Credits


  • Created by The Artificer
  • Made with The Homebrewery
  • Cover Illustrator: Svetlaya
  • Interior Illustrators: Ianperks, someone from Wizards of the Coast, people on Pinterest who make it very hard to find out who they are

Thanks to /u/Draco for creating the Homebrewery Formatting Guide


Additions/help from The Artificer, Onomonopedia, uberaffe, honeybadger919, Bignholy, faeriefiregames, pants__cat












On the Cover

This cozy room illustrated by Svetlaya shows a wizard practicing spells while his trusty cat rests on the table next to him.



Disclaimer: Do not trust wizards, artificers, or necromancers. Especially necromancers. They may or may not use you to create their necromantic mega-zombie-monsters. You may want to know that the creation of mega-zombie-monsters usually involves death of some kind.

Contents

3

INTRODUCTION

Introduction

What is this book?

This book is a compendium of homebrew spells, monsters, magical items, and pretty much anything else for all types of characters, from elf rangers to gnome mystics. You can use anything in this book in your game, modified or not, and anything you add can (and probably will) be used by someone else.

What does Homebrew mean?

Homebrew D&D content is unofficial content created by someone for their game (or to post on the internet, in this case). It may not be as balanced as official content, but homebrew breaks the limits of the official rules to improve or even redesign D&D.

You can easily create homebrew material. If you play D&D, you probably have already! Have you made up a custom adventure? Modified a monster to fit into your setting? Designed a magical item as a reward for your players? Any homebrew ideas you especially like can be added to the Artificer's Guide easily. Go to Part 3: Adding to the Notebook

The Homebrewery

The Homebrewery is an online recource used to design semi-official looking content for D&D. It is easy to use once you learn the basics, and to create even more official-looking homebrews, look at the Homebrewery Formatting Guide created by Draco. With is you can learn to make a realistic cover, add images, and perfect the formatting on the inside.

What's in it?

The Artificer's Guide contains items, spells, races, classes, subclasses, and rules made to improve your D&D game.

Items

This book contains many items, both magical and not. If you plan on using these magical items, here are some tips to make sure your game stays balanced.

Hand out items that the characters might need. Items
that the characters will never use just take up space and
crowd character sheets. It's better to have five items that
are used all the time than 50 that are used once each.

Pay attention to how powerful items are. If you
give a level 4 character legendary items, then
the game will be way too easy. If you give a level four
character a few uncommon items, they will be fine.
The game will be balanced, but the players will
still get rewards for defeating the orcs, or getting through
the dungeon.


Spells

Spells are chosen by players, so if that's you, pay attention.

Choosing spells is pretty easy. Just think about:

  • What you will be doing
  • What spells you need to have (prestidigitation . . . )
  • What spells look fun. (or what spells are fun, if you have used them before.)

Then you can choose what spells to get based on those three categories. Feel free to try new spells, because you can always change them when you level up (or when your DM finally buckles under your endless complaining.)

4

INTRODUCTION

Races

Races are more important than spells and items, because
you can't change them. Be careful when picking a race,
because you'll be stuck with it for the whole game. Unless
you die, of course.


  • When you are picking a race, consider these things:

  • Do you like the race? You should never play as a race you
    don't enjoy playing.
  • Are you fine with the downsides of the race? If you want to
    play a tiefling or a half-orc, you'll be hated by most people. As a
    halfling you have reduced speed. Humans don't have darkvision.
    If you aren't okay with the downsides of a race, don't play it.
  • Is your DM okay with you playing the race? Sometimes
    DMs will say you can't play a race, for whatever reason.
    If your DM doesn't let you do it, don't do it.

Classes / Subclasses

Classes are probably the most important choice when making
a character. Although you may be able to multiclass, you will
be stuck with it for a while, possibly the whole game, and classes
are much more important than races. When you're choosing a
class, think about the same things as when choosing a race


  • Do you like the class? You should never play as a race you don't
    enjoy playing.
  • Are you fine with the downsides of the class? If you want to
    play a warlock, you'll be hated by most people. As a wizard or
    some similar magic classes, you have low HP. Barbarians don't
    have spellcasting. If you aren't okay with the downsides of a class,
    don't play it.
  • Is your DM okay with you playing the class? Sometimes DMs
    will say you can't play a race, for whatever reason. If your DM
    doesn't let you do it, don't do it.

Backgrounds

Backgrounds should be easy to pick. Just choose one that
goes along with your character and their backstory, or choose
one and come up with a background to go along with it.

