Contents

Chapter 1 - Classes and Subclasses

Arcane Archer .................................................................................. 3
Artificer ............................................................................................. 6
Cultist .............................................................................................. 17
Pirate ............................................................................................... 22
Ranger ............................................................................................. 25
Subclass Options .......................................................................... 36
    Sea Sorcerer ............................................................................. 36     Soul Machine Warlock ............................................................ 37

Chapter 2 - Spells

Time Fracture ............................................................................... 38
Felbar's Lightning Storm ............................................................ 38
Felbar's Elemental Overload ...................................................... 38
Winsor's Dreadful Smite ............................................................ 38
Felbar's Siren's Call ...................................................................... 39

Chapter 3 - Backgrounds

Cultist .............................................................................................. 40
Harborfolk ...................................................................................... 40
Plague Doctor ............................................................................... 40
Shopkeep ....................................................................................... 40
Woodlander .................................................................................... 40

Chapter 4 - Magical Items and Equipment

Adventuring Gear ......................................................................... 41
Automatic Grappling Hook ........................................................ 41
Enchanter's Tools.......................................................................... 41
Deck of Many (Magical) Things ................................................. 41
Firearms ......................................................................................... 42

Chapter 5 - Other Discoveries

Were-creature System ................................................................. 43
    Werebear .................................................................................... 43
    Wereboar .................................................................................... 43
    Weremole ................................................................................... 44
    Wererat ....................................................................................... 44
    Wereraven .................................................................................. 45
    Wereshark .................................................................................. 45
    Weretiger .................................................................................... 45
    Wereweasel ................................................................................ 46
    Werewolf .................................................................................... 46
Crafting System ............................................................................ 47


Chapter 6 - Our Lore and Histories

The Cloakwood Gnomes ............................................................ 51
The City of Erbag .......................................................................... 51
Ipakas, Keeper of Erbag .............................................................. 51
Houses of Erbag ........................................................................... 51
    House Hallowspark ................................................................. 51
    House Greenleaf ....................................................................... 51
    House Goldpoint ....................................................................... 51
    House Blackwood ..................................................................... 51
    House Fiddlegem ..................................................................... 51
The Outriders and the Longrock Embassy ............................. 51
The End of our Isolation ............................................................. 51












































Commissioned by Tytos Goldpoint on the 7th of The Claw of Winter 1491, first published in The Rotting 1495.
This is the first major work of Tytos as head of his house and should prove to be a great addition to any
scholar’s library.

1

TABLE OF CONTENTS

Chapter 1 - Classes and Subclasses

Arcane Archer

In all of our research, we only found one person who had abilities of this magnitude. Magical marksmen are not that uncommon, but when it comes to what happened to Aironard Hallowspark, nothing can compare. Whether it was a cruel prank or a genuine mistake Aironard's disgraced brother, Felbar, performed some sort of spell that backfired and killed Aironard we had believed. Miraculously however, Aironard lived and had obtained these new abilities. they have proved to be hard to control but with the right amount of luck, he has been able to pull off extraordinary feats of magic.

Artificer

These people are masters of invention. Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.


Although rare here on the Sword Coast, artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm, instead of weaving mana like a wizard or warlock. The magic of artificers is tied to their tools and their talents, and few other individuals can produce the right tool for a job as well as an artificer.

Cultist

When we discovered a local band of cultists living within our Cloakwood we didn’t know what to make of it. They performed bizarre rituals and worshiped long-forgotten gods. Whether through some miracle, or some form of lost magic, they obtained power through harvesting the souls of their sacrifices. They bent these poor souls to their will and could use them to protect their allies or harm their foes.


Trying to remove them from the Cloakwood could spell doom for Erbag and the surrounding woodland creatures. Who knows how many ways they could twist and fracture our souls to fit whatever grand design they have for this world, or for their mysterious gods.

Pirate

When we learned of people who roam the seas to make a living we were rather surprised. Granted, we got all of our initial information from a rather unreliable source, but that source called himself a pirate as well, so we took it as fact. He described pirates as ruthless and cunning warriors with love for, or addiction to, the sea. They use their guile to outwit and outmaneuver their opponents. He also spoke of a common theme between all pirates; greed. Many pirates, such as himself, loved to accumulate impossible amounts of wealth.


With all their shortcomings, pirates could make a powerful friend. With unparalleled seafaring knowledge and daunting martial prowess, they could serve as great leaders or sea navigators. If you do plan to work alongside a pirate, however, you might want to safeguard your pockets. Anything in them might not be there by the end of the journey.

Ranger

Some adventurers we found took a liking to nature and animals more than their own adventuring party. These people we have called rangers, not only for their great ability to scout and range ahead of the party but because most of them we encountered liked bows and crossbows. Not every ranger we encountered was the same however, some worked with beasts, others stalked their prey like an assassin, some even used magic to teleport around the battlefield.


There have been many famous rangers in history like Minsc and Drizzt Do'Urden. These rangers were powerful in their own right but there is something inexplicably better or even, improved upon one could say about what we discovered in our research. Maybe it is better training methods, or even just more efficient use of their current skills, but rangers seem to be key for any great group of adventurers.

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CHAPTER 1 | CLASSES AND SUBCLASSES

Arcane Archer

Class Features

As an Arcane Archer, you gain the following class features.

Hit Points


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

    Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, martial ranged weapons, firearms
  • Tools: None
  • Saving Throws: Dexterity, Wisdom
  • Skills: Perception and choose two from Acrobatics, Arcana, Athletics, or Survival

Equipment

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

  • (a) a shortbow or (b) a longbow
  • (a) two daggers or (b) a handaxe
  • (a) a dungeoneer's pack or (b) a explorer's pack
  • Studded Leather armor and 20 arrows and a quiver

Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.

Arrow Save DC

The spell save DC for all your class features that require one is equal to 8 + your proficiency bonus + your Intelligence modifier.

Adept Marksman

At 1st level, you gain one of the following Fighting Styles.

Archery.

You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Sniper.

You have a +1 bonus to attack rolls on ranged attacks. This bonus increases to a +3 when making a ranged attack while you are 120 feet or more away from your target.


Arcane Archer Leveling Table

The Arcane Archer
Level Proficiency Bonus Features Arcane Charges
1st +2 Adept Marksman, Surging Power 2
2nd +2 Eagle Eye 4
3rd +2 Arcane Arrows 6
4th +2 Ability Score Improvement 8
5th +3 Extra Attack 10
6th +3 Extra Arcane Arrow 12
7th +3 Misty Escape 14
8th +3 Ability Score Improvement 16
9th +4 Curving Shot 18
10th +4 Wellspring of the Arcane 20
11th +4 Extra Arcane Arrow 22
12th +4 Ability Score Improvement 24
13th +5 Misty Escape Upgrade 26
14th +5 Magical Overload 28
15th +5 Extra Arcane Arrow 30
16th +5 Ability Score Improvement 32
17th +6 Nimble Fighter 34
18th +6 Misty Escape Upgrade 36
19th +6 Ability Score Improvement 38
20th +6 Arrow Feedback 40

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CHAPTER 1 | CLASSES AND SUBCLASSES

Surging Power

At 1st level arcane energy surges through as Arcane Charges. You have a pool of Arcane Charges equal to twice your Arcane Archer level, as shown in the Arcane Charges column. When you hit a creature with a ranged weapon attack, you can expend a number of Arcane Charges up to your Arcane Archer level to deal bonus force damage. The bonus damage is 1d6 for each Arcane Charge you expend.

Eagle Eye

At 2nd level, whenever you make a perception check, you can choose to instead complete a 1 minute ritual to create a spectral eagle. This eagle has the stats of a normal eagle, lasts for 10 minutes, and you can choose to look through its eyes as an action. Once you use this ability you must complete a long rest before you can use it again.


You can also give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Arcane Arrows

At 3rd level your mastery of the arcane improves, allowing you to twist your power to your needs. You learn a number of Arcane Arrows equal to your Intelligence modifier, picking from the list below. You learn additional Arcane Arrows at 6th, 11th, and 15th level. Whenever you expend 2 or more Arcane Charges on a single attack, you can add an Arcane Arrow effect to the attack, picking from your known Arcane Arrows.

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.


Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, when you take the attack action on your turn.

Extra Arcane Arrow

At 6th level, you learn an additional Arcane Arrow.

Misty Escape

At 7th level, whenever a hostile creature to you moves within 5 feet of you, you can expend 2 Arcane Charges as a reaction to teleport to an area you can see within 30 feet of you. This ability upgrades at 13th and 18th level.


Curving Shot

At 9th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll and miss, you can expend 1 Arcane Charge as a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Wellspring of the Arcane

At 10th level, whenever you expend 5 or more Arcane Charges on an attack you can add two different Arcane Arrow effects to the attack.

Extra Arcane Arrow

At 11th level, you learn an additional Arcane Arrow.

Misty Escape Upgrade

At 13th level, after you teleport with your Misty Escape feature, you can immediately make an attack against the hostile creature that moved within 5 feet of you.

Magical Overload

At 14th level, whenever you expend 7 or more Arcane charges on an attack, the first saving throw to resist an Arcane Arrow effect is made at disadvantage.

Extra Arcane Arrow

At 15th level, you learn an additional Arcane Arrow.

Nimble Fighter

At 17th level your maximum Dexterity score increases to 24 and your Dexterity score increases by 2. You also gain proficiency in any dexterity based skill.

