog Myrtle 2gp T, 1/5
Lavender Seeds 2gp T, 1/5
Royal Lichen 2gp T, 1/5
Spur Root 2gp T, 1/5
Wisps Breath 2gp T, 1/5
Dried Ginko 2gp T, 1/5
Hewleaf 2gp T, 1/5
Hysop Dew 2gp T, 1/5
Lillythistle 2gp T, 1/5
Rinwort 2gp T, 1/5
Silver Thornbush 2gp T, 1/5

Brewing

Name Cost Weight
Bane Oil 50 S, 1
Elemental Oils 50 S, 1

Tinkering

Name Cost Weight
Dancing Star 25gp S, 1
Devil Puffball 25gp S, 1
Northern Wind 25gp S, 1
Samum 25gp S, 1
Silver Bomb 100gp S, 1
Smoke Bomb 5gp S, 1
------------------- -------- -------
Alarm Clock 5gp S, 1
Compass 100gp T, 1/5
Gas Mask 50gp S, 1
Grapple Hook 50gp S, 1
Hunting Trap 5gp M, 2
Lighter 5gp T, 1/5
Telescope 100gp S, 1
Magnifying Glass 100gp S, 1
Music Box 5gp T, 1/5
Repeating Crossbow +50gp S, 1
Time Piece 100gp T, 1/5
Wind up toy 5gp T, 1/5

Simple Melee Weapon

Name Cost Weight
Club 1sp M, 2
Dagger 2gp S, 1
Greatclub 2sp L, 3
Handaxe 5gp M, 2
Javelin 5sp L, 3
Light Hammer 2gp S, 1
Mace 5gp M, 2
Quarterstaff 2sp L, 3
Sickle 1gp S, 1
Shortspear 1gp M, 2

Simple Ranged Weapon

Name Cost Weight
Dart 5cp T, 1/5
Light Crossbow 25gp M, 2
Shortbow 25gp M, 2
Sling 1sp S, 1

Martial Melee Weapon

Name Cost Weight
Battleaxe 10gp L, 3
Caestus 1gp S, 1
Estoc 25gp M, 2
Falchion 25gp M, 2
Flail 10gp M, 2
Garotte Wire 5gp S, 1
Glaive 20gp L, 3
Greataxe 30gp L, 3
Greatsword 50gp L, 3
Halbard 20gp L, 3
Lance 10gp L, 3
Longsword 30gp M, 2
Maul 10gp M, 2
Morningstar 15gp M, 2
Parrying Dagger 3gp S, 1
Rapier 25gp M, 2
Scimitar 20gp M, 2
Shortsword 10gp M, 2
Spear 2gp L, 3
War Picks 5gp M, 2
Warhammer 15gp L, 3
Whip 2gp S, 1

Martial Ranged Weapon

Name Cost Weight
Arquebus 500gp L, 3
Blowgun 10gp S, 1
Hand Crossbow 75gp S, 1
Handgonne 250gp S, 1
Heavy Crossbow 50gp L, 3
Longbow 75gp L, 3
Net 1gp S, 1

Martial Ranged Ammo

Name Cost Weight
Arrows 2cp S(20)
Bodkin Arrow 30cp S(20)
Broadhead Arrow 50cp S(20)
Blunt Arrow 2cp S(20)
Walloping Arrow 30cp S(20)
Elemental Arrow 5sp S(20)
Silver Arrow 3sp S(20)
Adamantine Arrow 3sp S(20)
Bullet 30cp S(20)

Shields

Name Cost Weight
Buckler 6gp S, 1
Kite Shield 10gp M, 2
Tower Shield 50gp L, 3

Armor

Name Cost Weight
Light, Padded 5gp L, 3
Light, Leather 10gp L, 3
Light, Studded Leather 45gp L, 3
Medium, Hide 10gp XL, 6
Medium, Chain Shirt 50gp XL, 6
Medium, Scale Mail 50gp XL, 6
Medium, Breastplate 400gp XL, 6
Medium, Half Plate 750gp XL, 6
Heavy, Ring Mail 30gp XXL, 9
Heavy, Chain Mail 75gp XXL, 9
Heavy, Splint Mail 200gp XXL, 9
Heavy, Plate Mail 1,500gp XXL, 9

Tools

Name Cost Weight
Alchemist's supplies 50 gp M, 2
Brewer's supplies 20 gp M, 2
Calligraphers's supplies 10 gp S, 1
Carpenter's tools 8 gp S, 1
Cartographer's tools 15 gp S, 1
Cobbler's tools 5 gp S, 1
Cook's utensils 1 gp M, 2
Glassblower's tools 30 gp M, 2
Jeweler's tools 25 gp S, 1
Leatherworker's tools 5 gp S, 1
Mason's tools 10 gp L, 3
Painter's supplies 10 gp S, 1
Potter's supplies 10 gp S, 1
Smith's tools 20 gp L, 3
Tinker's tools 50 gp L, 3
Weaver's tools 1 gp S, 1
Woodcarver's tools 1 gp S, 1
Disguise Kit 25 gp S, 1
Forgery kit 15 gp S, 1
Herbalism kit 5 gp S, 1
Navigator's tools 25 gp S, 1
Poisoner's kit 50 gp S, 1
Thieves' tools 25 gp S, 1

Mounts

Name Cost Weight
Camel 50gp 21 Slots
Donkey 8gp 18 Slots
Elephant 200gp 27 Slots
Griffon 3,500gp 18 Slots
Horse, Draft 50gp 21 Slots
Horse, Riding 75gp 21 Slots
Mastiff 25gp 18 Slots
Pony 30gp 18 Slots
Warhorse 400gp 21 Slots
Wyvern 5,000gp 21 Slots

Pets

Name Cost
Blood Hound 5gp
Hunting Hawk 5gp
Owl 5gp
Mastiff 25gp
Clockwork Creature 30gp
Psudodragon 50gp
Tressym 50gp

VII. Adventuring Gear Changes

Weapon Tables

With the additional properties detailed, they can be listed in tables of new and existing weapons. Some weapons list multiple damage types. When attacking with one of those weapons, you indicate which type you'll use before you make the attack.

Simple Melee Weapons
Name Cost Damage Weight Properties
Club 1 sp 1d4 bludgeoning 2 lbs. Light, nonlethal
Dagger 2 gp 1d4 piercing ¾ lb. Finesse, finisher, light, prone fighting, thrown (20/60)
Greatclub 5 sp 2d4 bludgeoning 10 lb. Heavy, nonlethal,, two-handed
Handaxe 3 gp 1d6 slashing 2 lb. Light, thrown (20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (30/120)
Light Hammer 2 sp 1d4 bludgeoning 2 lb. Light, thrown (20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. Sundering
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Nonlethal, versatile (2d4)
Sickle 1 gp 1d4 slashing 2 lb. Light,
Shortspear 1 gp 1d6 piercing 4 lb. Light, versatile (1d8)

Simple Ranged Weapons
Name Cost Damage Weight Properties
Dart 5 cp 1d4 piercing ¼ lb. Finesse, thrown (20/60)
Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (80/320), loading, sundering, two-handed
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (100/150), two handed
Sling 1 sp 1d4 bludgeoning ¼ lb. Ammunition (30/120)

Martial Melee Weapons
Name Cost Damage Weight Properties
Battleaxe 10 gp 1d8 slashing M, 2 Sweeping, versatile (1d10)
Cestus 1 gp 1d4 bludgeoning S, 1 Light, special
Estoc 25 gp 1d8 piercing M, 2 Parry, sundering, versatile (1d10)
Falchion 25 gp 1d8 piercing/slashing M, 2 Finesse, parry,
Flail 10 gp 1d8 bludgeoning/piercing M, 2 Bypass, ensnaring, wind-up
Garotte Wire 5 gp 1d6 slashing S, 1 Finesse, light, special, two-handed
Glaive 20 gp 1d10 slashing L, 3 Heavy, reach, sweeping, two-handed
Greataxe 30 gp 1d12 slashing L, 3 Heavy, finisher, two-handed
Greatsword 50 gp 2d6 piercing/slashing L, 3 Heavy, parry, sweeping, two-handed
Halberd 20 gp 1d10 piercing/slashing L, 3 Heavy, reach, two-handed
Lance 10 gp 1d12 piercing L, 3 Reach, special
Longsword 30 gp 1d8 piercing/slashing M, 2 Parry, versatile (1d10)
Maul 10 gp 2d6 bludgeoning L, 3 Heavy, sundering, two-handed
Morningstar 15 gp 1d8 bludgeoning/piercing M, 2 Sundering, finisher
Parrying Dagger 3 gp 1d4 piercing S, 1 Finesse, light, parry, prone fighting
Rapier 25 gp 1d8 piercing M, 2 Finesse, parry,
Scimitar 20 gp 1d6 slashing M, 2 Light, finesse,
Shortsword 10 gp 1d6 piercing/slashing M, 2 Light, finesse, finisher
Spear 2 gp 1d8 piercing L, 3 Reach, versatile (1d10)
War Pick 5 gp 1d8 piercing M, 2 Sundering, versatile (1d10)
Warhammer 15 gp 1d8 bludgeoning M, 2 Sundering, versatile (1d10)
Whip 2 gp 1d4 slashing S, 1 Ensnaring, finesse, reach
Martial Ranged Weapons
Name       Cost             Damage Weight Properties
Blowgun 10 gp 1 piercing S, 1 Ammunition (range 25/100), loading, special
Hand Crossbow 75 gp 1d6 piercing S, 1 Ammunition (range 30/120), light, loading, sundering, prone fighting
Heavy Crossbow 50 gp 1d10 piercing L, 3 Ammunition (range 100/300), heavy, loading, sundering, two-handed
Longbow 75 gp 1d10 piercing M, 2 Ammunition (range 200/600), heavy, two-handed
Net 1 gp - S, 1 Special, thrown (range 5/15)

Exotic Ranged Weapons
Weapon Cost Damage Weight Properties
Arquebus 500 gp 2d8 piercing L, 3 Ammunition (range 60/120), gunpowder, heavy, loading, two-handed
Handgonne 250gp 2d6 piercing S, 1 Ammunition (range 30/90), gunpowder, loading
Shields
Name Cost +AC Weight Properties Grip
Buckler 8 gp 1 S, 1 Light, parry Handle
Shield 10 gp 2 M, 2 - Handle, strap
Tower Shield 50 gp 3 L, 3 Special Strap
Ammunition
Name Cost Weight Weapon Properties
Normal Arrow 2cp S(20) Bow/Crossbow -
Bodkin Arrow 3 cp S(20) Bow/Crossbow Sundering
Broadhead Arrow 3 cp S(20) Bow/Crossbow Slashing damage
Walloping Arrow 5 cp S(20) Bow/Crossbow DC 10 Str check or enemies fall prone
Hunting Arrow 2 cp S(20) Bow/Crossbow Bludgeoning damage, 1onlethal
Soar Wood Arrow 3 sp S(20) Bow/Crossbow Ignores penalty when fired at long range
Elemental Ammunition 5 sp S(20) All Extra 1d6 Damage (Fire, Cold, Lightning, Acid)
Silver Arrow 3 sp S(20) All Negate DR (exotic), Spellbreaker
Adamantine Arrow 3 sp S(20) All Negate DR (mundane), Unbreakable
Bullet 30 cp S(60) Gun -

Weapon Properties

Ammunition

You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition.

Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Bypass

These flexible weapons wrap around shields and other personal defenses. They ignore the AC bonus granted by shields and parrying weapons or reactions.

Ensnaring

These weapons feature chain, rope, hooks, or other parts that can aid in entanglement. When you hit with an ensnaring weapon, you can use your bonus action to attempt to shove the target prone, disarm them, or pull them 5 feet towards you, using your weapon attack modifier in place of Strength (Athletics).

Finisher

Finisher weapons are well-suited to executing enemies at your mercy. When you make an attack against a prone creature with a finisher weapon, you roll one additional damage die.


Gunpowder

These weapons utilize volatile chemical powder as a propellant to fire projectiles or explode. They cannot be used underwater. When you make an attack, a gunpowder weapon flashes brightly, expels smoke, and creates a bang that can be heard within 300 feet. Each time you attack with a gunpowder weapon, you expend one pinch of powder as well as a piece of ammunition. It takes an action to reload a gunpowder weapon.

Carrying too much powder is risky. Every time a creature wearing or carrying items with the Gunpowder property takes at least 20 fire damage, one of those items explodes and is destroyed. The blast deals 2d6 fire damage and 2d6 thunder damage to all creatures and objects within 20 ft.

Nonlethal

The weapon is designed to incapacitate or is otherwise capable of delivering a hit that does not kill the target. When you reduce a creature to 0 HP with this weapon you can knock a target unconscious and leave them stable. All weapons may be used to deal nonlethal strikes, but deal 1+STR bludgeoning damage instead of their typical value.

Parry

This weapons can parry incoming attacks. When you are attacked by a melee weapon attack from a target you can see, you can use your reaction to attempt to parry it, adding half your proficiency bonus to your AC for that single attack. Parries must be declared before the result of the attack is known.

Prone Fighting

When you are prone and make a melee attack with this weapon, you do not suffer disadvantage for being prone.

Special

Special weapons have some entirely unique property. These are detailed after the weapon charts.

Sundering

The weapon features qualities that crush, pierce, break, or penetrate armor. When you attack a target wearing a breastplate, brigandine, cuirass, halfplate, splint, or full plate, you gain a +2 bonus to the attack roll. You also gain this bonus against creatures with thick shells or metallic hides, and other creatures at the discretion of your DM.

Sweeping

These weapons strike in broad motions. When you reduce an enemy to hit points with a sweeping weapon, target another creature within reach and, if the original attack roll can hit it, apply any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to kill an enemy.

Wind-up

You can prepare attacks with this weapon to make it even more effective. You can use an attack to wind up or set your weapon. On the next attack you make with the weapon, you add an additional weapon die and twice your Strength modifier to damage. A weapon can only add one such damage die in this way. If no attack is made by the end of the wielder’s next turn it is no longer wound up. The wielder can use an attack to keep the weapon wound up for a subsequent round. A weapon that is wound up can be used to make an opportunity attack when an enemy enters its range.

Special Properties

Blowgun Needle

These minute needles are especially potent when paired with a poison coating. When applying poison, a dose can cover 10 pieces of ammunition instead of the usual 3.


Cestus

The weapon is not held in the hand, instead wrapped around the wrist, held in the fingers, or covering the knuckles. Wielding this weapon does not prevent you from grappling or shoving an enemy, using an item, or climbing, but you cannot wield other weapons or perform somatic components with that hand.

Garotte Wire

Garrote Wire cannot be used on any creature greater than 1 size larger than you, and you must have advantage on attack rolls against a creature in order to target it with a garotte. On a hit, the target is automatically grappled and restrained. Until the grapple ends, the target cannot breath and chokes. Creatures that do not need to breath are immune to a garotte wire's choke at the discretion of the DM. Choking creatures die after an uninterrupted number of rounds equal to their Constitution modifier.

Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when you aren't mounted. If you hit with a weapon attack after moving at least 30 feet straight toward a target while mounted, the lance deals an extra 1d6 piercing damage.

Tower Shield

    To wield a tower shield, a creature must be medium or larger and have at least 15 Strength. Wearing a tower shield also reduces the users move speed by 10ft as they must now move with much more care across the ground. Its wielder can use their reaction to hide behind it to gain ¾ cover against harmful area-of-effects such as breath weapons or spells, so long as the effect does not travel around corners.

Adventuring Gear

New Adventuring Gear

Below this table list a series of new supplies and items that can be bought or crafted in various way. The prices listed are the base prices for the items that might change based on the region.

New Adventuring Gear
Item Cost Slots
Compass 100gp 1/5(T)
Cold Weather Clothes 3gp 1(S)
Dictonary 30 gp 1(S)
Fur Mantle 5gp 2(M)
Miners Latern 10gp 1(S)
Rainproof Poncho 5gp 2(M)
Shaded Goggles 50gp 1(S)
Signal Horn 1gp 1(S)
Smoking Pipe 2sp 1/5(T)
Snowshoes 5sp 2(M)
Timepiece 100gp 1/5(T)

New Adventuring Gear

Compass A small metal compass which points to the magnetic north pole. Using it gives advantage on survival checks to avoid getting lost. A character with a compass always knows which way is north.



Cold Weather Clothes Wearing this clothes instead of armor provide 1 level of cold weather resistance.