5

PART 1 | SPELL LISTS

Spells

Bard Spells

Cantrips (0 level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Cleric Spells

Cantrips (0 level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Druid Spells

Cantrips (0 level)

  • Freeze/Thaw
  • Static
1st Level

2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Paladin Spells

Cantrips (0 level)
1st Level
2nd Level
3rd Level
4th Level
5th Level

Ranger Spells

Cantrips (0 level)

  • Freeze/Thaw
1st Level

2nd Level
3rd Level
4th Level
5th Level

Sorcerer Spells

Cantrips (0 level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Warlock Spells

Cantrips (0 level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Wizard Spells

Cantrips (0 level)

  • Freeze/Thaw
  • Static
1st Level

2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

6

PART 1 | SPELL DESCRIPTIONS

Spell Descriptions

Ambience

1st-level illusion


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

For the duration, you can change the ambience of an area. You can make it feel bright and happy, dark and foggy, smoky, or anything else you come up with, as long as your DM is okay with it.

Freeze/Thaw

Evocation cantrip


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

You touch up to a cubic foot of water, ice, or steam. You can change the temperature of it from just below freezing to just above boiling. Anythine else affecting the water may cause it to change to its original state, such as low/high temperature, a torch or another flame, or magic.

Elemental Burst

Evocation cantrip


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

You hold out your hand. Choose one of the effects below.

Static. Your hand sparkles with electricity. For the duration, anyone you touch with that hand feels a small shock.

Candle. Your fingertips on one hand light up with painless candle-sized flames. These cannot deal damage, but can be used to set fire to flammable objects that are not being worn or carried. Your hand sheds bright light for 10 feet and dim light for an additional 10 feet.

Drip. Your hand appears to sweat profusely with what is really clean, drinkable water. Every round, it produces 1/10th of a gallon, with a total of 1 gallon produced over the full duration. This affect can only be used once a day.

Gauntlet. Your hand molds into stone, iron, or wood. The hand does not feel any heavier than usual. For the duration, your unarmed damage is doubled.

?

PART 2 | MAGIC ITEMS A-Z

Magic Items A-Z

Bonesnapper, Bringer of Pain

Weapon (greatclub), rare (requires attunement by a barbarian)

No trained knight or duelist would consider Bonesnapper to be a practical weapon; its size and design do not lend themselves to elegant combat in the slightest. No, Bonesnapper is only to be wielded by those who engage battle with a brutish passion only barbarians can understand.

This magic weapon counts as a heavy weapon for the purposes of the Great Weapon Master feat, but it does not impose disadvantage on attack rolls for small creatures.

Bonesnapper feeds off of its wielder's anger and fury. When you enter a rage, you can choose to forgo your bonus rage damage. If you do so, this weapon deals an additional 1d8 damage; this die cannot be rerolled for any reason.

Cloak of Invisibility

Wondrous item, very rare

This silk sheet can fit three Tiny creatures, two Small creatures, or one Medium creature. Anything concealed under or behind the blanket gains the Invisible condition.

When folded up, the cloak looks like a normal blanket, but is easily identifiable as a Cloak of Invisibility. The cloak can be destroyed, but is stronger that standard fabric.

Dimensional Socket

Wondrous item, very rare

A Dimensional Socket is a fancy keyhole placed on an empty doorway. When a Dimension Key (see below) is used to unlock it, it creates a spectral door in the doorway which accesses the demiplane the key is tuned to.

Dimension Key

Wondrous item, very rare

This well-made key, when put into a Dimensional Socket (see above), opens a portal to a demiplane from the size of an outhouse to the size of the king's mansion. The dimension can only be accessed by keys tuned to its frequency.

Most Dimension Keys can only be tuned to one frequency, however some are made to be tuned (see below). These Dimension Keys are less common, and in many places illegal.

The DM will determine the size, number of rooms, and the other details. The walls, floors, windows, and ceilings are indestructible.

Dimension Key (Tunable)

Wondrous item, legendary

This Dimension Key (see above) can access any pocket dimension that a Dimension Key can access. They must be tuned to the correct frequency, which can be done over a long rest. It can either be tuned to the frequency of another key, which must be touching the tunable key over the 8 hours it takes to tune it, or it can be tuned to the pocket dimension it is currently in.