Misty Escape Upgrade

At 18th level, whenever you use your Misty Escape feature you leave behind a translucent magical duplicate of yourself in the space you were when you used the feature. While a duplicate is active you can make attack rolls as if you were in the duplicates space. You can also use a bonus action to switch places with a duplicate. Your duplicates are immune to all damage and conditions, can't move, and they stop manifesting after 1 minute, if someone casts Dispel magic on it, or you die.

Arrow Feedback

At 20th level, whenever you score a critical hit, or kill a creature with an attack that you expend Arcane Charges on, you can immediately make an additional attack. This additional attack has 2 free Arcane Charges automatically applied to it.

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CHAPTER 1 | CLASSES AND SUBCLASSES

Arcane Arrow Options


Beguiling Arrow

The target must succeed on a Charisma saving throw or be charmed by you for the next minute. This effect ends early if the target is attacked, takes damage, or is forced to make a saving throw.

Earthquake Arrow

Each creature within 10 feet of the target must succeed on a Dexterity saving throw or fall prone.

Enfeebling Arrow

The target must succeed on a Constitution saving throw or the damage dealt by its weapon attacks is halved until the start of your next turn.

Explosive Arrow

Each creature within 10 feet of the target, excluding the target, must make a Dexterity saving throw. A creature takes damage equal to the bonus force damage dealt to the original target on a failed save, or half as much on a success.

Forcing Arrow

The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you.

Freezing Arrow

The target must succeed on a Constitution saving throw or be stunned until the start of your next turn.

Grasping Arrow

The target must succeed on a Strength saving throw or have its speed halved. A creature can repeat the saving throw as an action to end the effect on itself.

Poison Arrow

The target must succeed on a Constitution saving throw or be poisoned. A poisoned creature takes 1d6 poison damage at the start of each of its turns and then can immediately make the saving throw to end the effect on itself.

Recoil Arrow

You shove yourself backward 10 feet. The target must make a Strength saving throw. The target takes the bonus force damage plus an extra 1d10 bludgeoning damage on a failed save, or half as much on a success.

Shadow Arrow

The target must succeed on a Wisdom saving throw or be blinded until the start of your next turn.

Sonic Arrow

The target must succeed on a Dexterity saving throw or they will emit dim light in a 10-foot radius and can’t benefit from being invisible for the next minute.





Vampiric Arrow

The target must make a Constitution saving throw. You regain hit points equal to the bonus force damage dealt on this attack on a failed save, or half as much on a successful one.

Wounding Arrow

The target must succeed on a Constitution saving throw or be immune to healing until the start of your next turn.

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CHAPTER 1 | CLASSES AND SUBCLASSES

Artificer

Class Features

As an artificer, you gain the following class features.

Hit Points


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

    Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, firearms
  • Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Artificer Leveling Table








Equipment

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

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack

Alternatively, you can ignore the equipment from your class and background and start with 5d4x10 gp.

The Artificer
Level Proficiency Bonus Features Infusions Known Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Artificer Infusions, Spellcasting 4 2 2
2nd +2 Expert Crafter 4 2 2
3rd +2 Artificer Specialist 4 2 3
4th +2 Ability Score Improvement 4 2 3
5th +3 Artificer Specialist Feature, Enchanting Proficiency 6 2 4 2
6th +3 Tool Expertise 6 2 4 2
7th +3 Flash of Genius 6 2 4 3
8th +3 Ability Score Improvement 6 2 4 3
9th +4 Artificer Specialist Feature 8 2 4 3 2
10th +4 Magic Item Adept 8 3 4 3 2
11th +4 Spell-Storing Item 8 3 4 3 3
12th +4 Ability Score Improvement 8 3 4 3 3
13th +5 10 3 4 3 3 1
14th +5 Magic Item Savant 10 4 4 3 3 1
15th +5 Artificer Specialist Feature 10 4 4 3 3 2
16th +5 Ability Score Improvement 10 4 4 3 3 2
17th +6 12 4 4 3 3 3 1
18th +6 Magic Item Master 12 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 4 4 3 3 3 2
20th +6 Soul of Artifice 12 4 4 3 3 3 2

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CHAPTER 1 | CLASSES AND SUBCLASSES

Artificer Infusions

Starting at 1st level you have the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. When you gain this feature, pick four infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer class table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.


Infusing items takes one hour, which can be completed as part of a short or long rest. During this time you can work with up to a number of items equal to your Intelligance modifier, turning them into a magic items. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.


Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.

Artificer Spell List


Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.


You can change your list of prepared spells at any time. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 2 minutes per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Cantrip
  • Acid splash
  • Booming blade
  • Create bonfire
  • Dancing lights
  • Fire bolt
  • Frostbite
  • Green-flame blade
  • Guidance
  • Light
  • Lightning lure
  • Mage hand
  • Magic stone
  • Mending
  • Message
  • Poison spray
  • Prestidigitation
  • Ray of frost
  • Resistance
  • Shocking grasp
  • Spare the dying
  • Sword burst
  • Thorn whip
  • Thunderclap
1st Level
  • Arbsorb elements
  • Alarm
  • Arcane weapon
  • Catapult
  • Chromatic orb
  • Cure wounds
  • Detect magic
  • Disguise self
  • Expeditious retreat
  • Faerie fire
  • False life
  • Feather fall
  • Grease
  • Identify
  • Jump
  • Longstrider
  • Purify food and drink
  • Sanctuary
  • Snare
  • Tasha's caustic brew
  • Thunderwave
2nd Level
  • Aid
  • Air bubble
  • Alter self
  • Blur
  • Continual flame
  • Darkness
  • Darkvision
  • Enhance ability
  • Enlarge/reduce
  • Heat metal
  • Invisibility
  • Kinetic jaunt
  • Lesser restoration
  • Levitate
  • Magic mouth
  • Magic weapon
  • Protection from poison
  • Pyrotechnics
  • Rope trick
  • See invisibility
  • Skywrite
  • Spider climb
  • Vortex warp
  • Web

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CHAPTER 1 | CLASSES AND SUBCLASSES

3rd Level
  • Ashardalon's stride
  • Blink
  • Catnap
  • Create food and water
  • Dispel magic
  • Elemental weapon
  • Flame arrows
  • Fly
  • Glyph of warding
  • Haste
  • Intellect fortress
  • Protection from energy
  • Revivify
  • Tiny servant
  • Water breathing
  • Water walk
4th Level
  • Arcane eye
  • Elemental bane
  • Fabricate
  • Freedom of movement
  • Leomund's secret chest
  • Mordenkainen's faithful hound
  • Mordenkainen's private sanctum
  • Otiluke's resilient sphere
  • Stone shape
  • Stoneskin
  • Summon construct
  • Vitriolic sphere
5th Level
  • Animate objects
  • Bigby's hand
  • Create spelljamming helm
  • Creation
  • Greater restoration
  • Legend lore
  • Steel wind strike
  • Skill empowerment
  • Transmute rock
  • Wall of stone

Expert Crafter

At 2nd level you have honed your crafting ability beyond the normal persons, and can craft at a base speed of 9 gp per hour, instead of the noramal 6 gp per hour.

Artificer Specialist

At 3rd level, you choose the type of specialist you are. Your specialty grants you features at 5th level and again at 9th and 15th 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.


Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Enchanting Proficiency

Starting at 5th level you gain proficiency in Enchanter's tools and the cost to craft all magic items is reduced by 25%.

Tool Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.


You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • you can attune to magic items as an action instead of the normal 30 minutes.

Spell-Storing Item

At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).


While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Magic Item Savant

At 14th level, your skill with magic items deepens more:

  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell and level requirements on attuning to or using a magic item.

Magic Item Master

Starting at 18th level, you can attune up to six magic items at once.

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Artificer Specialist

Artificers pursue many disciplines, some create simple inventions and others surrond every aspect of their being in artifice.

Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued by all.

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CHAPTER 1 | CLASSES AND SUBCLASSES

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Alchemist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Alchemist Spells
Artificer Level Alchemist Spells
3rd Healing word, Ray of sickness
5th Flaming sphere, Melf's acid arrow
9th Gaseous form, Mass healing word
13th Blight, Death ward
17th Cloudkill, Raise dead

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.


You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.


Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.


When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.


Experimental Elixir
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the Alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemical Savant

At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast Lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
  • You can cast Greater restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

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CHAPTER 1 | CLASSES AND SUBCLASSES

Armorer

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Armorer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Armorer Spells
Armorer Level Armorer Spells
3rd Magic missle, Thunderwave
5th Mirror image, Shatter
9th Hypnotic pattern, Lightning bolt
13th Fire shield, Greater invisibility
17th Passwall, Wall of force

Arcane Armor

Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.


You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
  • You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.


Armor Model

Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.


Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.


You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.


Guardian. You design your armor to be in the front line of conflict. It has the following features:

  • Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:

  • Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
  • Powered Steps. Your walking speed increases by 5 feet.
  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Armor Modifications

At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

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Perfected Armor

At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.


Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.


You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.


Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Artillerist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Armorer Spells
Armorer Level Armorer Spells
3rd Shield, Thunderwave
5th Scorching ray, Shatter
9th Fireball, Wind wall
13th Ice storm, Wall of fire
17th Cone of cold, Wall of force

Eldritch Cannon

Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.


The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.


When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Eldritch Cannon
Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

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Arcane Firearm

At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.