Dictonary You can spend 10 minutes per page of text translating it from one language in the dictonary to another

Fur Mantle Wearing this as a cloak over the characters clothes or armor provides 1 level of cold weather resistance

Miner's Latern A miner's lantern cast a bright light in a 30ft cone and dime light for an additional 30ft. Once lit, it burns for 6 hours on a flask of oil. A miner's lantern is smaller than other lanterns and comes with straps which may be used to attach it to a helmet or other suitable set of gear.

Rainproof Mantle Wearing this as a cloak over the characters clothes or armor provides immunity to saves involving rainy conditions

Shaded Goggles: A set of goggles that protect the user from bright flashes of light and daylight. If the player has sunlight sensitivity they may negate the negative effects while it is worn. This also provided Adv. on saving throws against bright lights and flashes of color.

Signal Horn Usually made out of wood or animal horns, a signal horn may be used to create deep tones that can be heard from up to 1 mile away. With practice a variety of sounds can be made.

Smoking Pipe Smoking pipes are usually made from wood. They can be used to smoke a wide range of herbs, each of which have a different effect.

Snowshoes Frames usually constructed of wood, rope, cloth or sinew can be attached to your feet or footwear. Wearing snowshoes allows you to ignore difficult terrain caused by snow.

Timepiece A small metal timepiece may be worn as a pendant or as a pocket watch, usually attached with a small chain. A character with a timepiece always knows the time of day that it is.

Drugs

Taking a drug takes a single action and requires an CON check to see if the player becomes addicted. The CON check DC begins at DC10 but increases by 1 each time the player takes the drug within the span of a Full Rest.

Drug Addiction

If the player fails the check they become addicted and suffer one point of exhaustion. This level of exhaustion is removed if the player is healed with a lesser restoration, takes more of the drug or the addiction is cured during a long rest.

Name Type Cost Size Duration Effects Drawbacks
Baccaran Smoked 5 sp (T) 1d4 x2 hours During a short rest, provides an additional Hit Dice and Adv on all hit dice rolls to recover health Disadvantage on Initiative, Dex checks and Str Checks. Cannot maintain Concentration on spells. Disadvantage on Perception checks - Initial Addiction DC of 5 with an addition +1 per time used each week
Echo Injested 1 gp (T) 2d6 x10 minutes Under "Detect thought" spell. Adv on insight/persuasion/deception/initiative rolls During: Disadvantage on concentration checks, psychic damage causes DC 14 check or stunned for 1 minute, x2 after time on drug spent paranoid (Use Maddness table)
Gaar Smoked 2 sp (T) 2d4 hours Adv on all investigation and tool use checks Disadvantage on Charisma skill checks and perception checks - Initial Addiction DC of 5 with an addition +1 per time used each week
Mecken Injested 5 sp (T) 2d6 x10 minutes Provides the user with Adv on all animal handling checks - Can speak to small animals Can only speak in animal voices, Disadvantage on intellegence checks and saving throws
Misty Sorin Inhaled 3 gp (S) 2d10 hours Adv on dex based checks, 10 extra ft of move per turn, can use bonus action to dash. Ignore two levels of exhaustion After it ends, pass out for however many hours you were on the drug x2, does not grant short/long rest, gains one level of exhaustion
Nyx Inhaled 5 gp (S) 2d6 x10 minutes Can ascertain certain Astral/Divine knowledge - much like commune spell Disadvantage on all checks and saving throws
Skien Smoked 1 gp (T) 1d4 hours Allows the player to see into the Ethereal plane for 60ft Cannot see in colors. Difficulty in discerning reality, Disadvantage on all Perception checks. Each round DC 10 Wis check to determine real/not real.
Suude Smoked 5 sp (T) 2d6 x10 minutes Provides player with 1d4+2 sorcerery point and access to metamagic options. Chance of magically failure increases from 1 to 2

Alchemy

The basics of alchemy depend on the character having proficiency in the alchemy supplies. All crafted items are made at half the cost listed below. All Alchemical items are considered small when dealing with smell slots.

How to make alchemical items

The player then can buy the necessary supplies for half of the items cost, then can create during a short rest or they can find ingredients in the world that equal up to half the total cost of the alchemical item.

Harvesting Alchemical ingredients

To get alchemical supplies, you may buy them from any major city with an alchemical shop, gather them from the enviroment or harvest them from various monsters you find out in the world.

Gather

To find alchemical ingredients, a character must spend a short rest looking for them in the nearby area with a WIS (Survival) check to attempt to find 10gp worth of materials. DC is based on the forager table and the local enviroment.

Harvest

They may also harvest alchemical supplies from slain creatures with first a INT (Nature/Arcane/Religon) (DC 10) check to identify if the creatures has useful parts then a WIS (Survival) (DC 8 + CR * 2) check to harvest the part from the creature (Materials worth CR/4 rounded down).

Crafting without proficiency

The players can attempt to create some of these simple alchemical recipes at the lowest level without a proficiency in the field if they obtain a book of the recipes for 100gp in any major city.

Alchemical Creations

Simpler Creations (25gp)

Item Description
Alchemical Acid Damages 5 foot area, all adjacent need dex saves or take 3d8 acid damage, Objects take max damage
Thunderstone 5ft area, DC 14 con save or knock back ten feet and prone
Smoke Stick creates think smoke in a 10 ft area for 1 minute that blocks vision
Tanglefoot Bag 10ft cube becomes difficult terrain, any creature in the area must succeed on DC 14 str save or be immobile. They can repeat this save at the end of each of thier turns or just use action to regain mobility)
Cushing Gel Provides cushioning from fall in a 10ft area
Flash Ice Freezes water in 30ft cube, creatures in need to make DC 14 Con saving throw or be restrained, can repeat the save at end of each of the creatures turns

More Difficult Creations (50gp)

Item Weight
Flash Powder 20 ft area DC 15 CON save or be blinded for 1 min. The creature may repeat save at the end of each creatuers turns
Swift Step Draught Increase speed by 20ft for 1 minute
Alchemical Fire Damages 5 foot area, all adjacent need dex saves or take 2d8 fire damage. The creature may use its action to put out fire out with a DC 14 DEX check. Each turn the fire is not out, the creature takes 1d6 per turn until fire for maximum of 1 minute
Alchemical Frost Damages a 5 foot area, all adjacent need to make a DC 14 DEX saves or take 3d8 cold damage. Creatures caught in the ice have thier speed reduced by 10ft for 1 minute. They can take an action to break ice formed on them with a DC 14 STR check.
Alchemical Spark Damages 5 foot area, all adjacent need to make a DC 14 DEX save or take 3d8 shock damage. All creatures within five make a DC 14 CON save be stunned for 1 round.
Antitoxin Cures poisoned condition
Poison Bomb 10ft area, last 1 minute, DC 14 CON save or suffer poisoned condition, the creature may repeat this save at the end of each of thier turns. The creature can not be effected by the same bomb twice.

Herbalism

Herbalism is the skill involved with knowning what herbs in nature can be used for an how to craft them into a usefull poltice or potion for consumption.

Harvesting Herbs

When the player takes a short rest or during the travel phase of the day, they may choose to look for usable herbs in nature. This takes a INT (Herbalism) check to accomplish that is based on the enviroment the character is currently in.

If the player succeeds this roll they find 1d6 herbs. For each herb the players find they roll a 1d20 to discovery which herb they find using the below table.

Players may instead choose to take 10gp worth of "Healing", "Mana" or "Stamina" herbs for creating those three types of potions instead of finding any of the below listed herbs.

Creating a Poultice/Potion

During ten minutes of downtime a player may prepare a poultice using the listed amounts of herbs in the tables below. This poultice can then be applied as an action.

Healing

Category Cost Effect
Lesser 25 2[Hit Die] + 2
Greater 75 4[Hit Die] + 4

Stamina / Mana

Category Cost Stamina Mana
Lesser 10 -1 Exhaustion + 1 Mana Dice
Greater 25 -2 Exhaustion + 2 Mana Dice

Basic Herbs (2 gp)

Name Roll__ Description
Blue Cap 1-3 Immediate re-roll agaisnt disease.
Bog Myrtle 4-6 Stabilize downed players
Lavender Seeds 7-8 Reduce your scent (Adv on stealth checks that rely on scent)
Hewleaf 9-10 Provides Adv. to exhaustion checks from not sleeping
Silver Leaf 11-12 Provides Adv. on Sanity saves for 1 hour
Spur Root 13-14 Reduce Physical Scaring from injuries
Wolfsbane 15 +1 to saving throws against magic (1d4 hours)
Rinwort 16 Halts Petrification
Ginko leaf 17 +5 passive perception (2d4 hours)
Royal Lichen 18 Immediate roll against a poison condition.
Hysop Dew 19 Darkvision 30ft (1d4 hours)
Lillythistle 20 Player can hold thier breath for double the normal time

Basic Herbs Poultice (DC 10)

Name Need Description
Blue Cap 5 Immediately roll with Adv. for a Disease
Bog Myrtle 4 Provides Adv. on death saving throws (1d4 hour)
Lavender Seeds 5 Advantage on Dex checks (1d4 hour)
Hewleaf 5 Negates the need to sleep for 1 short rest. Cannot use more than 3 times in a row
Silver Leaf 5 Suppresses all Maddness condition (2d4 hours)
Spur Root 3 Starts regrowth of minor appendage (like finger)
Wolfsbane 3 Can be smeared on a blade, provides the same effects as 'silvering' a blade (1d4 hours)
Ginko leaf 3 Cannot be suprised (1d4 hours)
Royal Lichen 5 Resistant to poison damage and have Adv. on poison saves (1d4 hours)
Hysop Dew 3 Darkvision out to 30ft as well as Advantage for sight based perception checks and investigation checks (1d4 hours)
Lillythistle 4 Player does not need air. Provides Adv. on checks that involve gases (1d4 hours)
Rinwort 4 Reverses Petrification

Brewing

Brewers can craft specific oils from a with the help of supplies, a fire and their tools during a short rest. All crafted items are made at half the cost listed below.

Bane Oils

Bane oils are crafted in such a way that they increase the damage done by weapons to creatures of a specific type. In order to make this oils the character will need Blood from the type of creature they desire to make the bane oil for.

Ingredients

Ingredients made for bane oils consist of the base cost for the oils that can be made from Rare Oil's, and Blood from the creature type. To create the rare oils the character will need metal dust bought from merchants for whatever the base cost of the oil is.

Cost and Damage of Bane Oils

Cost Damage
50gp 2d4

Elemental Oils

Similar to the bane oils, the elemental oils can be applied to a weapon or pieces of ammunition as an action to provide additional elemental damage to the players weapon. The material needed for elemental oil consist of Oil and Gem Dust that must be either found in the world or bought from merchants

Base Cost Damage
50gp 1d4

Poisons

There are three categories of poisons.

  • 1) The basic poison which can be made during a long rest costing half the base cost
  • 2) Poisons made from plants or materials scavenged from plants/fungi
  • 3) Poisons extracted from Monsters.

Crafting a poison

During a short rest the player can attempt to make a poison using the ingredients listed in the table below with a DC check of 10. The cost to craft any poison if the player has the correct ingredients is half of the base cost to buy the poison.

Supplies for these poisons can be found in nature during a short rest (base DC 15, changes based on the area as well). this will provide the player with around 10gp worth of "poison supply". You may also buy any needed ingredients from dealers in cities though this may prove to be difficult.

There are several rare types of herbs that can be found known as Sap of the Blood Tree, Midnight Flower, Black Lotus Flower, Abysal Root that the DM might give the players on a crit roll or in special circumstances

Positoxins

One of the options for crafting the basic poison is a "Positoxin" that only effects extraplanars and undead.

Special Crafting conditions

Some poisons will also require certain conditions to be crafted such as on holy ground or during the full moon.

Harvesting

Players may attempt to harvest poisons from any of the creatures listed below with a INT (DC 10) check related to the creature and a poison tool check to harvest the ingredient. DC for the harvest is 8 + (CR / 2). Failure by five or more causes the poison to affect the harvester.

Crafted Poisons

Name Type Cost Materials Description
Basic Poison Injury 50 Rare Herbs A creature subject to basic poison must make a DC 13 CON save or take 1d4 points of poison damage. Can be mundane or a positoxin.
Assassins Blood Ingested 75 Sap of the blood tree A creature subjected to this poison must make a DC 12 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
Truth Serum Ingested 75 70 gp worth of herbs A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.
Drow Poison Injury 100 Only be made by Drow This poison is typically made only by the Drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Gravedust Inhaled 100 Grave dirt, Holy water An undead creature subjected to this poison must succeed on a Constitution saving throw (DC 14) or become incapacitated for 1 round.
Malice Inhaled 125 120 gp worth of herbs A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
Pale Tincture Ingested 125 120 gp worth of herbs A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Lockjaw Ingested 125 120 gp worth of herbs A creature subjected to this poison must make a Constitution saving throw (DC 15). On a failed save, the creature's jaw muscles lock and its tongue falls numb. An affected creature cannot speak or cast spells that require verbal components for 10 minutes.
Essesnce of Ether Inhaled 150 150 gp worth of herbs A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Oil of Taggit Contact 200 200 gp worth of herbs A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
Torpor Ingested 300 300 gp worth of herbs A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Crafted Poisons (Cont.)

Name Type Cost Materials Description
Witchbane Poison Injury 350 350 gp worth of herbs A creature subjected to this poison must make a Constitution saving throw (DC 17). On a failed save, they lose 1d4 spell slots, starting at level 1 slots and increasing until that many spell slots have been lost. This effect ignores all magical effects that grant immunity to poison.
Liquid Mortality Injury 750 Bought at Church An undead creature subjected to this poison must make a Constitution saving throw (DC 22). On a failed save, their Strength score is permanently reduced by 2. If this effect reduces an undead creature's Strength to 0, they are utterly destroyed, and cannot be resurrected or reanimated by any means other than a wish spell. The creature's Strength score can be restored by a greater restoration spell or similar magic.
Nightmare Root Ingested 1,450 Abyssal Root A creature subjected to this poison must make a Constitution saving throw (DC 19). On a failed save, the creature's sleep is haunted with a combination of their greatest fears and everything they've ever done wrong. An affected creature cannot benefit from long rests, and therefore gains a point of exhaustion at the beginning of the next day. The poison leaves the creature's system 24 hours after ingestion.
Midnights Tears Ingested 1,500 Midnight Flower A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Antithesis Ingested 1,200 gp Made from oil in the underdark A creature subjected to this poison must succeed on a Constitution saving throw (DC 17). On a failed save, they are infected with a parasitic disease. While diseased in this way, the creature cannot regain hit points through any means other than a short or long rest. Each time it would regain hit points in any other way, it instead takes 8 (2d8) poison damage and can repeat the saving throw, ending the effect on itself on a success.
Black Lotus Extract Contact 6,520 Black Lotus Flower A creature subjected to this poison must succeed on a DC 16 Constitution saving throw. A creature subjected to this poison takes 55 (10d10) poison damage.
Depraved Decadence Ingested 9,500 Only on black market A creature subjected to this poison must make a Constitution saving throw (DC 25). On a failed save, a creature can no longer receive sustenance by consuming food. Every two days the creature goes without sustenance, their Constitution score decreases by 1. If a creature's Constitution score reaches 0 due to this effect, they die.

Harvested Poisons

Name Type Cost Materials Description
Pseudodragon Venom 65 Pseudodragon Injury A creature subjected to this poison must succeed on a Constitution saving throw (DC 11) or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Harvested Poisons (Cont.)

Name Type Cost Materials Description
Grell Venom 75 Grell Injury A creature subjected to this poison must succeed on a Constitution saving throw (DC 11) or become poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Carrion Mucus 100 Carrion Crawler Contact This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Serpent Venom 100 Giant Snake Injury This poison must be harvested from a dead or incapacitated giant poisonou snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Dretch Gas 100 Dretch Inhaled Dretch gas lingers for 1 minute after it is released, or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
Imp Venom 100 Imp Injury A creature subjected to this poison must succeed on a Constitution saving throw (DC 11), taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Serpent Venom 100 Snakes Injury A creature subjected to this poison must succeed on a Constitution saving throw (DC 10), taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If the poison has been harvested from a giant poisonous snake, the damage increases to 10 (3d6) and the saving throw DC increases by 1
Chuul Paralytic 225 Chuul Contact This poison must be harvested from a dead or incapacitated Chuul. A creature subjected to this poison must make a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cockatrice Saliva 325 Cockatrice Injury A creature subjected to this venom must succeed on a Constitution saving throw (DC 11) against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
Scorpion Venom 500 Scorpion Injury A creature subjected to this poison must make a Constitution saving throw (DC 9), taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. If the poison has been harvested from a giant scorpion, the damage increases to 22 (4d10) and the saving throw DC increases by 3;
Wyvern Venom 600 Wyvern Injury This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Gorgon Breath 600 Gorgon Inhaled A creature subjected to this gas must succeed on a Constitution saving throw (DC 14) against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Purple Wurm Poison 1,000 Purple Wurm Injury This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Aboleth Oil 1,250 Aboleth Contact This poison must be harvested from a dead or incapacitated Aboleth. A creature subjected to this oil must make a Constitution (DC 14) saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease, but the creature is unaware that they have been affected. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Pit Fiend Venom 10,000 Pit Fiend Injury A creature subjected to this poison must succeed on a Constitution saving throw (DC 21) or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tinker

Tinkering is like the art of artificing but with less magic and more gunpowder. You can craft anything from the tinker list when you possess tinker tools, the necessary supplies and a suitable work area. You cannot harvest tools needed for this in the wilds and must find or buy all nessesary supplies with suitable merchants.