Flaming Gauntlets

Wondrous item, rare (requires attunement)

The wearer of these bronze gauntlets can use a bonus action to create a small flame in their hand, which does no damage but can set flammable objects on fire. You can attempt to set fire to a creature by making an unarmed attack against them. If no part of them is flammable, the attack cannot set them on fire.

The gauntlets also shed bright light for 20 feet and dim light for 20 more.

Flash Gem

Wondrous item, uncommon

You can use a bonus action to smash this clear crystalline gem, flashing bright light within circle with a radius of 50 feet. For the next 1d4 + 6 minutes, the remains of the gem shine dim light for 10 feet.

Gladiator's Trident

Weapon (trident), rare (requires attunement)

One of the classic implements of a gladiator, the trident is fairly recognizable to any adventurer. This particular trident has an ornate design, with a slender spike at its base in addition to vicious, claw-like prongs. There are a number of trinkets hanging from the prongs.

Gladiators are trained in combat against all sorts of beasts and monstrosities. At the end each long rest, choose either beast or monstrosity. You gain a +1 bonus to attack and damage rolls made with this magic weapon against creatures of that type until your next long rest.

The trident's morphology makes it particularly useful as a defensive weapon. While attuned to and wielding the Gladiator's Trident you gain three d6s which you treat as the equivalent of a Battle Master's superiority dice; you also learn the Parry maneuver. You can only expend the d6 associated with this weapon to use this specific maneuver. You regain any dice you spend this way at the end of a short or long rest.

Hidden Blade

Weapon (dagger), uncommon

While this mechanical blade is hidden in a sleeve or similar garment, you gain advantage on checks to conceal it. This weapon also gains advantage on attacks when it is concealed. Making an attack reveals the dagger.

Hunter's Companion

Sentient weapon (longbow), rarity varies (requires attunement)

Variant Pseudodragon (rare)

This bow contains the soul of a Pseudodragon, which can communicate through simple ideas, emotions and images and can understand common and draconic. The soul in this bow has a passive perception of 18. It additionally grants you Keen Hearing.

Variant Displacer Beast (very rare)

This bow contains the soul of a displacer beast and has the following effects.

Displacement. Arrows shot from this weapon are duplicated through illusion granting advantage on attacks. A creature attacked with this longbow must make a DC 15 Wisdom saving throw. On a success, your attacks against them no longer have advantage

Curse. If one of your allies is within 5ft of your target, make a DC 15 Wisdom saving throw. On a failed save you target your ally instead.

Ascended Ability

This feature is only gained after a condition set by your GM is met.

Companion's Mark. As a bonus action, you can command the soul of your bow to cast Hunter's Mark as a 1st level spell. The soul maintains concentration. Once you use this feature twice, you can't use it again until you finish a long rest within 5 feet of the bow

Magician's Ring

Ring, rare (requires attunement)

This ring has 9 charges. You can use one charge to cast one of the following cantrips on your turn.

The ring regains 1d8 + 1 charges at dawn. If you use the last charge, roll a d20. On a 1, the ring crumbles into dust.

Mage Hand
Minor Illusion
Prestidigitation

Orb of Annoyance

Wondrous item, uncommon

This simple sphere is the size of a dwarf's fist. It is made of two hemispheres: one red and one blue. When activated the divide between the hemispheres disappears, and the orb turns purple.

As an action, you can twist the two sides of the orb to activate the Orb of Annoyance. For the next minute, the orb will emit the discordant sound of a poorly played trumpet that is audible in a 60 foot radius. Bardic Inspiration dice are rolled at disadvantage by any creature that can hear this atrocious music.

Once you use this feature, you can't use it again until the next dawn.


Potion of Mimicry

Potion, rare (requires attunement)

This iron flask attunes automatically to anyone who picks it up. It contains a potion identical to the last potion consumed by the attuned character.

Pouch of Origami Ravens

Wondrous item, common

This simple leather pouch has 7 (2d6 + 1) paper ravens in it. The ravens are made of fine scroll paper and each appears to have arcane glyphs drawn onto it, though the glyphs are unintelligible due to the folds.

If you take one of the ravens out of the pouch and hold it in your hands, you can speak the command word to animate the crane so that it acts as if under the Animal Messenger spell. You can dictate your message after animating the raven, which then flies off to deliver it. The paper raven disintegrates to ash after delivering the message, or it returns to you and then disintegrates if it fails to deliver the message. Unfolding a raven causes it to lose its magical properties.

Once all of the ravens are removed from the bag, it becomes a nonmagical leather pouch.