You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Explosive Cannon

Starting at 9th level, every eldritch cannon you create is more destructive:

  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Battle Smith

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.


Battle Smith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Battle Smith Spells
Battle Smith Level Battle Smith Spells
3rd Heroism, Shield
5th Branding smite, Warding bond
9th Aura of vitality, Conjure barrage
13th Aura of purity, Fire shield
17th Banishing smite, Mass cure wounds

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.


In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.


If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.


At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

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Steel Defender

Medium construct


  • Armor Class 15 (natural armor)
  • Hit Points 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Saving Throws Dex +1 + PB, Con +2 + PB
  • Skills Athletics +2 + PB, Perception +0 + PB x 2
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Vigilant. The defender can't be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reactions

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Jolt

At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Defender

At 15th level, your Arcane Jolt and steel defender become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Forge Adept

As a Forge Adept, you carry on ancient artificer traditions, creating mystical weapons and armor, strengthening allies on the battlefield, and bringing down enemies with weapons imbued with your own soul energy.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Forge Adept Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Forge Adept Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Forge Adept Spells
Forge Adept Level Forge Adept Spells
3rd Armor of agathys, Shield of faith
5th Spiritual weapon, Warding bond
9th Beacon of hope, Remove curse
13th Death ward, Fire shield
17th Banishing smite, Wall of force

Battle Ready

Beginning at 3rd level, you’re skilled in fighting side-by-side with your companions on the field of battle. You gain proficiency with martial weapons. Additionally, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Soul Blade

At 3rd level, you learn to imbue a weapon with a fraction of your spirit. Imbuing your weapon works like infusing an item, but does not count toward your maximum number of infused items. When you finish a long rest, you can touch a magic or nonmagical simple or martial melee weapon, which becomes your soul blade.

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Once imbued, your soul blade is a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 8th level and +3 at 13th level. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack.


Your soul blade’s benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can’t benefit from your soul blade’s powers, and to them, it functions as the unimbued weapon did.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Runes of War

At 9th level, you gain the ability to enhance the weapons of your squad, targeting the damage to the weakness of your enemies. As an action, you can activate an aura that extends from you in a 30-foot radius. The aura moves with you, centered on you, and lasts for 1 minute or until your concentration ends (as if you were casting a spell).


When you activate this aura, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Each creature of your choice in the aura deals an extra 1d4 damage of the chosen type when it hits with a weapon attack.


You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest.

Perfect Weapon

At 15th level, you learn how to imbue your soul blade with additional power, and how to draw on it in time of need. The first time you attack with your soul blade on your turn, you can transfer some or all of its bonus to your armor class, instead of using the bonus on any attacks that turn. For every 1 you reduce your attack and damage rolls by, you gain +1 to your AC. As long as you continue holding your soul blade, the AC bonus remains in effect until the start of your next turn.


Additionally, when you finish a long rest, you can select one of the following benefits. Until you finish your next long rest, you gain the selected benefit whenever you’re holding your soul blade:

  • You have resistance to psychic damage, and you can’t be charmed or frightened.
  • You use your soul blade to channel the elements. When you select this ability, select one of the following damage types: acid, cold, fire, lightning, or thunder. When you hit with your soul blade, the target takes an extra 1d6 damage of the chosen type.

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Artificer Infusions


Arcane Propulsion Armor

Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)


The wearer of this armor gains these benefits:

  • The wearer's walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Armor of Magical Strength

Item: A suit of armor (requires attunement)


This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn.

Boots of the Winding Path

Prerequisite: 6th-level artificer Item: A pair of boots (requires attunement)


While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Arcane Focus

Item: A rod, staff or wand (requires attunement)


While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.


The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense

Item: A suit of armor or a shield


A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.


The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

Item: A simple or martial weapon


This magic weapon grants a +1 bonus to attack and damage rolls made with it.


The bonus increases to +2 when you reach 10th level in this class.

Helm of Awareness

Prerequisite: 10th-level artificer Item: A helmet (requires attunement)


While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Homunculus Servant

Item: A gem or crystal worth at least 100 gp


You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.


You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.


The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.


In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.


The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

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Homunculus Servant

Tiny construct


  • Armor Class 13 (natural armor)
  • Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)

  • Saving Throws Dex +2 + PB
  • Skills Perception +0 + PB x 2, Stealth +2 + PB
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit 1d4 + PB force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Mind Sharpener

Item: A suit of armor or robes


The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Radiant Weapon

Prerequisite: 6th-level artificer Item: A simple or martial weapon (requires attunement)


This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.


The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)


This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.


If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Repulsion Shield

Prerequisite: 6th-level artificer Item: A shield (requires attunement)


A creature gains a +1 bonus to Armor Class while wielding this shield.


The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor

Prerequisite: 6th-level artificer Item: A suit of armor (requires attunement)


While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

Item: A simple or martial weapon with the thrown property


This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Spell-Refueling Ring

Prerequisite: 6th-level artificer Item: A ring (requires attunement)


While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

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Cultist

Class Features

As a Cultist, you gain the following class features.

Hit Points


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

    Proficiencies

  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Charisma, Wisdom
  • Skills: Choose two from Arcana, Deception, Insight, Perception, Persuasion, and Religion

Equipment

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

  • (a) a greatclub or (b) a morningstar
  • (a) two daggers or (b) a handaxe
  • (a) leather armor or (b) scale mail
  • (a) a dungeoneer's pack or (b) a explorer's pack or (c) a priest's pack

Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.


Cultist Leveling Table

The Cultist
Level Proficiency Bonus Features
1st +2 Drain Soul
2nd +2 Soul Siphon
3rd +2 Cults’ Mark
4th +2 Ability Score Improvement
5th +3 Acolyte of Death
6th +3 Soulful Influence
7th +3 Mark Feature
8th +3 Ability Score Improvement
9th +4 Rested Soul
10th +4 Soulful Influence (2)
11th +4 Mark Feature
12th +4 Ability Score Improvement
13th +5 Black Magic
14th +5 Soulful Influence (3)
15th +5 Mark Feature
16th +5 Ability Score Improvement
17th +6 Convert to Madness
18th +6 Soulful Influence (4)
19th +6 Ability Score Improvement
20th +6 Soulmonger

Save DC

The save DC for all of your Cultist abilities is equal to 8 + your Proficiency Bonus + your Charisma Modifier.

Drain Soul

Starting at 1st level you empower your attacks to drain the souls of your enemies. Once per turn when you hit a creature with a melee weapon attack, the target must make a Constitution saving throw. On a failure your attack deals an additional 1d8 necrotic damage and you gain 3 Reaped Souls. On a success the creature takes half damage and you gain half the Reaped Souls.


The damage increases to 2d8 and 5 Reaped Souls when you reach 5th level Cultist, 3d8 and 7 Reaped Souls at 10th level Cultist, 4d8 and 9 Reaped Souls at 15th level Cultist, and 5d8 and 12 Reaped Souls at 20th level Cultist.


You can have up to a number of Reaped Souls equal to your Charisma score plus your Cultist level. You also can only spend a number of Reaped Souls equal to or less than what you currently have. Reaped Souls are bound to your own soul and only become lost when you finish a long rest.

Soul Infusion

Starting at 2nd level, you can channel your Reaped Souls into others. As an action you can spend any number of Reaped Souls and target a number of creatures equal to your Charisma modifier that you can see within 30 feet of you. These creatures gain a pool of d4s eqaul to half the number of Reaped Souls spent. These d4s last for one minute and a creature can roll any number of d4s remaining in their pool to add the total rolled to any ability check, attack roll, or saving throw it makes during that minute. A creature can wait until after it rolls the d20 before deciding to use its d4s, but must decide before the DM says whether the roll succeeds or fails. Once you use this ability, you must complete a short or long rest to use it again.


Once you reach 10th level in this class, the targeted creatures' speeds increase by 10 feet for one minute.

Cults’ Mark

Starting at 3rd level, you are branded with the marks of your chosen cult. Your cult defines how, and who, you worship within your cult. You receive additional benefits from your cult at 7th, 11th, and 15th 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.


Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Acolyte of Death

Starting at 5th level, your attacks become empowered with frightening death magic. Whenever you make a melee weapon attack you can spend 3 Reaped Souls to force the target to make a Wisdom saving throw. On a failure they become frightened by you for the next minute and can repeat the saving throw at the end of each of its turns to end the effect.


If you use this ability and your Drain Soul ability on the same attack, you spend the Reaped Souls for this ability before you gain the Reaped Souls from Drain Soul.

Soulful Influence

Starting at 6th level, choose one Charisma based skill. Whenever you succeed in a check for this skill, you gain 1 Reaped Soul.


You can choose an additional Charisma based skill at 10th, 14th, and 18th level.

Rested Soul

Starting at 9th level, whenever you take a short rest you can increase the healing you and each creature within 20 feet of you receive by spending any number of Reaped Souls. For every one Reaped Soul you spend the healing is increased by 1d4 hit points.

Black Magic

Starting at 13th level, whenever you spend Reaped Souls, you can deal necrotic damage to one creature that you can see equal to half the Reaped Souls you spent.

Convert to Madness

Starting at 17th level, as an action you can spend 20 Reaped Souls to convert someone to your cult. You target one humanoid creature you can see within 10 feet of you and they must make a Charisma saving throw. On a failure the creature becomes under your control for a minute. It obeys all of your verbal commands and takes its turn right after yours. If you don't give the creature any commands then it will spend its turn defending itself from anyone who would now harm it. If the creature takes any damage it makes the save again and the effect will end on a success. You can use this ability once per long rest.