CraftingAll tools listed here can be crafter for half the cost listed in the description

Bombs

Name Cost DC Area Description
Smoke bomb 5 gp - 20ft Creates heavy obscured area in a 20ft area for 1 minute before dispersing.
Dancing Star 25gp DC 14 Dex 10ft 2d8 fire damage initially, then persistent 1d8 fire damage for 1 minute
Devil puffball 25gp DC 14 Con 10ft 2d8 poison damage initially, then persistent 1d8 poison damage for 1 minute
Northern Wind 25gp DC 14 Con 10ft 2d8 cold damage initially, then persistent 1d8 cold damage for 1 minute. If a creature takes this damage, half their move for the turn
Samum 25gp DC 14 Con 10ft 2d8 radiant damage initially, if creature fails saving throw is also blinded until the end of their next turn
Silver Bomb 100gp - 10ft Weakens magic in the area. Spells cast into the cloud, out of the cloud and through the cloud all have disadvantage on attack, targets have advantage on saving throws, magical damage is halved, casters have disadvantage on concentration checks.

Gadgets

Name Cost Description
Telescope 100gp Allows the user to see twice as far. Can be crafted into a scope to remove long range penalties on ranged weapons
Magnifying glass 100gp Allows the user to see things too small to normally see. Adv on Investigation checks to search a room or a similar situation.
Gas Mask 50gp Allows the user advantage on all gas related saving throws.
Lighter 5gp Gives advantage on attempting to start a campfire and can start a flame as an action
Music Box 5gp Action to start, plays a pre-recorded tune for 1 minute
Wind up toy 5gp Action to start, randomly moves 5ft per round and makes noise for 1 minute
Hunting traps 5gp A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is 0. A creature can use its action to make a DC 13 strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapper creature
Alarm Clock 5gp Will ring after a set amount of time, maximum of 24 hours. Can be made into a watch
Grapple Hook 50gp As an action, user can launch grappling hook. Allows for the creation of climbable ropes in a 60ft range.
Repeating Crossbow 50gp Modifies a crossbow to be able to hold 4 rounds before needing reload. Reload takes a full action.
Compass 100gp Points north, characters using it have advantage on not getting lost
Time piece 100gp Players who have this always know how long it is until sunrise, sunset
Ammo 1sp Ammo for the firearms

Guns

Name Cost Damage Description Range
Arbalast 400 2d6 + 1d4 fire Bonus Action Reload, Misfire 2 Range (200-800)
Flintlock pistol 200 1d8 + 1d4 fire Bonus Action Reloa, Misfire 2 Range (100-400)

Weapon and Armor Crafting/Modding

Crafting a New Weapon/Armor

When wanting a new weapon or a modification of an pre-existing weapon the player can either pay a merchant the listed price or attempt to craft one for a reduced price (Half and less if you have some of the necessary materials).

Options for weapon and armor crafting

  Base Material You can pick a single material to build your weapon or armor with. Mods can contain alternative materials but the base item can only have one item. Increase price is static.

Mod You can have one mod, but it is not required. You can not change the mod once the weapon is crafted (sometimes the mods can be added later, but generally no).

Quality With a 50gp + 20% increase to the base + material cost, you can bump the weapon or armor to a +1 quality (this is not considered magical).

Ore Options (Heavy/Medium)

Main ore

Adamantine

   Weapon Material (200gp): Negates resistance/immunity to slash/pierce/blunt for Mundane creatures (not extra planars). If the armor is damaged, roll a 1d4. On a 3 or 4 then it takes no damage.

Armor Material (350gp): Turns crits into normal attacks, but still do armor damage. If the armor is damaged, roll a 1d4. On a 3 or 4 then it takes no damage.

Alchemical Silver

   Weapon Material (100gp): Negates resistance/immunity to slash/pierce/blunt for Fade based creatures (extra planars).

Other Ore

Mithril

   Weapon Material (150gp): Remove the "heavy" tag from weapons. Weapons without the heavy tag gain the light tag. Weapon takes up two less slots (minimun of 1 or Small).

Armor Material (200gp): Removes disadvantage to stealth, Armor takes up three less slots (minimun of 3 or Large). Chain mail can be worn under clothing.


Elemental Ore

Stalhrim

   Weapon Material (200gp): deal an extra 1d4 cold damage

Armor Material (300gp): Reduce cold damage by your proficiency. Reduces cold resistance by one level and provides one level of heat resistance.

Ignum

    Weapon Material (200gp): deal an extra 1d4 fire damage

Armor Material (300gp): Reduce fire damage by your proficiency. Reduces heat resistance by one level and provides one level of cold resistance.

Darksteel

   Weapon Material (200gp): deal an extra 1d4 lightning damage

Armor Material (300gp): Reduce Lightning damage by your proficiency. If the player takes lightning damage, add 1d4 extra ligtning damage to thier next spell that targets another creature or to thier next attack.

Fell Steel

   Weapon Material (200gp): deal an extra 1d4 necrotic damage

Armor Material (300gp): Reduce necrotic damage by your proficiency. Provides player with advantage on saving throws against corruption or maddness

Steller Iron

   Weapon Material (200gp): deal an extra 1d4 radiant damage

Armor Material (300gp): Reduces damage from Radiant by your proficiency. Whever the player wearing the armor is healed they may heal an additional 1d4 health.

Wraithbone

   Weapon Material (200gp): deal an extra 1d4 psychic damage

Armor Material (300gp): Reduce psychic damage by your proficiency. Provides player with advantage on saves against divination spells and immunity to Detect thoughts spell

Lyrium

   Weapon Material (250gp): deal an extra 1d4 force damage

Armor Material (350gp): Reduce all magical damage by your proficiency.

Cloth Material (Light, Cloth)

Shadow Silk

   Armor Material (100gp): Allows hide action in dim light conditions. Add proficiency bonus to stealth in dim/dark conditions

Dark-leaf

   Armor Material (100gp): Allows hide action in wooded conditions. Add proficiency bonus to stealth checks in wooded areas

Fey-weaved Cloth

   Armor Material (100gp): Reduce psychic damage by your proficiency. Provides player with advantage on saves against divination spells and immunity to Detect thoughts spell

Corrupt Fibers

   Armor Material (100gp): Reduce necrotic damage by your proficiency. Provides player with advantage on saving throws against corruption or maddness

Heavenly Cloth

   Armor Material (100gp): Reduces damage from Radiant by your proficiency. Whever the player wearing the cloth is healed they may heal an additional 1d4 health.



Leather (Light/Medium)

Great Snow Beast Fur

    Armor Material (200gp): Reduce cold damage by your proficiency. Increases resistance to cold by 1 level.

Infernal Leather

   Armor Material (200gp): Reduce fire damage by your proficiency. If the player kills a creature with CR > 1/4, they gain 1d4 temporary hit points

Angel Skin

   Armor Material (200gp): Reduce radiant damage by your proficiency. If the player is damaged a hostile extra-planar creature, they may heal 1d4 hit points

Dragon Leather

   Armor Material (200gp) Reduces damage from the harvested dragons elemental type by your proficiency. Provides advantage on breath attacks and wing attacks from a dragon.

Abberant Hide

   Armor Material (200gp) Reduce psychic damage by your proficiency. Provides player with advantage on saves against divination and enchantment spells and immunity to Detect thoughts spell

Bone (Heavy/Medium)

Bone (Monster)

   Armor Material (100gp): Adv on Intimidation checks

Chitin

   Armor Material (200 gp): Replaces metal in medium armor. Allows for an addition dex unit to be used when calculating CR.

Glass (Heavy/Medium)

Obsidian

Armor Material (150 gp): 1d4 damaged per round if grappled



Wood (Heavy/Medium)

Dark Wood

   Weapon Material (150 gp): Negates resistance/immunity to slash/pierce/blunt for mundane creatures (not extra planars)

Armor Material (250 gp): Takes up three less slots than whatever the armor normally takes up.

Heart Wood

   Weapon Material (150 gp): Negates resistance/immunity to slash/pierce/blunt for Fade based creatures (extra planars)

Asmoruch Wood

   Weapon Material (150 gp): deals 1d4 extra necrotic damage on hit

Plague Wood

   Weapon Material (150 gp): deals 1d4 extra poison damage on hit

Soar Wood

   Weapon Material (150 gp): Weapons made with soarwood can go the maximum distance of a weapon without provoking disadvantage

Weapon and Armor mods

When you decide to make a new weapon or armor you may choose to have one of these mods built in.

Weapon Mods

Mod Price Description
Focus 25gp Can be used as the focus for spell casting
Basket Guard 25gp +1 AC when the other hand is not used for anything (no shield, no two-handed, yes versatile)
Razor Sharp 50gp Extra 1d6 on crits, only bladed weapons
Moon Forged 50gp Sheds dim light 20ft
Poisoned 25gp Allows used to load weapon with a poison and apply to as a bonus action
Covert 25gp Adv. on hiding weapon (light weapons only)
Sentinel 50gp Glows when specific creature type is within 120ft
Balanced 25gp Balancing the blade lets it acquire the thrown property (20/60)
Hooked 25gp Axes only. Allows you to make an grapple check as an attack to remove enemy shields.
Bayonetted 10gp Only for crossbows. Can make a DEX based melee attack for 1d4 damage, 1d6 for two handed crossbows.
Rapid Fire 50gp Only Crossbows. Modifies a crossbow to be able to hold 4 rounds before needing reload. Reload takes a full action.
Tempered 50gp When you should take a notch of damage, roll a 1d4. On a 3 or 4, do not add a notch to the weapon.

Armor Mods

Mod Cost Type Description
Furred lined 5gp All Amor +1 cold weather level protection
Waterproof 5gp All Armor Provides Immunity to saves against exhaustion when traveling in rainy conditions.
Camouflaged 50gp Light Armor Allows for character to hide in wooded/dim light areas (can choose the Dark leaf or Shadow silk effect)
Spiked 50gp Heavy/Medium Grappels against you take 1d4 damage per round, attempting to break grapple causes 1d4 damage as well.
Fine 75gp All Amor Add Proficiency to Persuasion Checks related to appearance.
Frightening 50gp All Armor Add Proficiency to Intimidation Checks related to appearance.
Heavy 25gp Heavy Armor Adv. on being moved and knocked prone. Speed reduction of 5ft
Feathered 25gp All Armor Adv on animal handling checks
Muffled 50gp Heavy/Medium Remove penalty to stealth
Tempered 75gp All Armor When you should take a notch of damage, roll a 1d4. On 3 and 4, do not add a notch to the weapon.

Alternative Tool Uses

Caligraphy Tools

    Magic Item Crafting: In order to craft magic items, the player must use caligraphy tools to craft runes on to the item that is to be enchanted. This requires caligraphy tools.

Scribing Scrolls: Player needs Caligraphy in order to scribe a scroll that the player currently knows how to cast. This can be made at 1/4 cost as it would be to buy such a scroll.

Carpenter Tools

   Temporary Shelter The PC can craft make shift shelters during a short rest and provide advantage to the party for checks related to the weather.

Constructing a building The PC can act as a worker when constructing a building, decreasing the cost of construction as if the PC was a skilled laborer.

Cartographer's tools

    Crafting a map where ever you go (cave, wagon, whatever) you can construct an accurate map and have advantage on using a map to navigate.

Cobbler's tools

   Maintain Shoes As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.

Jeweler's tools

   Identify Gems You can identify gems and determine their value at a glance.

Make Jewlery You can turn a jewel into Jewelery during a short rest increasing the value of the jewel by 33%.


Cook's utensils

If you know how to cook and have the right supplies, you can prepare a meal for the group. This requires the use of a campfire and cooking tools. Expend some cooking supplies and choose one of the following option. There is a DC 10 cooking check.

  • Create Rations You slow cook and preserve some ingrediants that the forager found.

  • Stretch rations: You thin out some basic rations into a simple meal, feeding two people for each ration you cook. They dont recover any health from this meal.

  • Cook a hot meal: You cook a hot meal for everyone using one ration per person. If cooked successfully everyone who eats the hot meal regains a spent hit die.

Disguise Kit

   Create Disguise As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.

Forgery Kit

   Create a Fake As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.

Gaming sets

   Gambling During a long rest in a settlement or city, the player can participate in games of chance to earn money.

De-stressing Can play a game with other members of the party. DC 10 DEX check and everyone who participates gets to recover a hit dice.

Vehicle tools

   Vehicle Handling When piloting a vehicle, you can apply your proficiency bonus to the vehicle's AC and saving throws.

Leatherworker's tools

   Cure Leather During a short rest a player may cure leather from a single source and prevent it from decaying.

Craft Armor With proficiency in leather working the player can turn cured leather into the components of a set of armor at the rate of 10gp per day.

Mason's tools

   Perception. You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.

Constructing a building The PC can act as a worker when constructing a building, decreasing the cost of construction as if the PC was a skilled laborer.

Musical instruments

   Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

De-Stressing DC(10) Performance check. Duirng a short rest, the player can play a song in the evening and restore a hit dice to each person who listens to the song

   Guide the party Using navigator tools during the travel stage as a guide gives the player advantage on not getting lost and making good time.

Painter's supplies

   Painting and Drawing. As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.



Potter's tools

   No This is like the cobbler. Don't make me suffer.

Smith's tools

   Craft Weapons or Armor With proficiency in smith tools the player can turn raw materials into the components of a weapon or a set of armor at the rate of 10gp per day.

Repaire Damaged Gear With access to your tools and an open flame hot enough to make metal pliable, you can remove one notch from a set of armor or a weapon during a short rest.

Weaver's tools

   Craft Clothing. Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.

Woodcarver's tools

   Craft Weapons or Armor With proficiency in Woodcarver's tool the player can turn raw materials into the components of a weapon or a set of armor at the rate of 10gp per day.

Craft Arrows. As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.

Pets, Mounts, Vehicles and Hiring help

Hiring and Buying Help

If the players desire they may choose to purchase a pet (exotic or otherwise), a mount or assistance they may if the correct situation arises. For instance, in a city it might be easy to find pets or followers in a city but an elven city is the only place that special mounts or followers can be purchased.

Pets

If the player has proficiency in animal handling the player can have a permanant pet. Purchase of a pet requires a series of training events (training takes a number of long rest equal to one week per ten gold the pet cost). Pets can have barding armor crafted for them.

Name Cost Benifits
Familiars 5gp You can pick any of the familairs that wizards can get. There is a DC 10 animal handling check to have them do whatever you want. Need to use beast sense or charm animal to really control these animals.
Blood hound 5gp Dog has advantage on Wisdom (Perception checks) that require hearing or smell for tracking. +6 perception, 15 passive perception. Provides Adv. on lookout checks
Hunting Hawk 5gp Hawk has advantage on Wisdom (Perception) checks to track enemies with sight or sound. Provides Adv. on Foraging checks
Owl 5gp Hawk has advantage on Wisdom (Perception) checks to track enemies with sight or sound. Can provide Adv. on lookout checks.
Mastiff 25gp Can be used to fight. DC 10 animal handleing check each round or it cowers in fear. Use the mastiff monster block
Clockwork Creature 30gp Can have a small item animated as a familair. This can be chosen from the expanded familiar list or any standard familiar as a clockwork creature. A clockwork familar can be reparied if damaged with 5gp worth of parts.
Psudodragon 50gp Use Pseudodragon stat block. Can't speak but can listen. Have to appease the beast to have it continue to follow you.
Tressym 50gp Use Tressym stat block. Can't speak but can listen. Have to appease the beast to have it continue to follow you.