Trickster's Coin

Wondrous item, uncommon

When you find this coin it takes a random form based on the table below. It perfectly resembles the coin it is mimicing, and requires Identify or similar magic to identify (pun intended) that it is magical. It changes form whenever no one is looking, so if you left it on a table it would change while you are gone.

Coin Type
d20 Coin Type
1-10 Copper
11-16 Silver
17 Electrum
18-19 Gold
20 Platinum

8

PART 2 | MAGIC ITEM TABLES

Magic Item Tables

9

PART 2 | IMPERFECT ITEMS

<div style='position:absolute; top:39px; right:14px; width:280px; -webkit-transform: rotate(6deg);' ##### Who likes imperfection? What's ##### wrong with perfect everything? This is the position and description for the top text

Imperfect Items


These "Imperfect Items" are malfunctioning, damaged, or badly made variations of the original magic item. They usually have some way of telling that they are messed up, such as a .

Decanter of Endless Water

Decanter of Dirty Water

This Decanter of Endless Water produces undrinkable dirty water.

Decanter of Endless Fish

This Decanter of Endless Water shoots 1d4 small fish for each gallon of water it produces.

Decanter of Too Little Water

This Decanter of Endless Water can only use the Drip feature.

Decanter of Excess Water

This Decanter of Endless Water can only use the Geyser feature.

Vicious Weapon

Polite Weapon

When you roll a 20 on your attack roll with this weapon, the target regains 7 hit points. It still takes the weapon's damage.

























                                        An example of perfection

Races

Satyr

Satyrs live in small clans, and are fiercely independent, banding together only out of necessity to stave off those enemies they can’t defeat alone.

Burrowers

Satyrs make their homes under the trees in the forests, burrowing deep holes that create a network of small tunnels underground. They don't have many

Satyr Traits:

Ability Score Increase. You Dexterity and Wisdom scores increase by 1.

Age. Satyrs reach maturity by age 50 and can live for centuries. The oldest satyr on record died at around 1,422 years of age.

Alignment. Satyrs tend towards chaotic, not believing organizations or law to have any bearing on the important things, but most also believe in good, choosing to help people and aid those in need.

Size. Satyrs normally average about five feet in height and weigh 150ish pounds. Your size is medium.

Fey Ancestry. You have advantage on saves against being charmed, and magic can't put you to sleep.

Wanderer. You gain proficiency in the Survival skill.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Languages. You can speak, read, and write Common and Sylvan.

Subrace. Although all satyrs are similar, they have some major differences. There are three subraces of satyrs: Cernous, Faun, and Ibycus. Choose one of these subraces.

Cernous

Cernous are the typical old men, reclusive and in tune with nature, but fiercely independent.

Ability Score Increase. Your Wisdom score increases by 2.

Speech of Beasts. You have learned how animals think and how they communicate. You gain proficiency in the Animal Handling skill. If you are already proficient in Animal Handling, your proficiency bonus is doubled for any Animal Handling check you make.

Faun

Faun are the party hardy satyrs, with more human-like features, and a constant desire to celebrate, as well as better speech skills.

Ability Score Increase. Your Charisma score increases by 2.

Natural Performer. You have proficiency in the Performance skill and in one musical instrument of your choice.


Ibycus

Ibycus are more animal than human, and will do anything to prevent the corruption of nature. They tolerate the other races, although barely, and only then because they recognize those people defend them against even worse people.

Ability Score Increase. Your Strength score increase by 1.

Horns. You are proficient in using your horns as a melee weapon. They deal 1d4 piercing damage. On a hit, the target must succeed on a DC 10 Strength saving throw or be knocked prone.

Brutal Rush. When you take the dash action you can use your bonus action to make an attack with your horns.

Backgrounds

Messenger of Shar

You are eternal. You have been around since time immemorial. You have seen civilizations rise and fall, gods die out and come to life. You know all, for you report all to Shar, the dark lady herself. There is little known about who you are and what you have and have not done, but there are countless legends.


Pre-requisites: Must be of an Evil Alignment, Deity must be Shar or other evil god(ess)

Skill Proficiencies: History, Religion
Tool Proficiencies: One type of gaming set
Equipment: A black cloak, a ring of Shar, The Dagger of the Dark Lady

Source of Immortality
d6 Source
1 You were born before time itself. Age does not effect you.
2 You are but one in a long chain of reincarnations.
3 The darkness, the memories and the servitude were passed down from your predecessor.
4 You were called into service by Shar herself at death's door.
5 Your family tree has a black tainted limb of Shar messengers, of which you have now inherited.
6 You did something so terrible that all other gods abandoned you, leaving you in Shar's hands.