Soulmonger

Starting at 20th level, You gain the following benefits:

  • You no longer lose all your Reaped Souls when you finish a long rest.
  • Whenever you roll initiative you gain Reaped Souls equal to your Charisma modifier.

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Cults’ Mark

Cults vary greatly across the Forgotten Realms. Some worship great deities, and others worship nothing more than a bloody rag. Your Cults' Mark shows who, or what, you worship.

Mark of Shadow

This Mark is for those who naturally lurk in the shadows. People who join shadow cults might follow ghosts or wraiths, and they can obtain powerful abilities that can make them deadly assassins.

Void Influence

Starting at 3rd level, whenever you attack with a weapon you are proficient with you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.


You also gain 30 foot darkvision, or if you already have darkvision its range is increased by 30 feet. Your darkvision also allows you to see through magical darkness as if it were normal darkness.

Shadow Slash

Starting at 3rd level, you can use your action to spend any number of Reaped Souls to make a special attack against each creature of your choice within 5 feet of you, with a separate attack roll for each target. This attack deals 1d4 necrotic damage for each Reaped Soul spent this way. You can use this ability a number of times equal to your Charisma modifier. You regain all uses after a long rest.

Umbral Vault

Starting at 7th level, as a bonus action you can teleport to an area within 15 feet of you, or to an area that is in dim light or darkness within 150 feet of you. You can use this ability twice and regain all uses after completing a short or long rest.

Shadow Curse

Starting at 11th level, you can unleash a devastating curse to debilitate your enemies. As an action a number of creatures equal to your Charisma modifier within 30 feet of you must succeed on a Constitution saving throw or suffer the following effects for the next minute:

  • They are blinded.
  • They emit magical darkness in a 5 foot radius around them.
  • They take an additional 1d6 necrotic damage from all sources.

When a creature succeeds on the saving throw they take 2d10 necrotic damage and suffer no other effects.


A creature can make a Constitution saving throw at the end of its turn to end the negative effects on itself. Once you use this ability, you must finish a long rest to use it again.


Shadowform

Starting at 15th level, you have become one with pure shadow as your body becomes enveloped in a shadowy haze. You gain the following benefits:

  • When standing entirely in dim light or darkness you are considered invisible.
  • Creatures have disadvantage on Wisdom (perception) checks to see you.
  • All necrotic damage you deal is increased by 1d6.

Mark of Souls

The Mark of Souls is a rare sight to see. Most people who join a cult want raw power, but there are those few who dedicate themselves to the very thing that every cult thrives off of; souls. These cultists become great protectors of all souls, both alive and dead, and can be a great asset for any adventuring party.

Unnatural Strength

Starting at 3rd level, you gain proficiency in Heavy Armor and your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.

Improved Reap Souls

Starting at 3rd level, whenever you gain Reaped Souls, roll 1d4 and gain that many additional Reaped Souls.

Soul Warding

Starting at 3rd level, whenever a creature takes damage within 30 feet of you, you can use your reaction and spend any number of Reaped Souls to reduce the damage they take by 1d4 per Reaped Soul you spent this way.

Tormenting Soul

Starting at 7th level, you can use your action to spend 5 Reaped Souls and target one creature you can see within 30 feet of you. That creature must use its reaction to move towards you up to its speed. If there is no direct path the creature will move as close to you as possible. Then the creature must succeed on a Wisdom saving throw or be forced to attack you for the next minute. A creature that failed can repeat the save at the end of each of its turns.

Improved Soul Warding

Starting at 11th level, whenever you use your Soul Warding ability to reduce the damage another creature takes, you also gain temporary hit points equal to the amount of damage you reduced.

Superior Soul Warding

Starting at 15th level, when you use your Soul Warding ability, and spend at least 12 Reaped Souls on it, you can choose to reduce the damage down to 0, instead of rolling. Once you use this ability, you must complete a long rest to use it again.

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Mark of Blood

Those carrying this Mark are a cursed existence, only being able to unleash their true power by undergoing an agonizing transformation. Power and defense are given in return for their very bodies being torn apart and sewn back together as something terrifying.

Bloody Quills

Starting at 3rd level, your body is protected by a layer of hard quills. These quills replace your Drain Soul class feature. At the start of each of your turns, you gain a number of temporary hit points equal to your Cultist level. Whenever you are hit by a melee attack while you have temporary hit points the attacker takes 1d6 piercing damage and must make a Constitution saving throw. On a failure you gain 2 Reaped Souls, halved on a success. Any target that is affected by this gains the Pierced condition, which ends when the creature uses its action to make a successful Constitution saving throw to try and remove the quills.


You can also use your reaction when you are hit by a melee attack to gain the temporary hit points again. You can use this reaction a number of times equal to your Charisma modifier. You regain all uses of this reaction after you complete a long rest.


The damage increases to 2d6 and 3 Reaped Souls when you reach 5th level Cultist, 3d6 and 4 Reaped Souls at 10th level Cultist, 4d6 and 5 Reaped Souls at 15th level Cultist, and 5d6 and 6 Reaped Souls at 20th level Cultist.

Huntsman Form

Starting at 3rd level, you can use your quills to transform your body into an ultimate hunting machine. As an action you transform gaining the following benefits for one minute:

  • Your speed increases by 10 feet.
  • Your reach increases by 5 feet.
  • You have advantage on all Athletics Checks.
  • You have advantage on all Perception Checks, and if the check is made to search for or track a creature you have wounded within the last minute you automatically succeed.
  • Whenever you transform, each creature within 10 feet of you is affected by your Bloody Quills ability.
  • Your Bloody Quills ability, and reaction, also works against spells and ranged attacks.
  • The damage from your Bloody Quills ability is considered magical for the purpose of overcoming resistance to non-magical damage.

You can use this feature once per long rest, and after that you must spend 15 Reaped Souls to use it again.

Consume Blood

Starting at 7th level, you can use the blood of an enemy to keep yourself healthy. As an action you regain a number of hit points equal to half of your total Reaped Souls for each Pierced creature within 5 feet of you, then each of those creatures lose the Pierced condition.


Corrupted Blood

Starting at 11th level, your quills gain a thick coat of your corrupted blood. Whenever a creature starts its turn with the Pierced condition, it takes 1d10 necrotic damage.

Ultimate Hunter

Starting at 15th level, your speed is doubled whenever you are moving towards a Pierced creature while your Huntsman Form is active and you can sense them.

Mark of Stars

The stars hold many mysteries that confound the minds of scholars and common folk alike. Those who carry this Mark aim to conquer those mysteries and unlock the power of the stars, allowing them to unleash incredible destruction on all who bask in their light.

Starsurge

Starting at 3rd level, you can launch surges of stellar energies at your foes. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. The attack deals 1d4 radiant damage, you are proficient with it, and you add your Charisma modifier to its attack and damage rolls. You can also apply your Drain Soul class feature to this attack.

Starfall

Starting at 3rd level, you can use an action to spend one or more Reaped Souls to crash a dying star down on a point that you can see within 60 feet. Each creature in a 10-foot-radius sphere centered on the point you chose must make a Dexterity saving throw. A creature takes 1d4 radiant damage for each Reaped Soul spent on a failed save, or half as much damage on a successful one.

Heart of a Dying Star

Starting at 7th level after you use your Starfall class feature, a Heart of a Dying Star is left on the point you chose. The Heart of a Dying Star is a Tiny spectral object that hovers 5 feet off the ground and has the following properties:

  • It has Hit Points equal to your Cultist level, an Armor class of 10, + 0 to all saving throws, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
  • Whenever you deal damage with your Drain Soul class feature, all creatures within 10 feet take the damage dealt by Drain Soul as radiant damage. A creature in the area of more than one Heart of a Dying Star is affected only once.

Stellar Drift

Starting at 11th level you can use a bonus action to move each Heart of a Dying Star up to 30 feet.

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Black Hole

Starting at 15th level at the end of each of your turns, if 2 Hearts of a Dying Star occupy the same space they collapse into each other creating a Black Hole. A Black Hole has the following properties:

  • It is a Medium spectral object made up of magical darkness. Any creature inside the Black Hole has its speed set to 0 and is deafened.
  • Each creature that starts its turn within 15 feet of the Black Hole must succeed on a Strength saving throw or be pulled 5 feet towards the center of the Black Hole and have their speed set to 0 until the end of their turn.
  • The area within 30 feet of the Black Hole is considered difficult terrain.
  • At the start of each of your turns, the Black Hole can pull one or more Hearts of a Dying Star into it, destroying them. If the Black Hole pulls in more than one Heart of a Dying Star its size increases by 5 feet, up to a maximum size of Huge.

You can only have one Black Hole active at a time and it lasts until it doesn't consume a Heart of a Dying Star at the start of your turn, at which point the Black Hole disappears.


Mark of the Absolute

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CHAPTER 1 | CLASSES AND SUBCLASSES

Pirate

Class Features

As a Pirate, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per pirate level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per pirate level after 1st

    Proficiencies

  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial ranged weapons, firearms
  • Tools: Vehicles (water)
  • Saving Throws: Charisma, Dexterity
  • Skills: Perception; choose two from Acrobatics, Animal Handling, Athletics, Deception, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand

Equipment

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

  • (a) a rapier or (b) a cutlass
  • (a) two daggers or (b) a whip
  • (a) a burglar's pack or (b) a explorer's pack
  • Leather armor and any melee weapon

Alternatively, you can ignore the equipment from your class and background and start with 5d4 x 10 gp.