Mounts

Players can aquire a mount based on whats available in the area and what the characters can actually ride. Any of the mounts available in the PDB are allowed as well as a Griffon and Wyvern

Name Cost Benifits
Camel 50gp 21 Slots
Donkey 8gp 18 Slots
Elephant 200gp 27 Slots
Griffon 3,500gp 18 Slots
Horse, Draft 50gp 21 Slots
Horse, Riding 75gp 21 Slots
Mastiff 25gp 18 Slots
Pony 30gp 18 Slots
Warhorse 400gp 21 Slots
Wyvern 5,000gp 21 Slots

Vehicles

Any vehicle listed in the PDB or any ship listed in this link can be purchased with whatever it cost in the guide.

Strongholds

You can buy anything listed in this guide either in a city for the cost or buy constructing it in unoccupied land near a city : link

Hirelings

If the players want they may hire someone from a village or town to come with them on thier travels. They may hire someone to preform tasks during a short rest (such as a cook or brewer) for the rate of 1 sp a day for unskilled hireling or 1 gp a day for skilled hireling.

The player may also hire fighting oriented companions at the rate listed in the stronghold document listed above. Any of these may come with you while you pay them although it gets quite expensive.

IX. Buyable and Craftable Magic Items

Magic Scrolls

Cantrips----(10gp)

1st Level----(20gp)

2nd Level----(100gp)

3rd Level----(240gp)

4th Level----(500gp)

5th Level----(800gp)

Common Items (30 gp)

Boots of False Tracks

Tools: Cobbler Weight: Small, 1 slot

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Charlatan's Die

Tools: Woodcarving Weight: Tiny, 1/5 slot

A magic dice that lands on whatever side you want. Allows you to re-roll a dice when Gambling

Chest of Preserving

Tools: Woodcarving Weight: Large, 9 slot

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

Cloak of Many Fashions

Tools: Weaver Weight: Medium, 2 slot

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

Clockwork Amulet

Tools: Tinkering Weight: Small, 1 slot

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.



Dark Shard Amulet (Warlock Only) (a)

Tools: Jewelcrafting Weight: Small, 1 slot

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

  • Spellcasting You can use the amulet as a spellcasting focus for your warlock spells.

  • Cantrip You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.

Ear Horn of Hearing

Tools: Woodcarving Weight: Small, 1 slot

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.

Endless Chalk

Tools: Alchemy Weight: Tiny, 1/5 slots This stick of chalk, about four inches long, can be used indefinitely without getting any smaller.

Endless Torch

Tools: Glassblowing Weight: Small, 1 slots A small torch with an orb at the end that releases a pale blue flame that provides 30ft of bright light and 30 feet of dim light

Ersatz Eye

Tools: Glassblowing Weight: Tiny, 1/5 slot

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

Hammer of Mending

Tools: Smithing tools Weight: Small, 1 slot

You can use your action to strike this light hammer on an object and cast the "Mending" cantrip on it. The hammer's strike does not damage the object further.

Hat of Wizardry (Wizard Only) (a)

Tools: Weaver Weight: Small, 1 slot

This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

  • Spellcasting You can use the hat as a spellcasting focus for your wizard spells.
  • Cantrip You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.

Heward's Handy Spice Pouch

Tools: Cooking Tools Weight: Small, 1 slot

While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal.

  • Cooking When used to cook, provides 1d4 points of healing to each player who eats from this meal.

Horn of Silent Alarm

Tools: Woodcarving Weight: Small, 1 slot

When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn.

Pipe of Remembrance

Tools: Woodcarving Weight: Small, 1 slot

This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates.

Pole of Angling

Tools: Woodcarving Weight: Small, 1 slot

While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.

This item can be used to forage when taking a short rest near a body of water. Roll a Perception (Wis) check and Sleight of Hand (Dex) roll


Pole of Collapsing

Tools: Woodcarving Weight: Small, 1 slot

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The poles weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Pot of Awakening

Tools: Pottery Weight: Small, 1 slot

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

Rope of Mending

Tools: Weaver Weight: Small, 1 slot

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Spellshard

Tools: Jewelcrafting Weight: Small, 1 slot

A spellshard is a polished dragonshard, sized to fit into the palm of a hand. The shard is imbued with a particular work of literature. By holding the shard and concentrating, you can see its pages in your mind's eye. Thinking of a particular phrase or topic will draw you to the first section that addresses it, and a simple ritual allows you to add content to the shard.

A wizard can use a spellshard instead of a spellbook; the spellshard costs 1 gp per "page" in the shard, and otherwise functions as a mundane spellbook. Spellshards can also be used as diaries or journals. More advanced (and uncommon) shards can require a particular mental passphrase to access the contents of the shard.

Uncommon Items (300gp)

Amulet of Proof against Detection and Location (a)

Tools: Jewelcrafting Weight: Small, 1 slot

While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Bag of Holding

Tools: Weaver Weight: Large, 3 slot

Takes up a 3-bag slot, increases carry weight by 9-slots (Net gain of +6 slots)

Balance of Harmony

Tools: Smithing Weight: Small, 1 slot

This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.



Boots of Elvenkind

Tools: Weaver Weight: Medium, 2 slot

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Boots of Striding and Springing (a)

Tools: Leatherworker Weight: Small, 1 slot

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Boots of the Winterlands (a)

Tools: Leatherworker Weight: Small, 1 slot

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

  • You have resistance to cold damage. (+2 cold weather resistance)
  • You ignore difficult terrain created by ice or snow.
  • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

Bracers of Archery (a)

Tools: Leatherworker Weight: Small, 1 slot

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Brooch of Shielding (a)

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Cap of Water Breathing

Tools: Leatherworker Weight: Small, 1 slot

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Circlet of Human Perfection

Tools: Jewelcrafting Weight: Small, 1 slot

The Circlet of Human Perfection transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.

Cloak of Elvenkind (a)

Tools: Weaver Weight: Medium, 2 slot

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Cloak of No Particular Color (a)

Tools: Weaver Weight: Medium, 2 slot

This cloak has no particular color and anyone who sees it can't seem to remember what color it really is. As an action, the hood can be pulled up. While the hood is pulled up, anyone who sees you must attempt a DC 15 Cha check if they attempt to remember your description in the next hour. If they don't attempt to remember you in an hour then they can't ever seem to remember anything in particular about your character.

Cloak of Protection (a)

Tools: Weaver Weight: Medium, 2 slot

You gain a +1 bonus to AC and saving throws while you wear this cloak.


Cloak of the Manta Ray

Tools: Leatherworker Weight: Medium, 2 slot

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Driftglobe

Tools: Glassblowing Weight: Small, 1 slot

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Eversmoking Bottle

Tools: Glassblowing Weight: Small, 1 slot

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Eyes of Charming (a)

Tools: Glassblowing Weight: Small, 1 slot

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

Eyes of Minute Seeing

Tools: Glassblowing Weight: Small, 1 slot

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Eyes of the Eagle (a)

Tools: Glassblowing Weight: Small, 1 slot

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Gloves of Swimming and Climbing

Tools: Weaver Weight: Small, 1 slot

While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

Gloves of Thievery

Tools: Weaver Weight: Small, 1 slot

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Goggles of Night

Tools: Glassblowing Weight: Small, 1 slot

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Hat of Disguise (a)

Tools: Weaver Weight: Medium, 2 slot

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Helm of Comprehending Languages

Tools: Weaver Weight: Medium, 2 slot

While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

Helm of Telepathy

Tools: Smithing Weight: Medium, 2 slot

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Horn of Frost (a)

Tools: Woodcarving Weight: Small, 1 slot

A twisted mammoth tusk carved with the history of an ancient barbarian tribe. Once per day, you can use an action to speak the horn's command word and then blow the horn to emit a chilling dirge. When you do, each creature within 30 feet of you that can hear the horn has armor of agathys cast on them by it. If the horn is destroyed, the spells end early.


Immovable Rod

Tools: Smithing Weight: Small, 1 slot

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success

Ironleaf Oaken Shield

Tools: Woodcarving Weight: Medium, 2 slot

This reinforced wood shield is covered with Ironleaf vines that grant you extra protection. You gain a +1 bonus to your AC while wielding this shield. In addition, the wooden shield reforms itself to fit you whenever you use your wild shape class feature to transform into a beast. when you do, the ironleaf vines and wooden shield latch unto your beastial form, granting you an additional +1 AC while transformed in this way.

Lantern of Revealing

Tools: Smithing Weight: Small, 1 slot

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Mask of the Beast

Tools: Woodcarving Weight: Small, 1 slot

This wooden mask is shaped in the likeness of a beast's visage and has 3 charges. While wearing the mask you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.

Medallion of Thoughts (a)

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

Necklace of Adaptation (a)

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Night Caller

Tools: Woodcarving Weight: Tiny, 1/5 slot

This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.

If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed.

Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.

Pearl of Power

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

Periapt of Health

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.

Periapt of Wound Closure (a)

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Pipes of Haunting

Tools: Woodcarving Weight: Small, 1 slot

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.


Quiver of Ehlonna

Tools: Leatherworker Weight: Small, 1 slot

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

Ring of Mind Shielding (a)

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Ring of Swimming

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

You have a swimming speed of 40 feet while wearing this ring.

Ring of Truth Telling (a)

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.

Ring of Warmth (a)

Tools: Jewelcrafting Weight: Tiny, 1/5 slot*

While wearing this ring, you have resistance to cold damage (This also provides +2 cold weather resistance).

Ring of Water Walking

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Robe of the Knave

Tools: Weaver Weight: Medium, 2 slot

A favorite among thief/mages. Allows the player to add their proficient to the stealth skill and provides advantage on saving throws against poison.

Rod of Metal and Mineral

Tools: Jewelcrafting Weight: Small, 1 slot

While using this rod it points to the nearest mineral deposit of your choice within 30 ft (provides adv. on gathering to find minerals)

Rod of the Pact Keeper (+1)

Tools: Smithing Weight: Small, 1 slot

While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Rope of Climbing

Tools: Weaving Weight: Small, 1 slot

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Saddle of the Cavalier

Tools: Leatherworker Weight: Large, 3 slot

While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

Sending Stones

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.


Shield Amulet

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

This golden amulet can be activated with a touch. It has 3 charges and regains all at dawn. Activate it to use 1 charge to cast shield.

Spellweaver's Robes

Tools: Weaver Weight: Medium, 2 slot

These robes are augmented by magical ability. When worn, they can set your AC to be 10 + your spellcasting modifier.

Spies' Murmur (a)

Tools: Jewelcrafting Weight: Tiny, 1/5 slot

This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated.

Travelers Robes

Tools: Weaver Weight: Medium, 2 slot

A favorite among adventures. The player can add their proficiency to the survival skill and can hold their breath for 10 minutes.

Wand of Entangle

Tools: Woodcarving Weight: Small, 1 slot*

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Magic Detection

Tools: Woodcarving Weight: Small, 1 slot

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Wand of the War Mage (+1)

Tools: Woodcarving Weight: Small, 1 slot

While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

IX. The Travel phase, Short Rest, Long rest and Downtime

Weather and the Enviromental

Cold Mechanics

In the world of Auguria, the weather is more often than not on the chillier side. In order for the players not to suffer the effects of cold weather, they must take precautions. When players go up in elevation, the tempature drops. When the players go to high latitude, the tempature drops.

Overall there are five levels of tempature that the players have to be aware of and many ways in which to increase players resistance to the change in weather.

Tempature Table

Gradiant Tempature
1 60F : 32F
2 32F : 0F
3 0F : -32F
4 -32F : -50F
5 -50F or less

Causes of Tempature Drop

Cold Level Tempature
+ 1 Night time
+ 1 Snow/Hail
+ 1 High Altitude
+ 1 High Latitude
+ 2 Winter time
+ 2 Very High Latitude
+ 2 Blizzard

Cold Resistance

The players need to prepare before going out into the world if they think or know the tempature will drop due to the fact that they could very well die if they are not prepared.

How do Cold Endurance Saves Work?

The base level of Cold Endurance Saves is a DC 8 Con check every hour of exposure. Failing this save means the player gains one level of exhaustion. Every level above what the player has protection for adds +2 to the save.

For example : if the player has a protection level of +1 and its at level 2 cold where he is, the DC per hour is a DC 8 Con. Say though that it begins to snow, the level will drop one level more to level 3 cold, and the DC increases for the player from DC 8 Con check to a DC 10 Con check every hour of exposure.

Cold Resistance Table

Base Level Description
+ 1 Over 14 Constitution
+ 1 Player has Fur
+ 1 Furred Armor Mod
+ 1 Cold weather clothes
+ 1 Fur Mantle
+ 1 Ignum Armor
+ 2 Cold Resistance
+ 3 Improvised Shelter
+ 5 Cold Immunity
+ 5 Proper Shelter

The Travel Phase and Short Rest

Going from place to place shouldn't be a cut scene to black and then the player arrive. There could be dangers, travelers and weather conditions that could lead the players astray. To make the jouney there are three basic steps to prepare for.

Step 1: Plan

The first step in making a journey is planning - you need to decide where you're going, how you are getting there, and who you are traveling with.

  • Pick the Destination: First, pick your destination. this could be a dungeon, city or landmark.
  • Choose your route: Next, you need to decide the route that you are going to take. The length of your route is measured not in miles but in Days.
  • Gather Supplies: Finally, gather any supplies, vehicles, equipment and merchandise that you need for the journey.

Step 2: Travel

Now that you have done the prep work you need to gather everyone and head out on your journey. The average day is broken into six parts. Dawn, morning, noon, afternoon dusk and night.

The Daily Cycle

Next I'll go over what happens in each of the six parts of the day during a journey. Dawn, Morning, Noon, Afternoon, Dusk and Night.

Dawn

With the sunlight coming over the horizion, its time to start another day of traveling.

  • Check the weather - This can have a drastic impact on your travel plans. It would be best to avoid traveling during heavy rain, storms and snow. Weather will effect many of the rolls during the day and can complicate things.
  • Assign Roles: Each player must choose what they do during the day. The list of activities will be explained in the next section.
  • Set pace: Set the pace for the travel. You can go slow, normal or fast. This will be explained later.
  • Eat breakfast: Everyone has to eat a single ration of food and water to start the day. Without this then the players have to start making CON saves or they will become exhausted.
  • Pack up camp: Players have to pack up thier stuff and start moving!

Morning/Noon/Afternoon

Next you need to assign someone to fufill the following roles (At least the guide, the others are technically optional). There can be only one main person to fufil each of the roles but they can have a single helper give them advantage.

Travel Speeds

Walking

15 miles per day It doesn't take anything to walk somewhere but its a lot slower. You can do almost nothing else but walk during the day.

Horseback

20 miles per day: Hoseback will have limited options of alternaticve activities but you will move quite a bit faster. You can gallop over short periods but over long travel its not really an option.

Wagon

20 miles per day The wagons run at similar speeds to the horse but can carry a lot more supplies. You can also perform a larger varieties of tasks while riding the wagon

Player Travel Options

The Guide

The guide makes sure that everyone is going the right way. This player may make an INT check but can use survival, cartography tools or navigation tools depending on the situation.

   Success: The party is on track. Subtract today's        progress from the remaining travel time.

   Failure: You veered off course and lost your way. Add 0.5        days to the total days needed to arrive at your        destination.

The Guide Table

DC Terrain
5 Wide open plains; Clear landmarks; Obvious pathway.
10 Tall landmarks; Small hills.
15 Light rain or mist; Woods and hills.
20 Moonlight night; Heavy rain or mist; Forest with no clear pathway or markings.
25 Fog; Thick and obscure forest; Mountains.
30 Clouded night; Impossibly thick fog; A shifting maze; Magically treacherous terrain.

The Scout

The scout ranges ahead of the party and during the day's travel and keeps an eye out for dangers. If the scout fails, you might be ambushed by enemies and other hazards. You must roll on each stage of the day. Uses WIS (Perception) to scout ahead. A spy glass will give the player advantage in this task. DC is based on stealth roll of encounter.

   Success: Players are aware of encounters ahead

   Failure: You are not aware of whats going to happen.

Other Roles

If you have anything else youd want to do during the day the DM and you can work something out. It really depends on the situation.

Dusk and Short Rest Activities

Once the players have traveled for the entire day they will need to prepare camp and assign roles. First the guide for the day needs to find a good place to stay for the night before setting up camp. Failure to find a suitable campsite will make all rolls in the evening with disadvantage.

Evening Player Options

During the evening of rest, there are a variety of options that the players can participate in. They may only pick one major task in the evening to preform.

Minor Tasks

These tasks to do take up too much time but can be preformed during a shor rest.