Feature: Shar's Will

You command the respect of those who are aligned with evil. Every so often you will be commanded to commit an evil act. If you follow through, a small miracle will happen to you or one of your companions. If you do not, you lose all magic abilities, including that of The Dagger of the Dark Lady, until you take a short rest devoted to repenting. You do not gain the advantages of a short rest for that period of time.

When Shar wills it, you hear "Give them the gift." whispered in your head. You then have around three hours, give or take depending on the order, to complete such order.

In addition, every time you disobey Shar, whether it be in a great or small fashion, you feel enormous pain sear your back as if struck by a whip. You suffer 1d4 slashing damage that cannot be prevented or lessened. You also gain a scar across your back and manacle sores on your wrists and ankles that heal after a few days.


Suggested Characteristics
d6 Personality Trait
1 I expect danger around every corner.
2 I love the sight, smell, and taste of fresh blood.
3 Nothing is more exciting than the thrill of receiving a command from Shar.
4 I love hearing myths and stories about myself, no matter how exaggerated they are.
5 I have been so detached from the mortal world that even my common is rusty.
6 I only update my wardrobe every hundred years or so, so I usually stick out like a sore thumb.


d6 Ideal
1 Preparation. I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful)
2 Control. The world would be better if I controlled every part of it (Evil)
3 Power. Power shifts. I can only watch and laugh (Chaotic)
4 History. I have been around long enough to know exactly what happened at any historical event. It is my duty that the truth is heard. (Lawful)
5 Indifference. What mortals do is of no concern. Only what Shar commands. (Neutral)
6 Mortality. It is my duty to help anyone and everyone realize the end of their lives. (Evil)


d6 Bonds
1 I keep my thought and discoveries in a journal. My journal is my legacy.
2 I once loved a mortal, and everything I do is in their memory.
3 It is my duty to find the next messenger and prepare them for what comes next.
4 Mortals fascinate me. I cannot stop myself from studying them constantly.
5 A mortal once saved me, but I was too arrogant to thank them, I live on regretting that.
6 I once saw the end of this world and I must live with the knowledge that once everything is gone, I will still live on.
d6 Flaw
1 I feel no compassion for the dead. They're the lucky ones.
2 Shar is my everything. I would destroy anything and everything for her favor.
3 I always fall short with everything, especially promises.
4 I often forget what happened in the past, and am always mixing my history up.
5 I've lived through so many countless lifetimes that one life no longer means anything to me.
6 I get emotionally attached to certain people. It causes me great pain to kill them.


The Dagger of the Dark Lady

Damage Cost Weight Properties
1d4 piercing Priceless 2 lb. Finesse, light, thrown (range 20/60), +Dex to attack and +1 to damage rolls
Shar's Blessing:

Any creature damaged by this blade must make a DC 15 Constitution saving throw, on failure, another 2d10 necrotic damage is applied. This ability may be used 3x per short rest. If you lose Shar's favor, it becomes a normal obsidian dagger until you have repented.

Subclasses

Barbarian Primal Paths

Path of the Thunderlord

For some barbarians, rage is an expression of their internal fire. Followers of the Path of the THunderlord use their rage as a conduit for the power lighting and thunder.

Conduct and Release

When you choose this path at 3rd level, your rage connects you to the power of storms. When you hit a creature while raging you gain 1 charge. These charges dissapate with your rage but can be expended with theses features and later ones.

Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Save DC = 8 + your proficiency bonus + your Strength modifier

Strike of Lightning. When you hit a creature you can choose to expend a number of charges up to your rage bonus to deal additional lighning damage, 1d4 per charge.

Thunderous Boom. As an action you can expend 6 charges to deal 3d4 thunder damage to each creature within 10 feet of you, they take half damage if they succeed on a Constitution save. You can increase the damage by 1d4 for each 2 additional charges you expend.

Stormborn

At 6th level, you become resistant to lightning and thunder damage while raging.

Shocking Glare

At 10th level, as a bonus action you can concentrate the essence of lightning into your eyes creating a bright flash. Creatures within 10 feet of you who can see you must make a Constitution saving throw or be blinded until the end of your next turn.