Pirate Leveling Table

The Pirate
Level Proficiency Bonus Features
1st +2 Ship Specialties
2nd +2 Pirate’s Luck
3rd +2 Expert Navigator
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ship Specialties Feature
7th +3 Confident Combatant
8th +3 Ability Score Improvement
9th +4 Slippery as an Eel
10th +4 Ship Specialties Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Slippery as an Eel (2)
14th +5 Ship Specialties Feature
15th +5 Confident Combatant (2)
16th +5 Ability Score Improvement
17th +6 Slippery as an Eel (3)
18th +6 Ship Specialties Feature
19th +6 Ability Score Improvement
20th +6 Pirate Lord

Ship Specialties

Starting at 1st level, you have a designated specialty within your pirate crew. This specialty gives you unique skills to perform your task onboard. Your Specialty gives you additional features at 6th, 10th, 14, and 18th level.

Pirate’s Luck

At 2nd level, when you make an ability check, attack roll, or saving throw, you can add a d6 to the roll. You can do so after you roll the d20 but before deciding the outcome of the roll.


You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.


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Expert Navigator

Starting at 3rd level, you gain proficiency in navigator's tools. When using a set of navigator's tools during travel, you gain the following benefits:

  • You can't become lost by natural means.
  • Traveling at a fast pace does not incur a -5 penalty to Wisdom (perception) checks.
  • If you are traveling by boat you gain advantage on all Wisdom (perception) checks during the travel.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.


The number of attacks increases to three when you reach 11th level in this class.

Confident Combatant

Starting at 7th level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.


This ability upgrades at 15th level.

Slippery as an Eel

Starting at 9th level, your speed increases by 10 feet and you have advantage on checks you make to escape from being grappled or restrained.


This ability upgrades at 13th and 17th level.

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the attack action on your turn.

Slippery as an Eel

Starting at 13th level, your speed increases by 5 feet and you ignore all difficult terrain.

Confident Combatant

Starting at 15th level, you can give yourself a bonus to your attack rolls equal to your Charisma modifier whenever you make an attack with a weapon you are proficient in.

Slippery as an Eel

Starting at 17th level, your speed increases by 5 feet and creatures can't make opportunity attacks against you.

Pirate Lord

Starting at 20th level, your confidence and charisma makes you an indomitable foe in combat. Whenever you roll damage you can choose to deal maximum damage, instead of rolling.


You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.


Ship Specialties

Whether you are a seasoned seaman, or a greenhorn sailor, you have a task to do within your crew. Some pirates prefer to lead others and command a fearsome crew, while others prefer to do the dirty work and dance around the battlefield with style, or just blow shit up.

Captain Specialty

A captain will take charge of the battlefield and lead his crew to a swift victory. Your leadership and fighting prowess will be instrumental both on and off the deck of your mighty ship.

Captain’s Skill Set

At 1st level you gain proficiency in Persuasion and Cartographer’s tools.

Designated Crew

At 1st level, at the end of each long rest you can designate a number of willing creatures equal to your Charisma modifier to be a part of your crew. Any creature that is a part of your crew and is within 30 feet of you gains +1 to all saving throws and all attack rolls. On your turn as an action you can give all of your crew members within 30 feet of you advantage on their next attack roll.

Taskmaster

Starting at 6th level you can use your reaction to force any creature to reroll an ability check or attack roll they make within 30 feet of you, and this creature must use the lower of the two rolls. If the creature you chose was a part of your crew they can choose which roll they want to use.

First Mate

Starting at 10th level, at the end of each long rest you can designate one willing creature to be your first mate. This creature is part of your crew but receives a +2 bonus instead of a +1. You and your first mate will also always understand each other's spoken languages, even if you don't normally understand the language they are speaking.

Battlefield Tactician

Starting at 14th level, as an action, choose a maneuver from the list below. Each of your crew members that can hear and see you can immediately carry out the action you chose.

Attack!

Each crew member attacks or casts a cantrip that affects only one creature within their attack range or within the normal limitations of the spell.

Move!

Each crew member moves up to twice their speed.

Retreat!

Each crew member moves up to half of their speed towards you without provoking opportunity attacks.


Once you use this action you must complete a short rest or long rest before you can use it again.

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Focus Fire

Starting at 18th level, whenever you damage a creature, all subsequent damage done by your crew is increased by 1d6 against that creature. Focus Fire can only be active on one creature at a time.

Cannoneer Specialty

This specialty is for someone who has only one love: fire... and explosions... and the sea; ok so three loves. Cannoneer’s leave destruction in their wake and ashes everywhere else. These pirates are not to be messed with and are feared across the seas.

Cannoneer’s Skill Set

At 1st level you gain proficiency in Athletics, Smith’s Tools.

Gunpowder-Soaked Blade

Starting at 1st level, you can turn any melee weapon into a Gunpowder-soaked weapon. After 10 minutes of work the chosen weapon gains the following properties:

  • You can use a bonus action to set fire to the weapon for 1 minute. You can end this early with another bonus action.
  • The weapon deals an additional 1d4 fire damage and Ignites the target when hit by an attack.
  • An Ignited creature takes 1d6 fire damage at the start of each of its turns for 1 minute, which can be ended early if any creature uses its action to douse the fire.

When the weapons fire is ended, the weapon loses the Gunpowder-soaked properties and you must complete the 10 minutes of work again to reapply the properties to that weapon.

Just a Splash of Powder

Starting at 6th level you can enhance fires with a splash of gunpowder. Once per round as a free action you can splash an Ignited creature within 10 feet of you with gunpowder dealing 1d6 fire damage and refreshing the duration of Ignite on the creature. The creature also cannot take reactions until the start of its next turn.

Pyrotechnics

Starting at 10th level, whenever you deal fire damage you can add your Charisma modifier to the damage roll.

Cannon Blast

Starting at 14th level, you can use your action to make a devastating attack against multiple enemies. As a part of this action, make an attack with a Gunpowder-soaked weapon. If the attack hits, the target and each creature within a 15 foot cone originating from the target are all Ignited and take 6d10 fire damage; this damage is halved if the attack misses.


Once you use this action you must complete a short rest before you can use it again.


Iron Will

Starting at 18th level you gain the following bonuses:

  • You have resistance to fire damage.
  • You gain proficiency in Constitution saving throws.
  • Whenever you are dealt damage by an Ignited creature, reduce that damage by 1d8.

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CHAPTER 1 | CLASSES AND SUBCLASSES

     Ranger


Class Features

As a Ranger, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

    Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival


Ranger Leveling Table











Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows

Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.

The Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Deft Explorer, Favored Foe
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Primal Awareness, Ranger Conclave 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Ranger Conclave Feature 4 4 2
6th +3 Deft Explorer 4 4 2
7th +3 Ranger Conclave Feature 5 4 3
8th +3 Ability Score Improvement, Fleet of Foot 5 4 3
9th +4 6 4 3 2
10th +4 Natures Vail, Deft Explorer 6 4 3 2
11th +4 Ranger Conclave Feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Vanish 8 4 3 3 1
15th +5 Ranger Conclave Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Deft Explorer

At 1st level, you are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another at 6th and 10th level.

Canny

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice.

Roving

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

Tireless

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum 1 temporary hit point). You can use this special action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Favored Foe

At 1st level, when you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.


Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger 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.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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 +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spell Casting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.


For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.


The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.


Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

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Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Ranger Spell List

This is the list of spells you consult when you learn a ranger spell. This list is organized by spell level, not class level.

1st Level
  • Absorb elements
  • Alarm
  • Animal friendship
  • Beast bond
  • Cure wounds
  • Detect magic
  • Detect poison and disease
  • Ensnaring strike
  • Entangle
  • Fog cloud
  • Goodberry
  • Hail of thorns
  • Hunter’s mark
  • Jump
  • Longstrider
  • Searing smite
  • Snare
  • Speak with animals
  • Zephyr strike
2nd Level
  • Aid
  • Animal messenger
  • Barkskin
  • Beast sense
  • Cordon of arrows
  • Darkvision
  • Enhance ability
  • Find traps
  • Gust of wind
  • Healing spirit
  • Lesser restoration
  • Locate animals and plants
  • Locate object
  • Magic weapon
  • Pass without trace
  • Protection from poison
  • Silence
  • Spike growth
  • Summon beast
3rd Level
  • Conjure animals
  • Conjure barrage
  • Daylight
  • Elemental weapon
  • Flame arrows
  • Lightning arrow
  • Meld into stone
  • Nondetection
  • Plant growth
  • Protection from energy
  • Revivify
  • Speak with plants
  • Summon fey
  • Water breathing
  • Water walk
  • Wind wall
4th Level
  • Conjure woodland beasts
  • Dominate beast
  • Freedom of movement
  • Grasping vine
  • Guardian of nature
  • Locate creature
  • Stoneskin
  • Summon elemental
5th Level
  • Commune with nature
  • Conjure volley
  • Greater restoration
  • Steel wind strike
  • Swift quiver
  • Tree stride
  • Wrath of nature

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Primal Awareness

Starting at 3rd level, you can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.