  • Recover Hit points: Spend yor hit dice to recover some lost hit points and use a single use of a healers kit to do so.
  • Regain Class or Racial Features: You get back your class spells that recharge on a short rest and whatever else you get.
  • Eat and Drink You can eat your daily ration of water and food here though it could be upgraded to be something better with a cook or brewer in the party.....
  • Recover Magical Burnout Reduce your magical burnout die by one level, more if the area is especially magical.
  • Change Inventory You can change out your quick slot inventory items that are on your belt.
  • Treat Wounds If you have a lingering wound from being downed you may have it treated during time to remove the level of exhaustion assosiated with lingering wounds.
  • Research/Investigate Research, read, or investigate something within reach, such as an encrypted bok, a strange carved monolith or an unidentified magical item.

Gather Supplies

If you are proficient in herbalism, the poison kit or alchemy you may attempt to find some natural ingrediants in the nearby area.

  • Success You find up to 10gp in supplies for each of the respective tools
  • Failure You find nothing

Forager

Duirng the evenings rest the players can look around the camp site for local sources of water and food, hunting is a possibility. Players roll a WIS (Survival) check to see how much supplies they find.

   Success: The plaery finds 2d4 rations worth of food and        water divided however you want.

   Failure: You find nothing


The Forager Guide

DC Terrain
5 Lush and verdant forest, Food and water are everywhere
10 Forest, Coast. Abundant food and clean water
15 Thin woodlands and greenwood. Food must be actively hunted and water is hard to find
20 Dry, open plains. Very little food or clean water
25 Desert and barren or polluted land. Food is extremely rare and water may need treatment
30 Toxic or corrupted deadlands. Food is inedible and water sources are poisonous

Lookout

The lookout keeps watch during the night for any signs of intruders. This also involves figuring out the weaknesses in the camp and securing them against intrusion. DC is based on stealth roll of intruders

Success: You spot intruders before they can properly

assult your position.

Failure: You don't spot them ahead of time.

Camp Cook

If you know how to cook and have the right supplies, you can prepare a meal for the group. This requires the use of a campfire and cooking tools. Expend some cooking supplies and choose one of the following option. There is a DC 10 cooking check.

  • Create Rations You slow cook and preserve some ingrediants that the forager found.

  • Stretch rations: You thin out some basic rations into a simple meal, feeding two people for each ration you cook. They dont recover any health from this meal.

  • Cook a hot meal: You cook a hot meal for everyone using one ration per person. If cooked successfully everyone who eats the hot meal regains a spent hit die.

Craft an Item

Using a crafting skill, you attempt to make an item for later use such as alchemical fire, arrows or a ladder (to give some examples). Roll a DC 10 check to see if you sucessfully make the item.

  • Success You make the item
  • Failure You lose half the value of the item in ruined parts

Upgrade Shelter

An option for the evening is to have someone work on upgrading the campsite to be more defensible, more resiliant to the enviroment or just more comfortable.

The DC for finding supplies for the material will use the same DC that was used to find the campsite and can be preformed with either the carpentry or masonry skill.

  • Basic Shelter Building a basic shelter provides protection from the wind and precipitation. It contains simple roofing and walls as well as a make-shift door. This allows 6 medium sized character to fit inside.

  • Basic Wall 25ft long and 6 ft tall wide fence made from wooden stakes, tree trunks, adobe or even bones. Each 5ft of wall have an AC of 15 and 15 hit points with a damage threshhold of 5.

  • Platform Built onto a tree or for instance a pile of soil you can make a 10ft wooden platform that contains a simple wooden staircase to come and go from.

  • Spike Barrier Can make upto 1d4, 10-ft long barrier with wooden spikes. The barier is considered difficult terrain. Any chacter that attempts to move throough the barrier must make a (DC 10) saving throw or take 1d4 piercing damage. Each 5ft of wall have an AC of 15 and 15 hit points with a damage threshhold of 5.

  • Stone wall A stone wall is a 15ft long, 6ft tall wall made of brick and morter or stone. Each 5ft of wall have an AC of 17 and 30 hit points with a damage threshhold of 10.

Brew Drinks

If you know how to brew drinks and have the right supplies, you can prepare some for the group. This requires a campfire and brewers kit. Choose one of the options below. There is a DC 10 Brewing check.

  • Create Water Rations: By distilling impure water and preparing it for long term storage you make 1d4+1 new drinkable rations.

  • Brew a Drink: You consume one water ration per player (that counts for thier evening water ration) and make a tasty drink. This drink restores one hit dice to each player.

Play Music

You spend the evening playing wonderful music for your fellow adventures. You roll a DC 10 CHA (preformance) check to see how well you played.


  • Success You inspire an ally with your wonderful music. Pick a player who is not the lookout and If that player uses hit dice to heal, they may heal one additional hit dice (only once per short rest)
  • Failure Your taste in music is shit

Tell a Story

If you are proficient in History or Religon, or you happen to have a good book with you, you may attempt to tell a story to the other members of the party. Roll a DC 10 CHA (preformance) check.

  • Success You inspire an ally with your wonderful tale. Pick a player who is not the lookout and If that player uses hit dice to heal, they may heal one additional hit dice (only once per short rest)
  • Failure Your taste in stories is shit

Repair an Item

Using either a whetstone, hammer, thread and needle or the cantrip mending, you may attempt a DC 10 check on whichever tool you are using to attempt to remove a notch from your gear

  • Success You remove a notch
  • Failure You don't remove the notch

Play a game

You attempt to play with other members of the party in a game of chance or stratagy. If you are proficient in a game tool you may attempt to play a game of chance with the other player. You roll three checks, one for deception, one for intimidation and one for the gaming tools. You may attempt to replace one of thes rolls if you wish with a slight of hand check, though the other players get the option to detect if you are cheating.

  • Success Which ever player wins the most rolls wins the game and gets a point of inspiration (or money if money was gambled)
  • Failure Losers get nothing.

Spells that effect camp activities

Alarm

Gives advantage to the lookout to detect intruders

Mordekainen's Faithful hound

Gives advantage to the lookout to detect intruders

Leomunds Tiny Hut

Provides cover to the players to sleep under by not all the materials owned by the player might fit under the dome.

Stone Wall

Could be used to automatically make some structures around the campsite

Mold Earth

Could be used to make simple walls, simple dugout structures or anything else the players can think of doing.

Long Rest and Downtime

What Constitute a Long Rest

Eventually everyone wants to come home. And when you take some time off in a village or town for at least one week, then we have a long rest. During a long rest we have six tasks that the players must decide on preforming during the downtime.

Taking a Long Rest

Below are the six steps that the player has to decide on when taking a long rest. Don't worry it really isn't that bad.

  • Sell loot: Anything like gold items, magic swords can be sold to merchants and vendors without too much hassle
  • Choose a Lifestyle: With your new found gold, do you want to save some of it and live like a pauper or spend it all and live it up in the town.
  • Choose a Primary Activity: What is the main thing that you want to do in the town during the long rest?
  • Hear Rumors: While preforming all of the other tasks you might hear about new adventures or troubles near the town from the locals
  • Preform secondary Activities: You can do 2 other smaller activites such as shopping, meeting with friends in town or just relieving some stress.
  • Settle Up: Here we see if you succed in your primary activity and remove all the wounds, afflictions and exhaustion that your character has been suffering.

Where can you have a long rest?

In order to have a long rest, the player must be in some sort of sanctuary such as a town, monastary, village etc....

Players cannot start a long rest in the wilderness unless it is a particularly safe location or is controlled by a group that keeps the location safe.

1. Sell loot

Selling art, goblets and other simple treasures takes only a little time. However if the player has more exotice treaures such as magical cursed magical items or high level magical items, they must instead spend the week looking for a potential buyer.

2. Lifestyle

The player has to decide during the week how they wish to live. If they sleep on the street for instance, it cost nothing. However choosing the cheaper options come with other problems such as a chance to catch a disease, to get robbed by thieves or have trouble with the town guard.

Life Style Chart

Level Cost Hit dice Disease DC Robbed DC Effects
Wretched 0 -3 20 20 You live on the street. Life is dangerous for you.
Squalid 1sp -2 15 15 You live in a mud floor hut on the outskirts of town. Life is not great for you
Poor 2 sp -1 10 10 You have what most would consider the bare nessessities of life, but thats all
Modest 1gp 0 5 5 You live in an inn or an older part of town. Life is safe and clean
Comfortable 2gp +1 0 0 You have much nicer clothes and food. You can assosiate easily with the middle class
Wealthy 4gp +2 0 0 You are living a life of luxury. You can rent a home in the nice part of town and might have a small staff of servants
Aristocratic 10gp +3 0 0 You live a life of plenty and comfort. You can connect with the most important people of the city or town that you are in.

Other Lifestyle choices

If the player owns a home or has family, friends, a guide or any other organization willing to house the player, they may instead spend half the gold that is required to maintain a specific lifesyle.

3. Pick a Primary Activity

During the long rest, you'll have time to persue a primary interest. It is the primary focus of the week and something that you might spend at least half the day on each day.

You can only choose one of the following activities to participate in per week that the character long rests in the town.

  • Work for Coin: The player may spend the week trying to earn some money either with a specific trade that they are trained in (such as smith tools or leather working) or as a basic laborer. Roll a Check for whatever tools you are using to make a living this week and recieve 1gp (DC 10), 2gp (DC 15) or 10gp (DC 20).
  • Spread rumors: You can attempt to change the public's opinion on a single topic or spread a tale of your own. Not everyone will be swayed but the public in general might believe the new tale that you have spread (DC 10 Deception or Persuasion, +5 per scope of the tale)
  • Find a Rare Merchant: You can spend the week attempting to find a seller to a particularly rare item. This could be a magic item, a novelty item or just something particularly rare. DC is determined by the rarity of the item the player is attempting to find. (DC 10 for rare, DC 15 for very rare, DC 20 for legendary)

  • Craft an Item: If the player is skilled in a tool that allows them to craft certain items they may spend the week working on such items. They make roughly 100gp of progress per week. More expensive items will take more weeks to accomplish. This applues to mundane items or magical items.
  • Learn a Skill: The player can attempt to learn a new skill, tool or language over the course of 60 days. Each new skill requires a trainer that must be paid 2 gp per day. Skills can be learned 5 days shorter for every bonus the player has to intellegence
  • Train a Feat: Over the course of 180 days, the player can learn the skills required for a new feat. Each day of study requires the player to pay 2gp. Feats can be learned 10 days shorter for every bonus the player has to intellegence
  • Research:You spend the week reading in a library or talking with experts on a field to learn something new. You can spend up to 15gp per "Thing" that you need to discover. If you have access to a library or experts due being on friendly terms you do not have to spend anything. You can research spells to add to your spellbook for 5 gp per spell level. Not all libraries have all spells.
  • Carousing: You talk and socialize with the elite or well placed of the city to gain contacts. In order to do this position well it might be prudent for the character to live a lifestyle that lets them mingle easily with the group in question. It cost 25gp per week to carouse
  • Rest and Relaxation: If you character is suffering large amounts of exhaustion, injuries or diseases it might be prudant to allow them a week to just rest and recover. If you spend the week resting you can roll all checks related to recovering from disease, addiction and injuries with advantage.


  • Criminal Activity: If the character is fond of gold that doesn't yet belong to him they can attempt criminal activity. Before the player commits the crime they have to scout out the crime scene and pick who it is they want to rob.

Choose form the four choices below. When commiting a crime the character

must roll three checks, a stealth (DEX) check, a thieves tools (DEX) check and

the players choice of sleight of hand (DEX), perception (WIS) or deception

(CHA).

With no succesful roles the character is imprisoned in the town. With one

successful roll the character gets nothing but gets away with the crime. Two

successful roles meane the player gets half and three successful rolls means

the player gets all the loot.

Crime Table
DC Value Target
10 50 A struggling Merchant
15 100 A Prosperous Merchant
20 200 A Noble
25 1,000 Richest figure in town
  • Preform a Religious Service: You can choose to spend the week working for the local chuch, whether that is helping the poor with thier lives, providing medical support or giving surmons. Roll a DC 10 Religon, Medicine or Performance check. You get a favor from this church that you can use in the future.

  • Gambling: You can spend your time at the high stakes tables gambling to make some money. Wager any amount of gold under 200 to have as your bet. You then need to pass three checks, an intimidation check (CHA), a deception check (CHA) and a gaming tool check (INT). You may replace any of these with a sleight of hand (DEX) check to cheat even after the roll has been made. However if you are caught cheating the local people will not be happy with you. If you fail all three checks then you lose all your money. If you make one checks you lose half your money.

  If you make two checks you make 50% of the money in total. If you make all       three checks then you make back double the money you bet. The DC is based       on how much money you gamble with every 50gp it goes up by 5 with a base       of 5.

4. Hear three rumors

During the activities of the week the players might hear three rumors about the city. Two will be true and one will not be. The players can spend some of thier secondary activity investigating these rumors for truth.

5. Two secondary activities

While preforming your main activities during the week you still have time to do some side activities listed below.

  • Meet Someone: Meet with a friend or colleague to discuss things.
  • Trade Gear: Buy and sell some mundane gear and equipment from merchants around town.
  • Investigate Rumor: Spend some time investigating a rumor to see if its actually true.
  • Update Financial Commitments: If you have commitments like a business, properties, investments or anything like that you can make basic changes and pay or recieve money.

6. Settle Up

Now you may provide all of your long rest abilities back, roll to recover from injuries and update any financial agreements.

X. Strongholds and Ships

PDF Name Link Description
Castles and Strongholds link This is the link that deals with the construction, maintenance a benifits of running a variety of buildings from houses to castles to universities
Sailing and Airships link Similar to the castles and strongholds pdf, the sailing ship lets you make custom ships to sail around in. Uses similar resources as the stronghold pdf. Just transpose them into airships to make airships
Merchants link Not really useful for yall, more of a DM tool but its the best merchant pdf I have ever seen and lots of merchants will be running similar stat blocks.

XI. Expanded Spells

PDF Name Description Link
Expanded Core Magic A list of spells that will be in the expanded core section. These are spells that all players can use at the start of the game and do not require any special conditions to learn link
Hemomancy Blood magic is a school of magic that uses the power inherent in blood to fuel spellcasting and also to twist the blood in others for domination or violent corrupting purposes. link
Eldritch Magic Exposure to the Fade's darker and hidden side has taught the users the long forgotten and strictly forbidden dark arts of the fade link

New Spell List

Acid Surge

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (acid vial)
  • Duration: Concentration, 1 minute

You create a 20 foot radius sphere of green, corrosive gas centered on a point within range. The cloud spreads around corners and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against acid. On a failed save, the creature's AC is immediately reduced by 1 and it takes 3d4 acid damage. At the end of its next turn, it also takes 1d4 acid damage.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Action

1st-level Chronomancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shaving of liquorice root)
  • Duration: 1 action

Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Autochronal Alteration

4th-level Transmutation


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 1 round

You remove yourself from time for a few seconds to other creatures, you've disappeared and reappeared. You are immune to the attack or the effect that you casted this spell as a reaction to, you return to time at the start of your next turn.

This could cause the attack or effect to carry on behind you in a line effect. It is up to the DM if that happens.



Banshee's Wail

6th-level Necromancy


  • Casting Time: 1 action
  • Range: 20 foot radius
  • Components: V, S, M (a strand of banshee hair)
  • Duration: Instantaneous

You release a mournful wail that pierces into the mind of those that hear it. Each creature within 20 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 psychic damage, falls unconscious, and is deafened for 1 minute. On a success, it takes half as much damage and suffers no other effect. An unconscious creature wakes up after 1 hour, if it takes any damage, or if another creature uses its action to shake them awake. A deafened creature automatically succeeds on the save.

Beacon of False Life

3rd-level Necromancy


  • Casting Time: 1 action
  • Range: 30 foot radius
  • Components: V, S
  • Duration: Concentration, 1 minute

Necromantic energy emanates from you in a 30-foot radius area. Until the spell ends, the area moves with you, centered on you. While within the area, you and every creature that you have under your control (such as through an animate dead spell) gains 2d4 temporary hit points at the start of each of their turns. These temporary hit points last until they leave the area.

Bridge of Branches

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a seed)
  • Duration: 1 hour

You cause large branches to sprout from a surface, creating a makeshift bridge up to 20 feet in length. The bridge can hold up to 600 pounds at once. The bridge has AC 10 and 50 hit points. If the bridge is reduced to zero hit points, the entire bridge collapses and immediately withers away. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bridge's length increases by 10 feet, its weight limit increases by 100 pounds, and its hit points increase by 25 for each slot level above 1st.

Burst of Speed

2nd-level Chronomancy


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a shaving of liquorice root)
  • Duration: 1 round

Choose a willing creature that you can see within range. Until the start of your next turn, the target's speed increases by 20 feet and it gains a +2 bonus to AC.