Lighting Rush

At 14th level, you gain the ability to move as lightning. As an action you can expend 4 charges to move up to your movement speed in a straight line forcing all creatures that you pass within 5 feet of to make a Dexterity saving throw. If a creature fails the Dexterity saving throw they take 2d4 lightning damage. You cannot be damaged during this movement.

You can expend additional charges to increase the distance and damage dealt. For each additional charge you can add 1d4 lightning or 10 feet.

Monk Monastic Traditions

Way of the Thunder God

Monks that follow the Way of the Thunder God train themselves to be one with lightning. They learn to channel their kie to create lightning like effects and even to become like lightning themselves.

Lightning Strike

Starting when you chose this tradition at 3rd level, you can augment your Flurry of Blows attacks with one of these effects:

  • 2d4 Lightning damage to the target
  • 1d4 Thunder damage in a 10ft cone, Con save for no damage

Static Aura

Starting at 6th level, you can manifest your ki as arcs of lightning outside of your body. As a reaction you can spend 1 ki point to subtract 1d4 from the attack roll of any attack that passes within 10ft of you.

One with the Storm

At 11th level, if you are struck by lightning, mundane or magical, you can try to absorb it as ki. When taking lightning damage you reduce the damage by a number of d10 equal to your wisdom modifier. If you reduce the damage past zero you gain the absolute value as additional ki points. You can only gain up to 10 ki points per long rest from this feature.

Flash Step

At 17th level, your body and ki are so closely tuned to that of lightning that your form can become lightning for a moment. As an action you can expend 3 ki points to travel through the air to any surface you can see at a distance up to double your move speed, you do not provoke opportunity attacks as part of this movement. You can use Flurry of Blows at the end of this movement at no cost.

Classes

Scout

Multiclassing


Prerequisites

Dexterity and Wisdom 13


Proficiencies

Light armor, simple weapons, longbows, one skill from the class's skill list.

Quick Build

You can make a scout quickly by following these instructions. First, Dexterity should be your highest ability score, followed by Wisdom. (Some scouts who focus on perception make Wisdom higher than Dexterity.) Second, choose the outlander or soldier background.

Class Features


As a scout, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per scout level.
  • Hit Points at 1st Level: 8 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scout level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, scimitars, shortswords, longbows, rapiers
  • Tools: None

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose three from Acrobatics, Athletics, Insight, Investigation, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) a scimitar
  • (a) a burgular's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • (a) two simple melee weapons or (b) a shortbow and a quiver of 20 arrows
  • Leather armor

Escape

Beginning at 1st level, when you are being targeted for an attack by a creature you can see, you can use your reaction to add 3 to your AC for the duration of the attack. The amount you add increases as your level up as shown in the Escape column of the Scout table.

Once you use this feature twice, you must finish a long rest before you can use it again. Starting at 14th level, you can use it three times before a long rest, but only twice in the same round.


The Scout
Level Proficiency Bonus Features Escape
1st +2 Escape (two uses), Signaling +3
2nd +2 Runner +3
3rd +2 Scout Archetype +3
4th +2 Ability Score Improvement +4
5th +3 Reactive (two reactions) +4
6th +3 Quick to Act +4
7th +3 Scout Archetype Feature +5
8th +3 Ability Score Improvement +5
9th +4 Evasion +5
10th +4 Scout Archetype Feature +6
11th +4 Mobile +6
12th +4 Ability Score Improvement +6
13th +5 Agile Attacks +7
14th +5 Escape (three uses) +7
15th +5 Scout Archetype Feature +7
16th +5 Ability Score Improvement +8
17th +6 Reactive (three reactions) +8
18th +6 Scout Archetype Feature +8
19th +6 Ability Score Improvement +9
20th +6 Escapist +9

Signaling

Starting at 1st level you can use a bonus action to silently convey simple ideas, such as monsters ahead or traps, to creatures within 100 feet of you and can see you. If the area between you and other party member is lightly obscured, decrease the range to 50 feet. You cannot communicate with blind characters by using this feature, but you can use it while you are blind.

Dasher

Starting at 2nd level you can take the Dash action as a bonus action once on your turn.

At 12th level, you can also take the Disengage action as a bonus action on your turn.

Scout Archetype

At 3rd level, you choose an archetype that you strive to emulate: Stalker, Sprinter, or Seer. Your choice grants you features at third level, and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Reactive

Starting when you reach 5th level, you can make up to two reactions each round, if only one of them is an attack or spell.

When you reach 17th level, you can make up to 3 reactions per round, and two can be attacks or spells.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use two reactions to halve the attack's damage against you.