Primal Awareness
Level Spell
3rd Speak with animals
5th Beast sense
9th Speak with plants
13th Locate creature
17th Commune with nature


You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

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.


Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Fleet of Foot

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.


In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.

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Natures Vail

At 10th level, you can draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.


You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger Conclave

Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how to protect nature from those who would despoil it.

Beast Conclave

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.


Animal Companion

At 3rd level, you magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. These stat blocks use your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated or absent, the beast can take any action of its choice, not just Dodge. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Coordinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Beast’s Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Beast’s Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

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Beast of the Land

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8's] equal to your ranger level)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

    
    
  • Proficiency Bonus (PB) equals your bonus


Charge. If the beast moves at least 20 feet straight towards a target and then makes a maul attack on the same turn, the target takes and extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifer to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.



Beast of the Sea

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8's] equal to your ranger level)
  • Speed 5 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12

    
    
  • Languages understands the languages you speak

  • Proficiency Bonus (PB) equals your bonus

Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifer to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until the grapple ends, the beast can't use this attack on another target.



Beast of the Sky

Small beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6's] equal to your ranger level)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12

    
    
  • Languages understands the languages you speak

  • Proficiency Bonus (PB) equals your bonus

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifer to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

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Drakewarden

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

Draconic Gift

At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:

  • Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.
  • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Drake Companion

At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.


The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.


In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.


The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.


Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Drake Companion

Small dragon


  • Armor Class 14 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 8 (-1)

  • Saving Throws Dex +1 plus PB, Wis +2 plus PB
  • Damage Immunities determined by the drake’s Draconic Essence trait
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

Bond of Fang and Scale

At 7th level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed. In addition, while your drake is summoned, you and the drake gain the following benefits:

  • Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.
  • Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.
  • Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

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Drake’s Breath

At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.


This damage increases to 10d6 when you reach 15th level in this class.


Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond

At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

  • Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
  • Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.
  • Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fey Wanderer

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Dreadful Strikes

At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.


The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Wanderer Magic

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.


Fey Wanderer Spells
Level Spell
3rd Charm person
5th Misty step
9th Dispel magic
13th Dimension door
17th Mislead

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Fey Wanderer Spells
d6 Spell
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Otherworldly Glamour

Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).


In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Beguiling Twist

Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.


In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

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Fey Reinforcements

At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.


Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Misty Wanderer

When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.


In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Gloom Stalker Conclave

Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Gloom Stalker Spells
Level Spell
3rd Disguise self
5th Rope trick
9th Fear
13th Greater invisibility
17th Seeming

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.


At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.


You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Horizon Walker Conclave

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

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Horizon Walker Spells
Level Spell
3rd Protection from evil and good
5th Misty step
9th Haste
13th Banishment
17th Teleportation circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.


Hunter Conclave

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

  • Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
  • Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
  • Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

  • Escape the Horde. Opportunity attacks against you are made with disadvantage.
  • Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Steel Will. You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

  • Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target
  • Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

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Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

  • Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
  • Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  • Uncanny Dodge. 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.

Monster Slayer Conclave

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Monster Slayer Spells
Level Spell
3rd Protection from evil and good
5th Zone fo truth
9th Magic circle
13th Banishment
17th Hold monster

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.


You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.


Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.


This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Magic-User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.


Once you use this feature, you can't use it again until you finish a short or long rest.

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Swarmkeeper

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

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Gathered Swarm

At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You can determine its appearance.


Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

Swarmkeeper Magic

Also at 3rd level, you learn the Mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.


You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Swarmkeeper Spells
Level Spell
3rd Faerie fire, Mage hand
5th Web
9th Gaseous form
13th Arcane eye
17th Insect plague

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Writhing Tide

Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.


You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mighty Swarm

At 11th level, your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal

When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.


You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Subclass Options

Sea Sorcerer

The power of water is the strength of flexibility, resilience, and a relentless nature. Those whose souls are touched by the power of elemental water command a similar power. Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.

Soul of the Sea

At 1st level, you gain the ability to breathe underwater, and you have a swim speed equal to your walking speed.

Curse of the Sea

At 1st level, when you cast a spell, you can trigger a curse if that spell deals cold damage, lightning damage, or forces the target to move. Doing so subjects the target to the appropriate additional effect below (you choose the effect to use if more than one effect applies):

Cold Damage

The target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.

Lightning Damage

The target takes additional lightning damage equal to your Charisma modifier.

Forced Movement

Increase the distance it is moved by 15 feet.

Watery Defense

At 6th level, you gain resistance to fire damage. You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.

Shifting Form

At 14th level, you gain the ability to enter a liquid state while moving. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there. On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement. If you are unable to, you begin to suffocate as magical energy becomes unstable within you. If this causes you to fall unconscious, you evaporate and are killed instantly.

Water Soul

Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:

  • You no longer need to eat, drink, or sleep.
  • A critical hit against you becomes a normal hit.
  • You have resistance to bludgeoning, piercing, and slashing damage.

36

CHAPTER 1 | CLASSES AND SUBCLASSES

Soul Machine Warlock

description...

Expanded Spell List

The Soul Machine lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Soul Machine expanded spells
Spell level Spells
1st false life, inflict wounds
2nd darkvision, silence
3rd bestow curse, nondetection
4th private sanctum, resilient sphere
5th awaken, dominate person

Gifts From Beyond

1st your patron gifts you X "souls" per day on a die roll. spells can spend a number of souls based on spell level and do a random extra effect, scaling with sou;s spent.

#### 6th choose one soul each day

#### 10th

#### 14th

37

CHAPTER 1 | CLASSES AND SUBCLASSES

Chapter 2 - Spells

Time Fracture

Evocation cantrip


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

You create a blast utilizing the sands of time targeting a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d4 force damage, and its speed is reduced by 10 feet until the end of its next turn. If this speed reduction would reduce the target's speed to 0, then that creature can't take actions until its speed is brought above 0.


  • At Higher Levels: This spell’s slow increases by 5 feet when you reach 5th level (15 ft), 11th level (20 ft), and 17th level (25 ft).

Felbar's Lightning Storm

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a handful of steel wool)
  • Duration: Instantaneous

You create a violent storm of lighting centered on a location. Each creature in a 10-foot radius sphere centered on a point must make a Constitution saving throw. On a failed save they take 3d8 lightning damage and cannot take reactions until the end of their next turn. On a success creatures take half the damage and can still take reactions.


  • At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, this spell deals an additional 1d8 lightning damage.

Felbar's Elemental Overload

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of molten wax)
  • Duration: Concentration, up to 1 minute

Choose a damage type. Until this spell ends, all spells the target casts that deal damage only of the chosen type have these special bonuses:

  • Spell attack rolls are made with advantage
  • Saving throws to resist damage are made at disadvantage
  • The damage of the spell is increased by 1d6

When this spell ends, the target can’t cast spells until after its next turn.


Winsor's Dreadful Smite

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit a creature each turn with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, the creature must make a Wisdom saving throw or be frightened of you until this spell ends. While the creature is frightened this way its speed is reduced to 0 and it takes 1d6 psychic damage at the start of each of its turns. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end the frighten.

38

CHAPTER 2 | SPELLS

Felbar's Siren Song

9th-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Instantaneous

You unleash the power of a siren's charm to blast the will of up to ten creatures of your choice that you can see within range. Each target must make a Charisma saving throw. On a failed save, a target takes 14d6 psychic damage and is charmed. On a successful save, a target takes half as much damage and isn’t charmed. Creatures that have a Charisma score of 4 or lower automatically fail the saving throw. A charmed creature can make a Charisma saving throw at the end of each of its turns. On a successful save, the charming effect ends.

39

CHAPTER 2 | SPELLS

Chapter 3 - Backgrounds

Cultist

You are, or once were, a member of a cult – a religious splinter sect or a secret society of occult study. You might still be active within the cult, receiving orders from its secret masters. Or perhaps you’ve rejected its authority, and now the cult wants to bring you back into the fold… or silence you forever. In either case, you live at the crossroads of criminality, faith and arcane study.


  • Skill proficiencies: Deception, and your choice of Arcana or Religion
  • Languages: Two of your choice
  • Equipment: A tattoo signifying membership in the cult, a book of heretical or blasphemous truths, 5 sticks of incense, vestments or robes of occult significance, sacrificial dagger, a set of common clothes, and a belt pouch containing 10 gp

Feature: Cult Network

You know the locations of your cult’s safehouses, shrines, and sanctums in many settlements and wilderness areas. In such a network, you can find at least one loyal member of the cult, who can provide food and a safe place to rest for you and up to five people that you vouch for.

Harborfolk

You are one of the many small-time fishermen or dock workers who haul the bounty of Port Nyanzaru's bountiful harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Port Nyanzaru and know them and the other fisher folk, dockworkers, and port inhabitants better than anyone.


  • Skill proficiencies: Athletics, Sleight of Hand
  • Tool proficiencies: One type of gaming set, vehicles (water)
  • Equipment: Fishing tackle, dice set, playing card set, or Three-Dragon Ante set, a set of common clothes, rowboat, and a belt pouch containing 5 gp

Feature: Harbor's Welcome

You grew up on the docks and waters of Port Nyanzaru. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even shelter you from your enemies within Port Nyanzaru.

Plague Doctor

You have been treating the ailments of your hometown for quite some time, but you seek a greater adventure. Being a plague doctor is not an easy task and you have taken your job very seriously. You use your knowledge of medicine, and how to protect yourself from disease, to treat the deadliest of plagues.