Cloud of Spores

4th-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a fungal spore)
  • Duration: Concentration, 1 minute

You conjure a 10-foot radius cloud of hallucination spores centered on a point you can see within range. The cloud spreads around corners, and its area is lightly obscured. It lasts for the duration or until a strong wind disperses it, ending the spell.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 poison damage and becomes poisoned until the start of their next turn. A poisoned target is incapacitated and its speed is reduced to 0 while it hallucinates. On a successful save, a creature instead takes half damage and suffers no other effect. Creatures are affected even if they hold their breath or don't need to breathe.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


Consecrated Armor

2nd-level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A drop of blessed oil)
  • Duration: 8 hours

You trace a holy symbol on your chest, and an invisible barrier protects you until the spell ends. Your base AC becomes 12 + your Dexterity modifier. If you are attacked by a fiend or undead, your AC becomes 15 + your spellcasting ability modifier against that attack.

Crystal Magic Weapon

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, 1 hour

A non­magical weapon you touch becomes a magic weapon, and sprouts razor­sharp crystals. For the duration, the weapon has a +1 bonus to attack rolls and damage rolls. Additionally, the weapon deals an extra 1d6 force damage and 1d6 piercing damage when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases to +2 and the extra force and piercing damage each become 2d8. When you cast it using a spell slot of 7th level or higher, the bonus increases to +3 and the extra force and piercing damage each become becomes 3d8.

Chameleon

2nd-level Illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 1 hour

You make yourself – including your clothing, armor, weapons, and other belongings on your person – look like an inanimate object until the spell ends or until you attack or cast a spell. The object must be roughly the same size as you, and cannot be an object that would seem out of place.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to look like a tall vase, objects placed in the vase would hit your head, and anyone who reaches into the vase would feel your head and hair.

To see through the illusion, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. Additionally, if a creature sees you moving, they do not need to make a check to see through the illusion.

Chaos Storm

7th-level Evocation


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: 1 round

Five pillars of churning lava and flames erupt from the ground at locations you choose within range. The pillars each occupy a 5­foot square area and are 15 feet tall. Each creature standing in a pillar must make a Dexterity saving throw. A target takes 7d8 fire damage on a failed save and is knocked prone.

Whether the target succeeds or fails, each pillar covers the floor it erupted from in lava. The lava lasts until the start of your next turn and any creature that starts its turn in the lava takes 4d8 fire damage.

The lava damages objects in the area and ignites flammable objects that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the lava lasts for an additional round for each slot level above 7th.

Curse of Aging

4th-level Chronomancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until Dispelled

A creature you touch must succeed on a Wisdom saving throw or become cursed indefinitely. While under the influence of this curse, the target ages at twice their normal rate, becoming two days older for every day that passes. In addition, they have disadvantage on all Strength checks and saving throws. A remove curse spell ends this effect.

Curse of Youth

4th-level Chronomancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a child's toy)
  • Duration: Concentration, 1 hour

This spell reverses time for a creature that you can see within range until it becomes a helpless baby. An unwilling creature must make a Wisdom saving throw to avoid the effect. Shapechangers and creatures that do not experience infancy automatically succeed on this saving throw. If the target drops to 0 hit points, it reverts back to its "normal" age, and excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The target retains all of its game statistics except its base movement speed and hit points, which are changed to 10 feet and half of the target's maximum, respectively. It cannot take any actions, bonus actions or reactions, cannot cast spells and cannot communicate, except by crying (a person using the spell comprehend languages or similar abilities can interpret such crying to gain a rough understanding of the baby's emotional state).

While under the effects of this spell, the target is prone and cannot stand up without the help of an adult. The target's gear is unaffected by this spell; it will likely fall off the target due to being vastly oversized. At Higher Levels: If you cast this spell using a spell slot of 6th level or higher and maintain your concentration on this spell for the entire possible duration, the target makes another Wisdom saving throw. On a failure, the target remains as a baby until the effect is ended by a remove curse spell. Additionally, if the target drops to 0 hit points, it does not revert to "normal" age, and begins making death saves as normal. On a success, the effects end.

Savior's Blade

5th-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, 1 hour

You touch a non­magical weapon. Until the spell ends, that weapon becomes a magic weapon with a bonus to attack rolls and damage rolls equal to your spellcasting ability modifier.

Delay

1st-level Chronomancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small crystal)
  • Duration: Instantaneous

You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the initiative order from the beginning of the next round onwards.

Deja Vu

1st-level Chronomancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small silver mirror)
  • Duration: Instantaneous

You briefly rewind the thoughts a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be forced on its next turn to repeat the actions it performed in its previous turn. It can use its reaction as normal; it is not forced to repeat a reaction it made previously. If the situation has changed in such a way that the subject can't take the same actions again, the subject stands still and takes no actions or bonus actions for 1 round.

Dislocation in Time

6th-level Chronomancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (any device capable of telling the time)
  • Duration: Up to 10 minutes

You step out of the normal flow of time, and remain there for the duration or until you use your action to dismiss the spell. While dislocated in time, you can see and be seen by creatures and objects that remain in normal time, but everything there looks grey to you. You appear blurred and indistinct to them. You ignore all objects and effects other than those that you are wearing or that originate from within your person, allowing you to move through objects you perceive on the plane you originated from. Likewise, nothing you do can have any effect on normal time.

Dryad's Leap

6th-level Transmutation


  • Casting Time: 1 action
  • Range: 400 feet
  • Components: V, S
  • Duration: Concentration, 10 minutes

You choose up to 10 Large or larger inanimate plants that you can see within range. For the duration, you and up to 10 other creatures of your choice within range can step into one of these plants and exit from any of the other plants targeted by this spell by using 5 feet of movement. Each creature may only use this ability once per round. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the range increases by 200 feet and the maximum number of plants and creatures chosen increases by 2 for each slot level above 6th.

Enhance Reflexes

1st-level Chronomancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of mercury)
  • Duration: Concentration, up to 10 minutes

Choose a willing creature that you can see within range. Until the spell ends, the target has advantage on all Dexterity checks. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.



Erase

5th-level Chronomancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a quartz crystal worth at least 100 gp)
  • Duration: Instantaneous

You point your finger and fire a pale blue ray at a Small or smaller nonmangical object that you can see within range. Make a ranged spell attack against the target. On a hit, the target is erased from time. No trace remains of the erased object and the memory any creature (except the caster) that knew of its existence is altered to reflect the fact that the object never existed. If anything else in the world would not make sense in the absence of the object, history is re-written to explain it.

The DM determines the new version of events. Generally, this spell makes the smallest possible change that would provide a plausible explanation.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target a Medium object or creature, including magical objects. On a hit, the creature takes 10d10 force damage. If it is reduced to 0 hit points by this damage, it is erased from time as described above, along with anything it is wearing or carrying.

Visions of the Ages

5th-level Chronomancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an hourglass and a glass eye worth at least 100gp)
  • Duration: Concentration, Up to 1 minute

You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which cannot be more than 100 years ago.

When viewing the past, it appears dreamlike and shadowy, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal. While perceiving the past, you can look in any direction, but you cannot move or speak and are unable to sense your present surroundings.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may share this spell with one other creature that you touch. An unwilling target may make a Wisdom saving throw to avoid being affected. In addition, when you cast this spell using a spell slot of 8th level or higher, you can choose to perceive a time up to 1,000 years ago.

Force Buckler

Cantrip-level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a gauntlet worth at least 5 gold)
  • Duration: 1 minute

You summon a translucent, yet visible magical barrier around your gauntlet. For the duration, you can wield this force as a kite shield (+2 AC) and have proficiency in it.

Gaea's Hand

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You conjure a makeshift arm made of weeds and branches that sprouts out of a point you can see within range. When within 5 feet of the arm, you may give it a one-handed melee weapon to fight with (no action required). The weapon given to it must be a weapon of a size you could wield. As a bonus action on your turn, you may command the arm to strike a foe within 5 feet of it. Make a melee spell attack. On a hit, the target takes 1d4+your spellcasting ability modifier bludgeoning damage. If a weapon was given to the arm, it instead uses that weapon's damage die and damage type.

Grasping Sprout

Cantrip-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a seedling)
  • Duration: 1 minute

You conjure a small vine with a reach of 5 feet. Whenever a creature enters its reach, you may use your reaction to have the sprout attempt to grasp at its heels, stopping its movement. The target must succeed on a Dexterity saving throw or have their speed reduced to zero until the start of their next turn.



Glacial Blade

Cantrip-level Evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and its articulations become sheathed in brittling cold until the start of your next turn. If the target willingly attacks before then, it immediately takes a die of cold damage equal to its hit die, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the target suffers another damage die on a second attack. At 11th level the melee attack damage increases by 1d8 and the target suffers another damage die on a third attack, at 17th level the melee attack damage increases by 1d8 and the target suffers another damage die on a fourth attack.

Great Chaos Fireball

5th-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a ball of churning lava and fire and hurl it at a point within range. Each creature in a 20­ foot­ radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d8 fire damage on a failed save.

Whether the target succeeds or fails, the floor below the 20­ foot­ radius sphere becomes covered in lava. The lava lasts until the start of your next turn and any creature that starts its turn in the lava takes 4d8 fire damage.

The fire spreads around corners and damages objects in the area and ignites flammable objects that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lava lasts for an additional round for each slot level above 3rd.

Hand of the Grave

2nd-level Necromancy


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (hand of a humanoid)
  • Duration: until dispelled

When you cast this spell, you bury a humanoid hand into a patch of loose earth at least 5 feet in diameter to conceal it. The area is nearly undisturbed and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The hand animates when a medium or smaller creature walks over the area of earth. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the spell could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the spell, such as those who say a certain password.

When the hand animates, it attempts to grab whatever creature triggered it. That creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage and become restrained as the hand grasps it with an inhumanly strong grip.

The creature can use an action on its turn to make a Strength check against your spell save DC, freeing itself on a success. Once the hand has animated for 1 minute, the spell ends, and the hand returns to normal. If the creature dies while restrained, the hand pulls it underground, burying it.

Hidden Weapon

2nd-level Illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, 1 minute

A weapon you touch becomes invisible until the spell ends. You have advantage on melee attacks made with the weapon against opponents that do not posses truesight, blindsight or tremorsense. If you drop the weapon, the spell ends.

Improved Haste

6th-level Chronomancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a liquorice root)
  • Duration: Concentration, Up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is tripled, it gains a +3 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.


Improved Slow

6th-level Chronomancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bottle of molasses)
  • Duration: Concentration, Up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is reduced to a quarter of its base speed, it takes a -3 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On a 16 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

If the creature uses nonmagical wings to fly, it is unable to fly while under the influence of this spell. If it is airborne when the spell is cast, it lands safely at the start of its next turn. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Lesser Time Stop

7th-level Chronomancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 2 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 300 feet from the location where you cast it.

Life Thread

Cantrip-level Necromancy


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a read or black thread)
  • Duration: 1 minute

You create a binding thread that ties your soul to the soul of creature within 5 feet of you. If that creature moves more than 5 feet away from you, it must succeed on a Charisma saving throw or take 2d6 necrotic damage, and the spell ends. The spell also ends if you move more than 5 feet away from the creature.

The spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Mass Haste

7th-level Chronomancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shaving of liquorice root)
  • Duration: Concentration, 1 minute

Choose up to three willing creatures that you can see within range. Until the spell ends, the targets' speeds are doubled, they gain a +2 bonus to AC, have advantage on Dexterity saving throws, and it gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the targets can't move or take actions until after their next turn, as a wave of lethargy sweeps over them. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.

Moment to Think

Cantrip-level Chronomancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 round

You briefly stop the flow of time for everyone but yourself. When you cast this spell, your current turn ends and no time passes for other creatures, while you take 1 free turn, during which you can use actions and a bonus action as normal. However, you cannot move from the location where this spell was cast, nor can you affect any object other than those worn or carried by you (as everything else is frozen in time), make any kind of attack, or cast any spells. If you let go of an item you were carrying, it also becomes frozen in time. If you consume a potion during the free turn, it has no effect (though it is consumed). Listed below are a few examples of what you could do on your free turn:

• Make an Intelligence check to remember information about something.

• Make a Wisdom (Perception) check.

• Take the Hide action.

• Deploy a bag of caltrops.

• Draw or stow weapons and shields.

Mind Spore

5th-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Until dispelled

You place a magical spore in someone's brain. The creature must succeed on a Constitution saving throw or become affected by a Mind Spore. On a successful save, the creature knows that it has been targeted by a spell. On a failed save, it is completely oblivious as the spore enters its brain.

Another creature can attempt to discover the spore by looking into the affected creature's eyes. They must make an Intelligence (Investigation) check against your spell save DC. On a successful check, they discover the spore, which causes yellowish green specks to appear in the creature's eyes. Once discovered, it can be removed with anything that removes a disease.

At first, the spore has no effect on the target. However, it slowly grows over time, infecting the target's brain and eventually giving you control over them. The effects are listed below in the order they are given:

After 10 days: You always know the general location of the infected creature as long as you are on the same plane of existence, though you do not know any specific information about that location.

After 30 days: As a bonus action, you can read the infected creature's surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) as long as you are on the same plane of existence. If you perform a 1 hour ritual, you instead gain access to any of that creature's thoughts since your initial casting of the spell. If the spell is dispelled at this point, the creature takes 5d10 psychic damage, as the spore has partially melded with their brain.

After 1 year: You gain the ability to cast suggestion on the infected creature, without expending a spell slot or material components, as long as you are on the same plane of existence. The creature automatically fails the saving throw. If the spell is dispelled at this point, the creature takes 10d10 psychic damage, as the spore has near completely melded with their brain.



Misty Walk

4th-level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minute

You may use misty step as a bonus actions on each of your turns for the duration of the spell.

Molten Blade

Cantrip-level Conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the space around the enemy is filled with molten fire. Until your next turn, any creature that enters the five foot area or ends there turn there takes 1d8 fire damage. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the target suffers another damage die when entering the molten area. At 11th level the melee attack damage increases by 1d8 and the target suffers another damage die when entering the area, at 17th level the melee attack damage increases by 1d8 and the target suffers another damage die on entering the area.

Quickstep

Cantrip-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 round

You call upon an inner reserve of speed for 1 round. Increase your base speed by ten feet for the duration.

Ray of Fatigue

5th-level Necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You cause a creature of your choice to be overtaken by exhaustion. The creature must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. On a successful save, the creature suffers no effect and the spell ends. At the start of each of their turns, the creature must repeat the saving throw. It gains a level of exhaustion on a failed save, and the spell ends on a successful one. The spell ends early if the target's exhaustion level becomes 4 or greaten

Safiya's Industrious Worker

1st-level Chronomancy


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a bar of iron)
  • Duration: 8 hours

You touch a willing creature. For the next 8 hours, they are able to perform mundane tasks with exceptional speed. Every hour spent crafting nonmagical items under the influence of this spell provides 4 hours' worth of output. Therefore 20gp of items/progress can be made in an 8-hour work day.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Skewering Branch

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, 10 minute

You cause a thick branch to shoot out of the ground along a line 5 feet wide and 30 feet long. Each creature in the line must succeed on a Dexterity saving throw or be pushed along the length of the branch as it grows in a direction of your choice. If the branch impacts a hard surface, such as a wall, it immediately stops and skewers all creatures that were pushed against that wall.

Each creature takes 3d4 piercing damage and is restrained, skewered to the surface. A restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's saving throw DC. On a failed save, a creature takes an additional 2d4 piercing damage. On a success, the creature is no longer restrained.


Slicing Leaves

1st-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, 1 hour

You touch up to 6 leaves and imbue them with magic, hardening them and making their edges razor sharp. You or someone else can make a ranged spell attack with one of the leaves by throwing it with a range of 60 feet. If someone else attacks with a leaf, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes slashing damage damage equal to 2d4 + your spellcasting ability modifier.

Hit or miss, the spell then ends on the leaf. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of leaves you can effect with this spell increases by 2 and their damage increases by 1d4 for each slot level above 1st.

Sporecaller's Smite

2nd-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon is followed by a trail of spores, and the attack deals an extra 2d6 poison damage damage to the target. Additionally, the target must succeed on a Constitution saving throw or be stunned until the start of your next turn as pacifying spores enter their body.

Spray of Throns

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 20 foot cone
  • Components: V, S, M (a rose thorn)
  • Duration: Concentration, yes

You shoot forth a burst of thorns from your hands which pierce through your enemy's defenses, making them vulnerable to attacks. Each creature in a 20-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 6d6 piercing damage, and until the start of your next turn they take an additional 1d6 piercing damage whenever they are hit by a weapon attack.

On a successful save, a creature takes half damage and suffers no other effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.