Evasion

At 7th level, you can nimbly dodge out of the way of certain area effects, such as the red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Mobile

When you reach 11th level, your speed cannot be reduced by nonmagical effects (such as difficult terrain) that would not decrease it to zero. This includes climbing but not swimming.

Along with this, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Swift Attacks

At 13th level, you can use Dexterity instead of Strength for the attack and damage rolls of weapons you are proficient with. (As if the weapon has the Finesse property.) These weapons cannot be heavy or two-handed.

Escapist

Beginning when you reach 20th level, you regain one use of Escape when you roll initiative and have no uses left.



Scout Archetypes


Stalker

The archetypal stalker focuses on watching and attacking foes using stealth and agility, etc.

Bonus Proficiencies

At 3rd level, you gain proficiency in Stealth. If you already have proficiency in Stealth, you can increase your Dexterity score by one. As usual, you cannot increase ability scores over 20 with this feature.

Silent

Beginning at 3rd level, you have advantage on Stealth rolls against creatures you are hidden from.

Superior Tracking

Starting at 7th level, you can add twice your proficiency bonus to Survival checks used to track creatures.

Cat's Eyes

At 10th level, you gain darkvision with a range of 60 feet. If you already have darkvision, the range increases by 30 feet.

Sneaky

By 11th level, you and your party can use stealth while moving at a medium pace.

Talented

Starting at 18th level, whenever you make a Stealth check, a d20 roll lower than 10 + your Dexterity modifier be treated as if it were that number.

Sprinter

You focus on speed and manuverability, striking fast while avoiding other attacks, etc.

Bonus Proficiencies

At 3rd level, you gain proficiency in Acrobatics. If you already have proficiency in Acrobatics, you can increase your Dexterity score by one. As usual, you cannot increase ability scores over 20 with this feature.

Hard to Hit

Starting at 3rd level, when you make a Dexterity roll that is not an attack roll, you can add your Escape score to your AC until the start of your next turn. Doing this counts as one of your uses of Escape.

Quick

When you reach 7th level, your speed increases by 5 feet. You gain another 5 foot bonus at 10th level (+10ft) and 18th level (+15ft).

Sudden Action

At 10th level, you can bypass all of your reactions in a round to gain an extra bonus action. Along with other features you have, this action can be used to Help, Hide, Ready, Search, Use an Object, or make an ability check.

Along with this, you can use two of the free interacting with an object options on your turn.

Manuverable

Beginning at 15th level, when you use Escape you use a reaction to disengage.

Superior Skill

Starting at 18th level, when you have advantage on an ability check, attack roll, or saving throw that you add your Dexterity modifier to, you can add the two d20 rolls together, with a maximum total of 30.

Seer

Stuff about Perception, good vision, sees stuff before anyone else, etc.

Bonus Proficiencies

At 3rd level, you gain proficiency in Perception. If you already have proficiency in Perception, you can increase your Wisdom score by one. As usual, you cannot increase ability scores over 20 with this feature.

Magic Sight

Beginning at 3rd level you gain magical sight, showing itself in three different ways, which are Nature, Arcana, and Necromancy. You can choose one of the three options below to use for your character.

Nature. You can detect the location of creatures near you with nature magic. You can give yourself advantage on a Perception or Investigation check to detect a creature. You can use this feature a number of times equal to your Wisdom modifier, regaining the ability to do so when you finish a long rest.

Arcana. You can use your arcane magic to detect traps and other surprises before they happen. You can give yourself advantage on a Perception or Investigation check to detect a trap, magical effect, or similar thing. You can use this ability a number of times equal to your Wisdom modifier, regaining the ability to do so when you finish a long rest.

Necromancy. You are able to use necromantic magic to augument your stealth attacks. You can give yourself advantage on an attack roll against a creature who can't see you. You can use this ability a number of times equal to your Wisdom modifier, regaining the ability to do so when you finish a long rest.

Master's Sight

Starting at 7th level, you gain darkvision with a range of 60 feet. If you already have darkvision, the range increases by 60 feet.

You can also use an action to give yourself truesight with a range of 20 feet. This lasts for 1 minute. Once you have used this feature you must finish a long rest before using it again.



Spell Absorbtion

Beginning at 11th level, you can absorb magical energy and use it for yourself. When you are targeted by a spell of 5th level or lower, you can stop the spell from being cast. (The components are not expended.) Any time within the next ten minutes, you can cast the spell using the attack bonus and save DC of the original caster.