  • Skill Proficiencies: Intimidation, Medicine
  • Tool Proficiencies: Alchemist's supplies, herbalism kit
  • Languages: One of your choice
  • Equipment: Alchemist's supplies, herbalism kit, plague doctor outfit (hooded overcoat, stylized mask, gloves), and a pouch containing 10gp.

Feature: Begrudging Trust

As a plague doctor, your presence and off-putting visage makes commoners distinctly uncomfortable, but they will cooperate with you. You will almost always be given access to the sick and dead. You also can easily determine what non-magical ailments a creature had when it died.

Shopkeep

You have worked in a shop for as long as you can remember. The time you spent here has gifed you with many stories of brave heros and perolious adventure. Weather you sell basic clothing to fine jewlery, your skill in converation has helped propell your shop from its modest beginings to the grand state it is in today.


  • Skill proficiencies: Insight, Rersuasion
  • Tool proficiencies: One of your choice
  • Equipment: A set of common cloths, a dagger, a memento or item from your shop, and a pouch containing 15 gp.

Feature: Experienced Conversationalist

Your time as a shopkeep has trained you well in the art of conversation. After speaking with a creature for at least 1 minute you can easily determine their mood, feelings towards you or the subject of your conversation, and you can discern any hidden intentions they have or lies they have told you.

Woodlander

You have spent most of your life living among the trees and learning of their inhabitants. Your many years spent perfecting your survival skills has earned you the respect of fey creatures. You would be a perfect addition or any adventuring party and could serve as an excellent guide within any forest.


  • Skill proficiencies: Nature, Survival
  • Languages: Two of your choice
  • Equipment: A Belt Knife, a Tinderbox, 50 feet of Silk Rope, and a pouch containing 10 gp.

Feature: Friend of the Fey

Your familiarity and bond with woodland fey means that good and neutral aligned fey creatures will provide you with aid, whether it be directions through a forest or lodging for a night, they would be glad to assist you. Even evil aligned fey respect your bond and might be less aggressive or even pass you by as a target for their attacks.

40

CHAPTER 3 | BACKGROUNDS

Chapter 4 - Magical Items and Equipment

Equipment
Name Cost Damage Weight Properties
Adventuring gear
    Automatic grappling hook 250 gp - 25 lb. Special
Artisan's tools
    Enchanter's tools 5,000 gp - 20 lb. -
Martial melee weapons
    Cutlass 25 gp 1d8 slashing 2 lb. Finesse
    Scythe 20 gp 1d10 slashing 5 lb. Finesse, Two-handed
Legendary magic items
    Deck of Many (Magical) Things 350,000 gp - 1 lb. -

Automatic grappling hook

This handheld device resembles a crossbow in shape and size, but it utilizes a hook attached to a rope to propel the user forward, or pull the target to the user. As a bonus action, launch the grappling hook up to 30 feet away towards any surface that a grappling hook could reasonably hook itself to. Then as an action for the next minute you can do one of two things listed below:


  • Retract: You retract the rope back into the automatic grappling hook and jump into the air, pulling you to the attached surface as long as the surface weighs 100 pounds more than you or is reasonably unmovable.
  • Pull: You retract the rope back into the automatic grappling hook and hold your ground, pulling the attached surface to you as long as it weighs less than you. If you attached the grappling hook a creature you must first succeed on a contested athletics check.

The automatic grappling hook requires at least one free hand to use and must remain in that hand if you use one of the bonus actions.

Enchanter's tools

These advanced tools allow for the cration of magical items. Through the smart use of focusing leanses, magical artifice, and various enchanting tools, you can refine basic materials into stronger enchanted materials.

Components. Enchanter's tools consist of arcane crystals, focusing leanses, an enchanted hammer, an magical tome, and a runed enchanting rod.

Arcana Proficiency in this tool can aid you in the identification of magic items and who might have crafted them.

Proficiency. Due to the advanced nature of Enchanter's tools, they require additional time and practice to gain proficiency in their use, but when properly utilized, they can aid in the creation of powerful magical items. If a character wishes to become proficient in these tools, they must be at least 9th level or have at least 5 levels in a spellcasting class. Then the character must spend 10 workweeks being trained to use Enchanter's tools by someone who is already proficient with Enchanter's tools.

Deck of Many (Magical) Things

  • Balance: Gods Willing
  • Comet: Star of Extinction
  • Donjon: Capture Sphere
  • Euryale: Pitiless Gorgon
  • The Fates: Divination (M19)
  • Flames: Shadowborn Demon
  • Fool: Pacifism
  • Gem: Khalni Gem
  • Idiot: Dazzling Lights
  • Jester: Scholar of Athreos
  • Key: Divination (M14)
  • Knight: Fresh-Faced Recruit
  • Moon: Damping Sphere
  • Rogue: Blood Operative
  • Ruin: Planar Cleansing
  • Skull: Profane Memento
  • Star: Scholar of Stars
  • Sun: Sweltering Suns
  • Talons: Naturalize
  • Throne: Maze Sentinel
  • Vizier: Conclave Tribunal
  • The Void: Flash to Dust

41

CHAPTER 4 | MAGICAL ITEMS AND EQUIPMENT

Firearms
Name Cost Ammo Damage Weight Range Properties
Blunderbuss 300 gp 5g (5) 2d8 piercing 10 lb. (15/60) Reload 1
Musket 300 gp 5g (20) 1d12 piercing 10 lb. (120/480) Two-Handed, Reload 1
Palm Pistol 50 gp 2g (20) 1d8 piercing 1 lb. (40/160) Light, Reload 1
Pepperbox 250 gp 4g (20) 1d10 piercing 5 lb. (80/320) Reload 5
Pistol 150 gp 4g (20) 1d10 piercing 3 lb. (60/240) Reload 4
Rifle 500 gp 10g (5) 2d12 piercing 20 lb. (200/800) Two-Handed, Reload 1

Firearms

Basics

To be able to use a gun to its fullest a character must be proficient in Firearms. When a character who is proficient in firearms uses a gun, the character can add its Dexterity modifier and its proficiency bonus to any attack rolls made with firearms. Firearms and/or its ammo can be enchanted up to a +3 bonus, making its damage magical.

Reload

Each gun has its own reload score. This score is the number of times a gun can be fired before it will need to be reloaded. A creature can use an attack or a bonus action to reload a weapon. You must have one free hand to reload a firearm.

Misfire

Whenever a character rolls a 1 on an attack roll with a d20 their gun will misfire, causing the attack to miss its target and rendering the gun broken and no longer able to fire. Once a gun has misfired a creature can use its action to repair the gun. If the creature is not proficient in Firearms, they must have a set of tinkers tools or smiths tools and pass a DC 20 check with their respective tool to do so.

Gun Crafting

Crafting guns and ammo is a long and arduous task. Only the brightest artificers and most experienced smiths can create guns fit for an adventurer. Depending on what setting you are playing in, gunsmiths might be easier to come across than others. Ebberon might have many gunsmiths while The Forgotten Realms gunsmiths might be exclusively found on Lantan. The above chart shows the appropriate prices for each type of gun.


Ammo, depending on your setting, might be bought and sold at some high-end adventuring supplies shops or from a well-trained smith. Use the above chart to find the appropriate prices and amount for each type of ammo. Ammo is unique to each specific type of gun; for example if you have ammo for a Blunderbuss, you can’t use it for your Musket, you would need to purchase or craft Musket ammo.


If a player wishes to craft his/her own guns and ammo, there are a few requirements they must meet first to begin the process. They must be proficient in both Firearms and Smith’s tools, have access to a forge or some other place to heat the metal for shaping, an anvil, and they must have an assortment of raw materials equal to the total gold cost of the item they wish to craft. To determine the amount of time needed to craft any gun or piece of ammo use the crafting system rules laid out in Chapter 5 of this book.

42

CHAPTER 4 | MAGICAL ITEMS AND EQUIPMENT

Chapter 5 - Other Discoveries

Were-creature system

When a character becomes afflicted with the lycanthropy curse they will enter a 1d4 day incubation period. During this incubation period, the character will start to show signs of their curse as it begins to transform them into their appropriate were-creature. The only known way to remove the curse is to be placed under the effects of a remove curse or greater restoration spell during the incubation period. Once the incubation period is over the character will have fully transformed into their were-creature animal form and will be stuck in this form until the character passes a DC 15 Wisdom saving throw. This save is made each day at midnight and the DC goes down by 1 for each night that has passed since the end of the incubation period. Once the character has passed the Wisdom saving throw they have gained full control of their lycanthropy and can use its action to transform into its hybrid form or creature form or back to your true form. When in each of your different forms you gain certain benefits listed below based on which creature you can transform into.


When you transform into your hybrid or creature form you retain all your ability scores, proficiencies, health, and you also gain all the benefits listed below for your specific creature. If your hybrid or animal form gives you a speed, such as a walking speed of 40 feet, this new speed replaces your current speed, regardless if it is higher or lower than your current speed. When you transform into your creature form you lose the ability to speak, use class features, and cast spells. You are limited by what your specific creature can do normally. Any equipment you are wearing or carrying is not transformed with you, and falls to the ground unless you choose otherwise. If you die while transformed you revert back to your true form.


If an afflicted player ever stands under the light of a full moon, without some sort of covering or shelter, they must immediately flip a coin and on tails, they immediately change into their animal form and cant change out of it until the next dawn. If a player wants to revert back earlier they can do so after taking 1d4 levels of exhaustion.