Silencing Blade

Cantrip-level Enchantment


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediately takes 1d8 psychic damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Sunlight Blade

Cantrip-level Evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and gains the sunlight sensitivity trait during the spell's duration. If a creature possesses the sunlight sensitivity trait the damage die for this spell becomes d12

Temporal Bubble

9th-level Chronomancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a diamond hourglass filled with tiny gemstones or pearl dust, worth at least 45,000gp)
  • Duration: Concentration, 1 hour

You create a transparent, spherical demiplane centered on yourself with a radius of 10 feet. Time within this demiplane passes significantly faster than time outside, allowing you to experience 24 hours of time while those outside only experience 1 hour. No material can pass into or out of the demiplane, and no spell or effect created on one side of it can affect the other side. If any creatures other than yourself and you familiar (if you have one) would be caught within the area of this spell, the spell fails.



Time Freeze

8th-level Chronomancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an iron hourglass)
  • Duration: Instantaneous

Choose a creature that you can see within range. If the target has 150 hit points or fewer, it is paralyzed and frozen in time, unaware of its surroundings. Otherwise, the spell has no effect. The target must make a Wisdom saving throw at the end of each of its turns. On a successful save, this paralysis effect ends.

Time's Arrow

2nd-level Chronomancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of sand from an hourglass)
  • Duration: 10 minutes

This spell enchants a physical missile, such as an arrow, bolt or sling bullet so that it freezes in time and space. You may reposition the missile as part of the action to cast the spell, and the spell may be used on magical or otherwise enchanted missiles. The missile remains frozen in place until either a creature passes within 60 feet in front of it, something touches it, a strong wind blows upon it, the enchantment is dispelled or the duration ends. At that point, the missile moves suddenly, as if it was just fired or thrown. If a creature is in the line of fire, the missile makes an attack which adds your spell attack bonus to the attack roll, and does the basic damage of whatever missile type was used (missiles that vary by launcher use the highest possible damage dice).

Thorn Shield

Cantrip-level Conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You conjure a wooden shield covered in thorns in one of your hands. This shield provides the same bonuses as a normal shield. Whenever you successfully shove a creature with your thorn shield, that creature takes 1d8 piercing damage. If you let go of the shield, it wilts away to nothingness.

True Shield

5th-level Abjuration


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S
  • Duration: 1 round

A sphere of energy erupts from you, encasing and protecting you. Until the end of your next turn, the shield absorbs up to 50 damage that you would've taken before shattering, including the triggering attack, spell, or effect, leaving you unharmed Line effects and spells, such as lightning bolt and some dragons breath= stop completely at the sphere if its damage is entirely absorbed.

The shield reflects the magic missile spell back to the caster, using its spellcasting ability, instead of absorbing the damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage the shield absorbs increases by 10 for each slot level above 5th.

Venomous Blade

Cantrip-level Conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d6 poison damage. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.


Vicious Thorns Strike

Cantrip-level Conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spells range, otherwise the spell fails. On a hit, the target suffers the attacks normal effects and it becomes wrapped in a vine full of thorns until the start of your next turn. If the target fails a strength, Dexterity or Constitution saving throw before then, the thorns take advantage of the momentary weakness from which the target takes 1d6 piercing damage and the spell ends.

This spells damage increases when you reach higher levels. At 5th level increase the base damage by 1d8 piercing and the thorn damage to 2d6. This increases again at level 11 and level 17 by the same increment.

Voltaic Blade

Cantrip-level Conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in crackling energy until the start of your next turn. If the target willingly takes a reaction before then, it immediately takes 1d8 lighting damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the damage the target takes for taking reactions increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Wrath of the Gods

8th-level Evocation


  • Casting Time: 1 action
  • Range: Self (20 feet)
  • Components: V, S
  • Duration: Instantaneous

You release a shockwave of divine force from your body. Each creature within 20 feet must make a Strength saving throw. On a failed save, a target is pushed back until they are 20 feet away from you, they are knocked prone and take 10d12 thunder damage. On a successful save, a target is pushed back 10 feet, or until it is 20 feet away from you, and they take half damage.


Zone of Altered Time

9th-level Chronomancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pair of hourglasses, worth at least 100gp each)
  • Duration: 1 hour

You create a transparent magical zone where time flows differently in a 50-foot cube centered on a point of your choice within range. No material, spell or effect can pass into or out of the zone unless it travels through another plane of existence to do so (such as by using misty step, etherealness or dimension door.) Choose one of the following effects for the zone. Dilated Time. Time passes slower inside the zone, so that any creatures inside it experience 10 minutes for every hour that passes outside. Hyperbolic Time. Time passes faster inside the zone, so that any creatures inside it experience 24 hours for every hour that passes outside.

Zone of Lies

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: M (a silver tongue)
  • Duration: 10 minutes

You create a magical zone that fosters deceit in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't discern lies from truth while in the radius, as with making a Wisdom (Insight) check or another way. A creature that fails the save and that can automatically discern lies, such as one with the Divine Awareness trait, can't automatically discern them, but can make Wisdom (Insight) checks to determine truth as normal.

You know whether each creature succeeds or fails on its saving throw. However, creatures affected by this spell don't know if they are or not Any Wisdom (Insight) checks they make to determine truth are inconclusive. If this spell affects another player character, the DM makes their saving throw in secret.

Eldritch Magic

Spell list

Aura of Shade

2nd-level Shadow


  • Casting Time: 1 action
  • Range: 90 ft
  • Components: V, S, M (a deep black stone)
  • Duration: 1 Minute

You create a 15-foot radius sphere of shadow magic centered on a point within range. The area appears to be wreathed in swirling shadows and darkness, and is easily identifiable when it is in an area of bright or dim light. The sphere spreads around corners, and each creature that ends their turn within the area becomes invisible. This invisibility ends for a creature if they attack, cast a spell, or leave the area. Anything they are wearing or carrying is also invisible as long as they are.

Blackflame

1st-level Shadow


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You choose a flame that you can see within range and that fits within a 5-foot cube. The flame momentarily changes color into a deep black, and then lashes out at surrounding creatures. Each creature within a 5-foot radius extending from the flame must make a Dexterity saving throw. A creature takes 1d6 necrotic damage and 2d6 fire damage on a failed save, or half as much damage on a successful one

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 for each slot level above 1st.



Conjure Aberrations

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, 1 hour

errant spirits that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears

• One aberrantion of Challenge rating 2 or lower%• Two aberrantion of Challenge rating 1 or lower%• Four aberrantion of Challenge rating 1/2 or lower%• aberrantion Beasts of Challenge rating 1/4 or lower%Each aberrantion disappears when it drops to 0 Hit Points or when the spell ends

The summoned creatures are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics

At Higher Levels: When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Dueling Shadows

Cantrip-level Hemomancy


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

Choose two creatures within range that are within 5 feet of each other. Each target must succeed on a Dexterity saving throw or take 1 d4 necrotic damage as their shadows lash out at each other. If one of the creatures moves before the start of your next turn, both targets must repeat the saving throw as the shadows lash out again, dealing another 1 d4 necrotic damage The spell's damage increases by 1 d4 when you reach 5th level (2d4), 1 1 th level (3d4), and 17th level (4d4).

Flicker

3rd-level Shadow


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (displacer beast fur)
  • Duration: Concentration, 1 minute

Your body begins to flicker in and out of existence as shadow magic envelops you. For the duration of the spell, you can use your bonus action to teleport 5 feet. Additionally, when you are targeted by an attack you can use your reaction to attempt to teleport out of harm's way. Roll a d20. On a roll of 11 or higher, the attack automatically misses, and you teleport 5 feet. Otherwise, the attack is made as normal and you teleport 5 feet shortly after.

Investiture of Shadow

6th-level Shadow


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 10 minutes

Until the spell ends, shadows swirl around you, and you gain the following benefits:%• At the start of each of your turns, you turn invisible. If you attack or cast a spell, this invisibility ends

• You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet

• You can use your action to create a 15-foot radius sphere of magical darkness centered on a point you can see within 60 feet of you, as per the darkness spell. This darkness lasts for the duration, or until you activate this ability again.


Shadow Swarms

4th-level Shadow


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Concentration, 10 minutes

You transform up to ten bats, rats, or ravens, three quippers, five insects, or one poisonous snake within range into swarms of shadowy replicas for the duration

Each creature becomes a swarm, as described in the monster manual. Each creature obeys your verbal commands, and in combat, they act on your tum each round. The DM has the statistics for these creatures and resolves their actions and movement

A creature remains a swarm for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. till

Reaper's Scythe

1st-level Shadow


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 1 minute

You create a scythe out of necrotic energy in your free hands. The scythe is a large weapon, requires both hands to wield, and lasts for the duration. If you let go of the scythe, it disappears, but you can conjure it again as a bonus action. You can use your action to make a melee spell attack with the scythe. On a hit, the target takes 2d4 necrotic damage, and you gain temporary hit points equal to half the damage dealt

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1 d4 for each slot level above 1st.

Rend Shadow

4th-level Shadow


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

Choose up to 4 creatures within range. Each creature has their shadow forcibly ripped from their body, conjuring a Shadow (Monster Manual pg. 269) in an unoccupied space next to them. As long as the shadow is separate from their body, they do not cast a shadow. A shadow created through this spell reforms with its host when it drops to 0 hit points or when the spell ends, and it disappears if its host dies. If its host dies, a new shadow does not rise from the corpse. The shadows seek only to attack the creature they were separated from, and disappear when that creature is killed. Roll initiative for the shadows as a group, which has its own turns. They spend their turns attacking their host, without any thought for strategy or tactics. The DM has the creature's statistics

At Higher Levels. When you cast this spell using certain higher level spell slots, you can target more creatures: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Shadow Stride

5th-level Shadow


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 1 hour

You gain the ability to blink from one shadow to another. When you are in dim light or darkness, you can use 5 feet of movement to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You can use this teleportation ability twice per round for the duration.

Umbral Assault

7th-level Shadow


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You target a creature within range. The shadows of creatures within 5 feet of the target then turn against the first creature, attacking them from all sides. The target must make a Dexterity saving throw. The creature takes 3 d6 necrotic damage for every creature within 5 feet of it of size Small or larger, up to a maximum of 24d6 on a failed save, or half damage on a successful one.


Umbral Form

3rd-level Shadow


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of black ink)
  • Duration: Concentration, 1 hour

You transform a willing creature you touch, along with everything it's wearing and carrying, into an animated shadow for the duration. The spell ends if the creature drops to 0 hit points

While in this form, the target has an AC of 18, its only method of movement is a walking and climbing speed of 20 feet, and it cannot jump or otherwise remove itself from the surface it moves on. This movement is completely noiseless, and allows the target to move up, down, and across vertical surfaces and upside down on ceilings. The target can enter and occupy the space of another creature. It has advantage on Dexterity saving throws, Dexterity (Stealth) checks, and is always hidden in darkness. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains on the surface it was on even when stunned or otherwise incapacitated

While in the shadowy form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Umbral Shadow

2nd-level Shadow


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of black ink)
  • Duration: Concentration, 1 hour

You transform a willing creature you touch, along with everything it's wearing and carrying, into an invisible shadow for the duration. If the creature attacks or casts a spell during this time the spell is broken unless the creature willing accepts one level of madness. Each time Umbral Shadow would be broken, they may choose to accept another level of madness and keep the spell active anyway.

Umbralturgy

Cantrip-level Shadow


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Up to 1 hour

You compel shadows to create one of the following effects at a point you can see within range: %• The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 hour

• You cause shadows to conceal up to 2 creatures within a 15-foot radius area of dim light or darkness, allowing them to hide as a bonus action on their next turn if they remain in the area

• The shadow of a creature or object becomes either blurred or unblurred, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Withering Blade

Cantrip-level Illusion


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

Your weapon becomes enveloped in dark shadowy energy that saps the vitality from those it touches. As part of the action made to cast this spell, you must make a melee attack against one creature within range, or else the spell fails. On a hit, the target suffers the attack’s normal effects, and its strength is drained from it. The target must succeed on a Constitution saving throw, or take an additional 1d8 necrotic damage and be unable to recover hit points until the end of its next turn. The spell’s damage increases when you reach higher levels

At 5th level, the melee attack does an additional 1d8 necrotic damage, and the damage upon failing the Constitution saving throw increases to 2d6. Both damage rolls increase by 1d8 and 1d6, respectively, upon reaching 11th level and 17th level.

Read Soul

3rd-level Divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 10 minute

You choose a creature within range, the target must succeed in a Wisdom saving throw, or will have his soul read under the Superficial Probe effect

SUPERFICIAL PROBE: You discover the superficial thoughts of the target; his likes and values

MEDIUM PROBE: With an action, you can deepen the probe, and the target must make a Constitution saving throw based on your spell save DC. With a failure, you have access to the creature's secrets and flaws, and also specific information you desire

DEEP PROBE: With another action, the probe reaches the deepest level. The target must make a Constitution saving throw based on your spell save DC. If the creature fails, you uncover whatever level of information you want from the target. Another option is that you may temporarily steal a skill, language or tool proficiency from the target for up to 24 hours. You may have any number of these effect active at one time. Any of the above options leave the target with a level of exhaustion for each time this spell reached the deep probe stage. Succeeding this saving throw grants immunity to the effect for up to 24 hours.

Soul Devour

9th-level Soul Magic


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You attempt to consume a creature's soul to empower yourself. Target creature within range must succeed on a Charisma saving throw or take 100 necrotic damage, taking half as much on a success. If this damage reduces the target's hit points to 0 and the creature failed the saving throw, you consume the target's soul, and the target instantly dies. If you consume the creature's soul in this way, you gain temporary hit points equal half the target creature's hit point maximum. While you have these temporary hit points, you have advantage on attack rolls, ability checks, and saving throws. A creature whose soul has been consumed in this way cannot be restored to life by any means short of a wish spell. Creatures that do not have souls, (such as most constructs and zombies) and creatures whose souls are in another location than their body (such as liches) are immune to this spell. Undead that have the Incorporeal Movement trait have disadvantage on the Charisma saving throw.



Soul Ejection

8th-level Soul Magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You attempt to thrust a creature's soul out from its body. Target creature within range must make a Charisma saving throw. On a failed save, the creature takes 5d12 force damage, and its soul is ejected from its body, causing it to immediately fall unconscious as its soul is stuck in the border ethereal plane for the duration. On a successful save, the creature takes half as much damage, and the spell ends. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target. When the spell ends, the creature's soul safely returns to its body, unless the body has died during the spell's duration. Creatures that do not have souls (such as most constructs and zombies), creatures whose souls are in another location than their body (such as liches), and creatures that have souls but not corporeal bodies (such as ghosts) are immune to this spell.

Soul Jolt

3rd-level Soul Magic


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You send a jolt of ethereal energy into a creature, attempting to disrupt their soul and its connection to the current plane of existence. Target creature within range makes a Charisma saving throw. On a failed save, the creature takes 4d12 force damage and is stunned until the end of your next turn. On a successful save the creature takes half as much damage and isn't stunned. Creatures that do not have souls, (such as most constructs and zombies) and creatures whose souls are in another location than their body (such as liches) are immune to this spell. Undead that have the Incorporeal Movement trait have disadvantage on the Charisma saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Soul Punch

1st-level Soul Magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You send a blast of ethereal energy into a creature, punching its soul Target creature within range must succeed on a Charisma saving throw or take 3d8 force damage, taking half as much on a successful save. Creatures that do not have souls, (such as most constructs and zombies) and creatures whose souls are in another location than their body (such as liches) are immune to this spell Undead that have the Incorporeal Movement trait have disadvantage on the Charisma saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Soul Sheath

2nd-level Soul Magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Concentration, 1 hour

You fragment a bit of your soul off into a melee weapon that you are holding, sheathing it with ethereal energy. When you cast this spell, you take 2d4 necrotic damage, and your hit point maximum is reduced by the amount of damage you took (this damage cannot break your concentration for the spell). For the duration, the weapon you cast the spell onto deals an additional 1d10 force damage. If the weapon leaves your grasp the spell ends. When the spell ends, the reduction to your hit point maximum caused by the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level the necrotic damage you take increases to 4d4, and the force damage the weapon deals increases to 2d10. When you cast the spell using a spell slot of 6th or higher, the necrotic damage you take increases to 6d4, and the force damage the weapon deals increases to 3d10.