If you have a spell prepared in this way, you cannot use this feature until the spell is cast or the 10 minutes are up. Once you have used this feature, you can't use it again until you finish a long rest.

Gift of Sight

When you reach 15th level, you can give other people the ability to detect and react to dangers. You can choose from the three options below, taking any one feature.

Nature. By expending a use of Escape, you can use a reaction to give a player you can see advantage on a Perception or Investigation check.

Arcana. By expending a use of Escape, you can use a reaction to give a player you can see advantage on an Dexterity saving throw.

Necromancy. By expending a use of Escape, you can use a reaction to give a player you can see advantage on a Stealth roll.

Superior Vision

Starting when you reach 18th level, you gain one last bonus to your vision, which you choose from one of the three options below, as usual.

Nature. When you have advantage on a Perception or Investigation check, you can add the two d20 rolls together, with a maximum total of 30 plus your Wisdom modifier.

Arcana. When you have advantage on a Dexterity saving throw, you can add the two d20 rolls together, with a maximum total of 30 plus your Wisdom modifier.

Necromancy. When you have advantage on an attack roll that requires sight, you can add the two d20 rolls together, with a maximum total of 30 plus your Wisdom modifier. If either roll is a 20, it counts as a critical hit.

Shadow Stalker

Quick Build

You can make a Shadow Stalker quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose Fallen Asimar

Class Features

As a Shadow Stalker, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Shadow Stalker level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Shadow Stalker level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, Whip, Hand Crossbow
  • Tools: Theives' tools

  • Saving Throws: Dexterity, Charisma
  • Skills: Stealth (x2), Survival, Acrobatics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a whip or (b) a sickle
  • (a) a hand crossbow and a quiver of 20 arrows or (b) a spear
  • (a) a burglar's pack, (b) a dungeoneer's pack or (c) an explorer's pack
  • Studded leather armor, two daggers, and theives' tools

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shadow Stalker table

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


The Shadow Stalker
Level Proficiency Bonus Features Sneak Attack
1st +2 Sneak Attack, Thieves' Cant, Shadow Step 1d6
2nd +2 Cunning Action, Blur 1d6
3rd +2 Shadow Walker 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Improved Critical 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Second Sense 5d6
10th +4 Supreme Sneak 5d6
11th +4 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Darker Dimension 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Elusive 9d6
18th +6 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Shadow Killer 10d6

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Shadow Step

Starting at 1st level, as a bonus action you can magically tun invisible until the start of your next turn, or until you attack, make a damage roll, or force someone to make a saving throw. You can use this once per short rest.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Blur

Starting at 2nd level, you can cast the blur cantrip

Shadow Walker

When you reach 3rd level, you have learned to become one with the shadows. At the end of a turn, you can make a stealth check against a perception roll if within 5ft of a creature or object your size or larger, or if you are in dim light or darkness. In dim light you have advantage on the stealth roll, and in dark light, you are always considered stealthed. If successfully stealthed, you gain advantage on your next attack.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Improved Critical

At 6th level, your weapon attacks score a critical hit on a roll of 19 or 20 while stealthed

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Second Sense

Starting at 9th level, you gain the Alert Feat

Supreme Sneak

Starting at 10th level, you have advantage on a Stealth check if you move no more than half your speed on the same turn.

Darker Dimension

When you reach 13th level, you can use Dimension door as a cantrip from one shadow to another

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Shadow Killer

At 20th level, you hit automatically if the creature in question cannot see you.

10

PART 3 | ADDING TO THE NOTEBOOK

Adding to the Notebook

To add to the Artificer's Notebook, contact the Necromancer, who won the Reddit account.

Format

Items

Your Item

Wondrous item (something), legendary (requires attunement by someone)


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Tastiness Cookie Type
-5 Raisin
8th Chocolate Chip
11th 2 or lower
14th 3 or lower
17th 4 or lower

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Spells

Your Spell

1st-level magic


  • Casting Time: 1 re-bonus action
  • Range: 36.625 miles
  • Components: V, S M (3 rich men and Jesus)
  • Duration: Until Christmas

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Cheese. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Lawyer. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Mattis aliquam faucibus purus in massa tempor nec.

Why the Artificer's Notebook?

Years ago, the Mage's Order was created by a wizard, necromancer, and artificer. The three original creators divided the parts of this book between themselves. The Artificer got the title, the Wizard got the front cover, and the Necromancer got the Reddit account.