Soul Transplant

7th-level Soul Magic


  • Casting Time: 1 hour
  • Range: 30 feet
  • Components: V, S, M (a black diamond worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous

You speak the name of a humanoid that has been dead for no more than a century, attempting to call it forth to inhabit a humanoid corpse which has been dead for no more than 10 days that you touch when casting the spell If the target that you named is free and willing, it returns to life, possessing the body used in the spell If the target's soul isn't free or willing to do so, the spell fails. The transplanted creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its physical ability scores with those the corpse had before death, and it exchanges its original race for the race of the corpse, changing its racial traits accordingly

This spell also neutralizes any poison and cures nonmagical diseases that affected the corpse at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the corpse is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.

Blood Magic

Spell List

Animate Blood

3rd-level Hemomancy


  • Casting Time: 1 bonus action
  • Range: 10 ft
  • Components: V, S, M (droplets of blood)
  • Duration: Concentration, 10 Minutes

You animate droplets of your own blood to act under your command. For every three hit points spent in the casting of this spell, you create a droplet of animated blood. As you cast the spell, and as a bonus action on each of your turns thereafter, you can mentally command the droplets to move as long as they are within 120 feet of you. The droplets have a speed of 30 feet, and a climbing speed of 15 feet. As an action on your turn, you can choose to see and hear from the location of one of the blood droplets until the end of your turn, becoming blinded and deafened to your own surroundings. Additionally, you may instead use your action to cause one of the droplets to explode in a burst of necromantic energy, destroying the droplet and damaging surrounding creatures. Each creature within 5 feet of the droplet must make a Dexterity saving throw. A creature takes 6d4 necrotic damage on a failed save, or half as much damage on a successful one

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1 d4 for each slot level above 3rd.



Bloodcurse

5th-level Hemomancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S
  • Duration: Varies

You touch a creature's open wound and bestow a curse. As you spend a number of hit points to cast the spell, that creature must succeed on a Wisdom saving throw or become cursed. During the casting of the spell, you can make a Charisma (Deception) check against the target's Wisdom (Insight) check to attempt to conceal the spell's true nature, such as pretending to bandage their wound. The curse has no effect until after 1 hour. Thereafter, the curse lasts for a number of days equal to the number of hit points spent, and for that duration the cursed creature can't regain hit points and is poisoned. Every 8 hours the creature is cursed, they take 3d4 necrotic damage as the curse rots away at them. A remove curse spell ends this effect

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.

Bloodletting

Cantrip-level Hemomancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature and spend 1 hit point, opening a wound where you touch. Make a melee spell attack against the target. On a hit, the target takes 1d12 necrotic damage. If this damage reduces the target to 0 hit points, you gain temporary hit points equal to half the damage dealt. These temporary hit points last for up to 1 minute. The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Bloodsight

2nd-level Hemomancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 10 minutes

You draw out a portion of your blood, causing your eyes to take on a crimson hue. For the duration, you can see the life force of nearby creatures. The range of this vision is a number of feet equal to 5 times the number of hit points spent on this spell. When a creature is at full health, they appear perfectly normal, but as they become more wounded a red aura begins to surround them. You can notice when a creature's current hit points are below 1/2 or 1/4 of their hit point maximum. If a creature is below 1/2 of their hit point maximum, you can see them even through walls and invisibility

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. If you use a slot of 7th level or higher, the duration is 8 hours. If you use a 9th level spell slot, the duration is 24 hours. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.


Cruorwhip

1st-level Hemomancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

You create a whip out of your own blood in your free hand. By spending a number of hit points, you create a whip similar in size and shape to a normal whip. If you let go of the whip, it disappears, but you can recreate it again as a bonus action. You can use your action to make a melee spell attack with the whip. For every 5 hit points spent in the casting of this spell the reach increases by 5 feet, with a minimum health cost of 5 hit points. On a hit, the target takes 4d6 necrotic damage

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 5d6. When you use a spell slot of 5th level or higher, the damage increases to 6d6. When you use a spell slot of 7th level or higher, the damage increases to 7d6. When you use a 9th level spell slot, the damage increases to 8d6.

Draining Thread

4th-level Hemomancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You open a wound on your body, shooting out a thread of blood between yourself and a creature within range. As you cast the spell, you must spend a number of hit points. The creature must then succeed on a Dexterity saving throw or take 7d6 + the number of hit points spent as necrotic damage. If this damage brings the target to 0 hit points, half the hit point cost is refunded as blood drains through the thread back into your body

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.

Drain Life

9th-level Hemomancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You open a deep wound on your body, draining the life of another creature as your own blood leaves your body. As you cast the spell, you must spend a number of hit points. The creature must then make a Constitution saving throw. The creature takes 12d12 + four times the number of hit points spent as necrotic damage on a failed save, or half as much damage on a successful one.

Hemoplague

7th-level Hemomancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S (a poison)
  • Duration: Concentration, 1 minute

You draw out a portion of your blood, infecting it with a vile poison before causing it to streak towards creatures within range. As you cast this spell, you must spend a number of hit points, allowing you to target 1 creature for every 5 hit points spent. Each creature must make a Constitution saving throw. On a failed save, a target takes 6d8 necrotic damage and is also infected for the duration. On a success, the target takes half damage and suffers no additional effect. An infected target is poisoned, can't regain hit points, and whenever they take bludgeoning, piercing, or slashing damage, they take an additional 2d8 necrotic damage as they bleed profusely. A creature repeats the saving throw at the start of each of its turns, ending the effect on a success

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d8 for each slot level above 7th.

Ichorous Smite

2nd-level Hemomancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 1 minute

You imbue a weapon with a portion of your life force, spending a number of hit points as you cast the spell. The first time you hit with a melee weapon attack during this spell's duration, the attack deals additional necrotic damage equal to 2d4 + double the number of hit points spent

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1 d4 for each slot level above 1st.

Inflict Pain

1st-level Hemomancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature, inflicting them with negative energy and racking them with excruciating pain. The target must succeed on a Constitution saving throw or take 1d10 necrotic damage and become incapacitated with pain until the start of your next turn

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Lacerate

Cantrip-level Hemomancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Two bolts of necrotic energy shoot from your fingertips towards a single creature within range. Make two ranged spell attacks against the target. On a hit, the target takes 1d4 necrotic damage. If both bolts hit the target, they strike simultaneously as a single instance of damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage it took. The target's hit point maximum returns to normal after 10 minutes

The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Maim

3rd-level Hemomancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (flake of skin or bone from an undead)
  • Duration: Instantaneous

You touch a creature, transferring a virulent disease into their body. The target must make a Constitution saving throw. On a failed save, it takes 8d4 necrotic damage, or half as much damage on a successful save. The damage can't reduce a target's hit points below 1. If the target fails the saving throw, it can't take reactions for the next 10 minutes as the disease clouds their brain. Any effect that removes a disease allows a creature to remove the secondary effect

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.



Memento Mori

8th-level Hemomancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

This spell dominates the minds and bodies of humanoids, consuming them in a frenzy of death. As you cast the spell, you must spend a number of hit points. Roll 14d8 and add twice the number of hit points spent to the roll; the total is how many hit points of creatures this spell can affect. Humanoids within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures)

Starting with the creature that has the lowest current hit points, each creature affected by this spell is under your control until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Creatures immune to being charmed aren't affected by this spell

On each of your turns, you can issue commands to the creatures under your control, directing them where to move and attack. If a creature doesn't receive orders from you, they attack the closest creature to them. If a creature hasn't made an attack by the end of its turn, the spell ends for them

If you maintain your concentration on this spell for its whole duration, each creature that is still under the spell's effect when the spell ends dies.

Rain of Blood

6th-level Hemomancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You draw out your blood, turning it into rain that pours down over a 45-foot radius area within range. As you cast this spell, you must spend a number of hit points. A creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a target takes 4d6 + half the number of hit points spent as necrotic damage, and its movement speed is slowed by 5 feet for the duration of the spell. On a success, the target takes half as much damage and is not slowed. The slow can stack with itself, but it cannot reduce a creature's speed below half %At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Sanguine Sanctum

4th-level Shadow


  • Casting Time: 1 action
  • Range: Self (10 foot radius hemisphere)
  • Components: V, S
  • Duration: Concentration, 1 hour

You transform your blood into a 10-foot-radius protective dome that forms around and above you and remains stationary for the duration. The dome can be damaged, and it has a number of hit points equal to 20 + double the amount of hit points spent in the casting of this spell. Any creature within the dome cannot be targeted by creatures outside the dome, and vice versa. Spells and attacks that would pass or extend through the dome instead hit the dome, dealing it damage, and do not extend farther. As long as the dome lasts you can use your action to spend a number of hit points and add this amount to the dome's current hit points. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. The dome is semi-transparent. It can be seen through, but things seen through the walls appear distorted and blurred with the red color of the dome

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the dome's base hit point value increases by 5 for each slot level above 4th.

Tides of Blood

3rd-level Hemomancy


  • Casting Time: 1 action
  • Range: Self (20 foot radius)
  • Components: V, S
  • Duration: 1 round

You draw out your own blood as well as the blood of corpses within 20 feet of you. You may choose to spend a number of hit points, and you may also gain the hit points needed from corpses within the radius, not including those of constructs, elementals, and undead. Each corpse that had a hit point maximum greater than or equal to 5 in life gives 5 hit points towards the casting, and then cannot be used to cast this spell again. As a bonus action on your next turn, you can release the blood. Each creature within 20 feet of you must make a Dexterity saving throw. On a failed save, they take 4d6 + the number of hit points gained or spent as necrotic damage. On a successful save, they take half as much damage

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1 d6 for each slot level above 3rd.

Vampire Kiss

2nd-level Hemomancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Varies

You draw out a portion of your own blood as you kiss another humanoid. As you cast the spell, you must spend a number of hit points. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 10 minutes for every hit point spent on the casting of the spell, ending early if you or your companions do anything harmful to it. The charmed creature falls hopelessly in love with you. When the spell ends, the creature knows it was charmed by you.



Crimson Armor

1st-level Abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a dagger or other slashing or piercing weapon)
  • Duration: Concentration, 1 hour

You sacrifice a small portion of your life essence taking 2d4 necrotic damage (that ignores resistance and immunity) to cause a hardened shield of coagulated blood to surround a creature of your choice within range, granting a +2 bonus to AC for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours

When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Hemovision

1st-level Divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, 1 minute

Your eyes turn blood red and you are able to see the circulatory system of any creature you can see within 10 feet of you so long as they have blood. You gain advantage on medicine checks you make on any creature you can see in this way. Additionally, your melee weapon attack critical range increases to 18-20 for creatures whose circulatory system you can see until you hit one with a melee weapon critical attack, at which point the spell dissipates. At Higher Levels. When you cast this spell using a spell slot higher than 1st level you may increase the critical attack range by 1 for each level above 1st.

Blood to Ichor

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small flask of alcohol)
  • Duration: Concentration, up to 1 minute

You focus on a creature you can see within range and attempt to transform a small portion of their blood into ichor. The targeted creature must make a Constitution saving throw. On a failed save the creature takes 2d8 poison damage and becomes poisoned. On a successful save, the creature takes half as much damage and is not poisoned. If a creature moves more than half its movement speed while poisoned in this way, the creature must make a Dexterity saving throw, falling prone on a failure. The affected creature may repeat the Constitution saving throw at the end of its turn, ending the effect on a success.

Rite of Annulment

1st-level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a bandage)
  • Duration: Special

You perform a quick rite that causes your blood to burn within you. You immediately take 1d6 necrotic damage and continue to take 1d6 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. Attacks against you are blunted, turned aside, and softened. Any bludgeoning, piercing, or slashing damage you take is reduced by the last instance of necrotic damage taken from this spell



Rite of Bloodletting

1st-level Necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a small razor blade)
  • Duration: Special

You perform a quick rite that causes your blood to burn within you. You immediately take 1d6 necrotic damage and continue to take 1d6 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. When you hit a creature with an attack, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d6 necrotic damage for each time you've wounded it. It can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check against your spell save DC, ending the effect of such wounds on it on a success.

Hemorrhage

1st-level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You gesture towards a creature within range that you can see and attempt to draw the blood out of their veins. The target must make a Constitution saving throw. On a failed save, the creature takes 4d6 necrotic damage and is knocked prone due to rapid blood loss. On a successful save, the creature takes half damage and is not knocked prone. At Higher Levels. When you cast this spell at a level higher than 2nd, you increase the damage by 1d6 for each level above 2nd.

Rite of Passage

2nd-level Conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a pinch of sulfur)
  • Duration: Special

You perform a quick rite that causes your blood to burn within you. You immediately take 1d6 necrotic damage and continue to take 1d6 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. You disappear in a spray of red mist and teleport up to 20 feet to an unoccupied space that you can see. Until this spell ends, you can teleport again in this manner as a bonus action.

Mass Blood to Ichor

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a flask of alcohol)
  • Duration: Concentration, 1 minute

You choose a number of creatures within range up to your spell casting modifier and attempt to transform a small portion of their blood into ichor. Each targeted creature must make a Constitution saving throw. On a failed save, a creature takes 3d8 poison damage and becomes poisoned. On a successful save, a creature takes half as much damage and is not poisoned. If a creature moves more than half its movement speed while poisoned in this way, they must make a Dexterity saving throw against your spell save DC or fall prone. An affected creature may repeat the Constitution saving throw at the end of its turn, ending the effect on a success.


Rite of Augmentation

3rd-level enchantment


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, M
  • Duration: Special

You perform a quick rite that causes your blood to burn within you. You immediately take 1d8 necrotic damage and continue to take 1d8 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. Your touch invigorates the target and causes them to feel a surge of strength or quickness. The target's Strength or Dexterity increases by 2. Their maximum score for the ability increases by 2 as well. At Higher Levels. When you cast this spell at a level higher than 3rd, you increase the damage by 1d8 per level above 3rd and raise the increase and maximum by 2.

Rite of Charging

3rd-level Necromancy


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, M (a small iron cup)
  • Duration: Special

You perform a quick rite that causes your blood to burn within you. You immediately take 1d8 necrotic damage and continue to take 1d8 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time

You bide your time, storing your power as your life bleeds slowly away. Each time you take damage from this spell, you gain one charge. You may use an action to release the charges in a blast of bloody necrotic energy. Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d8 damage for each charge used. Once you deal this damage, the number of charges you have resets.

Rite of Binding

4th-level Enchantment


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S, M (a small band of iron)
  • Duration: Special

You perform a quick rite that causes your blood to burn within you, you immediately take 1d10 necrotic damage and continue to take 1d10 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. Choose one creature in range. The target must succeed on a Wisdom saving throw or be stunned until the start of your next turn. You may use your bonus action in subsequent turns to choose a new target, or the same target, requiring a new saving throw.

Rite of Degradation

4th-level Necromancy


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S, M
  • Duration: Special

You perform a quick rite that causes your blood to burn within you, you immediately take 1d10 necrotic damage and continue to take 1d10 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. Choose a creature within range. The target must make a Constitution saving throw. On a failed save, the target's AC and saving throws are reduced by 1. You may use your bonus action each round that this spell is active to cause the target to make another saving throw with the same effect, stacking up to a total penalty of 6 to AC and saving throws. The reduction lasts until this spell is dismissed.

Rite of Consumption

5th-level Necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a pewter fork)
  • Duration: Special

You perform a quick rite that causes your blood to burn within you, you immediately take 1d12 necrotic damage and continue to take 1d12 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. While this spell is active, your melee weapon attacks deal an extra 1d8 necrotic damage, healing you for the necrotic damage dealt this way.


Rite of Replication

5th-level Conjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a small mirror)
  • Duration: Special

You perform a quick rite that causes your blood to burn within you, you immediately take 1d12 necrotic damage and continue to take 1d12 necrotic damage at the start of each of your turns that this spell is active. The necrotic damage is unaffected by resistances and immunities. You may dismiss this spell as a free action at any time. You reach out and touch a creature, attempting to ascertain their essence. The target must succeed on a Wisdom saving throw or you are able to create a simulacrum of their physical form made out of blood. A willing creature may choose to fail the saving throw. The simulacrum appears in a square adjacent to you. Roll initiative for the simulacrum. It has half the current hit points of the target (rounded up) and all of the same equipment, stats, features and current resources of the target with the exception of magic items, Intelligence, Wisdom, and Charisma, which are all changed to 8. The simulacrum's creature type is Consruct, and it cannot be healed. It is only allowed to take the Attack, Help, or Dodge actions, and if it takes the Attack action, it is only allowed one attack. The simulacrum is friendly to you and will follow your directions to the best of its ability, otherwise it will defend itself. As a reaction when you take damage from a single source, you may have the simulacrum take the damage for you provided it is within 5 feet of you. If that damage would reduce the simulacrum to 0 hit points, you take any excess damage. When the simulacrum falls to 0 hit points, this spell ends.