  • Optional Insanity Rule: If a player fails the coin flip they must also make a Wisdom saving throw (DC 15 + their Wisdom saving throw modifier) and on a failure they go insane as their curse takes control of their body. An insane character goes under the control of the DM until they revert out of their animal form.
    
    

    Werebat

Werebear

All Forms

Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks made with non-silvered weapons.
Damage Vulnerabilities: Bludgeoning, Piercing, and Slashing from silvered weapons.

Hybrid Form

30 ft. climb speed
Tough Skin. You gain a +1 bonus to your armor class.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Bear Form

You become a Large creature
40 ft. speed and a 30 ft. climb speed
Might of the Bear. Your Strength becomes 19, but if your strength is already higher this has no effect.
Tough Skin. You gain a +2 bonus to your armor class.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. You can make two claw attacks, one of which can be replaced with a bite attack.
Bite. Melee Weapon Attack: + your strength modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d10 + your strength modifier and proficiency bonus) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
Claw. Melee Weapon Attack: + your strength modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d10 + your strength modifier and proficiency bonus) slashing damage.
Frightening Roar. Each creature within 30 feet of you must succeed on a DC 12 + your proficiency bonus Wisdom saving throw or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightening Roar for the next 24 hours.

Wereboar

All Forms

Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks made with non-silvered weapons.
Damage Vulnerabilities: Bludgeoning, Piercing, and Slashing from silvered weapons.

43

CHAPTER 5 | OTHER DISCOVERIES

Hybrid Form

40 ft. speed
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, lift, and shove.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Boar Form

You become a Medium creature
40 ft. speed
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, lift, and shove.
Charge. If you move at least 15 feet straight toward a creature and then hit it with a tusk attack on the same turn, the target takes an additional 2d10 slashing damage and must succeed on a DC 12 + your proficiency bonus Strength saving throw or be knocked prone. When you knock a creature prone this way you can use your Relentless Rage as a bonus action.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Actions

Tusk. Melee Weapon Attack: + your strength modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d10 + your strength modifier and proficiency bonus) slashing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereboar lycanthropy.
Relentless Rage (Useable twice a day). You enter a bloodthirsty rage, gaining the following benefits for 1 minute.

  • Whenever you take damage, reduce it by 1d8 + your proficiency bonus.
  • You gain a bonus to damage equal to your proficiency bonus.
  • If you take damage greater than or equal to half your maximum health and it would drop you to 0 hit points, you are reduced to 1 hit point instead.

Weremole

All Forms

Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks made with non-silvered weapons. Damage Vulnerabilities: Bludgeoning, Piercing, and Slashing from silvered weapons.

Hybrid Form

Subterranian Build. You can breath easily underground and can hold your breath for an additional 5 minutes.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.


Mole Form

You become a Small creature
20 ft. speed and 10 ft. burrow speed
Tremorsense 30 ft.
Limited Sight. Your sight relies on your sence of smell and touch. You can only see as far as you can smell, which in normal conditions is 300 feet. This allows you to see around walls as long as their is a continuos path leading to the area.
Subterranian Build. You can breath easily underground and can hold your breath for an additional 5 minutes.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. You can make two claw attacks, one of which can be replaced with a bite attack.
Bite. Melee Weapon Attack: + your strength modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d8 + your strength modifier and proficiency bonus) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with weremole lycanthropy, Gnomes make this save with disadvantage.
Claw. Melee Weapon Attack: + your strength modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d8 + your strength modifier and proficiency bonus) slashing damage.
Rock Throw. Ranged Weapon Attack: + your dexterity modifier and proficiency bonus to hit, range 15/30 ft., one target. Hit: (2d12 + your dexterity modifier and proficiency bonus) bludgeoning damage.

Wererat

All Forms

Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks made with non-silvered weapons. Damage Vulnerabilities: Bludgeoning, Piercing, and Slashing from silvered weapons.

Hybrid Form

Quickened Action. You can take the Dash, Disengage, and Hide actions as a bonus action on your turn.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Rat Form

You become a Small creature
40 ft. speed
Quickened Action. You can take the Dash, Disengage, and Hide actions as a bonus action on your turn.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

44

CHAPTER 5 | OTHER DISCOVERIES

Actions

Multiattack. You can make two claw attacks, one of which can be replaced with a bite attack.
Bite. Melee Weapon Attack: + your dexterity modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d8 + your dexterity modifier and proficiency bonus) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wererat lycanthropy.
Claw. Melee Weapon Attack: + your dexterity modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d8 + your dexterity modifier and proficiency bonus) slashing damage.

Wereraven

All Forms

Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks made with non-silvered weapons. Damage Vulnerabilities: Bludgeoning, Piercing, and Slashing from silvered weapons.

Hybrid Form

Mimicry. You can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Feather Fall. You take half fall damage.
Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Raven Form

You become a Tiny creature
30 ft. speed and 50 ft. fly speed
Mimicry. You can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Feather Fall. You take half fall damage.
Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. You can make two claw attacks, one of which can be replaced with a beak attack.
Beak. Melee Weapon Attack: + your dexterity modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (4d4 + your dexterity modifier and proficiency bonus) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereraven lycanthropy.
Talons. Melee Weapon Attack: + your dexterity modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d6 + your dexterity modifier and proficiency bonus) slashing damage.
Piercing Cry. Each creature within 30 feet of you must succeed on a DC 12 + your proficiency bonus Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is               successful or the effect ends for it, the creature is                immune to your Piercing Cry for the next 24 hours.

Wereshark

All Forms

Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks made with non-silvered weapons. Damage Vulnerabilities: Bludgeoning, Piercing, and Slashing from silvered weapons.

Hybrid Form

40 ft. swim speed
Limited Amphibiousness. You can breathe air and water.
Underwater Speech. You can speak normally while underwater.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Shark Form

You become a Large creature
You lose all other speeds and gain a 50 ft. swim speed
Water Breathing. You can breathe only underwater.
Blood frenzy. You have advantage on attack rolls against any creature that doesn't have all its hit points.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: + your strength modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d12 + your strength modifier and proficiency bonus) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.
Smell Them Out. You learn the location of all creatures that are within 60 feet of you. This ability only works on creatures that are within the same body of water as you.

Weretiger

All Forms

Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks made with non-silvered weapons. Damage Vulnerabilities: Bludgeoning, Piercing, and Slashing from silvered weapons.

Hybrid Form

40 ft. speed
Tigers Agility. You have advantage on all stealth checks.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Tiger Form

You become a Large creature
40 ft. speed
Pounce. If you move at least 15 feet straight toward a creature and then hit it with a claw attack on the same turn, the target must succeed on a DC 12 + your proficiency bonus Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
Tigers Agility. You have advantage on all stealth checks.
Keen Hearing and Smell. You have advantage on
Wisdom (Perception) checks that rely on hearing or
smell.

45

CHAPTER 5 | OTHER DISCOVERIES

Actions

Multiattack. You can make two claw attacks, one of which can be replaced with a bite attack.
Bite. Melee Weapon Attack: + your dexterity modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d8 + your dexterity modifier and proficiency bonus) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with weretiger lycanthropy.
Claw. Melee Weapon Attack: + your dexterity modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d8 + your dexterity modifier and proficiency bonus) slashing damage.

Wereweasel

All Forms

Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks made with non-silvered weapons. Damage Vulnerabilities: Bludgeoning, Piercing, and Slashing from silvered weapons.

Hybrid Form

Nimble. You are able to squeeze through a space that is large enough for a creature two sizes smaller than you, instead of one.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Weasel Form

You become a Small creature
30 ft. speed
Nimble. You are able to squeeze through a space that is large enough for a creature two sizes smaller than you, instead of one.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. You can make two claw attacks, one of which can be replaced with a bite attack.
Bite. Melee Weapon Attack: + your dexterity modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d6 + your dexterity modifier and proficiency bonus) piercing damage and you attach yourself to the target. You can let go at any time or the target must succeed on a contested athletics check to remove you. While you are attached the only action you can perform is your Blood Drain attack. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereweasel lycanthropy.
Claw. Melee Weapon Attack: + your dexterity modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d6 + your dexterity modifier and proficiency bonus) slashing damage.
Blood drain. The target must succeed on a DC 12 + your proficiency bonus Constitution saving throw or take 3d8 necrotic damage, halved on a success. You regain a number of hit points equal to half the damage done.


Werewolf

All Forms

Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks made with non-silvered weapons. Damage Vulnerabilities: Bludgeoning, Piercing, and Slashing from silvered weapons.

Hybrid Form

Sprint. You can take the dash action as a bonus action.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Wolf Form

You become a Medium creature 40 ft. speed
Pact Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sprint. You can take the dash action as a bonus action.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. You can make two claw attacks, one of which can be replaced with a bite attack.
Bite. Melee Weapon Attack: + your strength modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d8 + your Strength modifier and proficiency bonus) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.
Claw. Melee Weapon Attack: + your strength modifier and proficiency bonus to hit, reach 5 ft., one target. Hit: (2d8 + your Strength modifier and proficiency bonus) slashing damage.
Terrifying Howl. Each creature within 30 feet of you must succeed on a DC 12 + your proficiency bonus Wisdom saving throw or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Terrifying Howl for the next 24 hours.

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CHAPTER 5 | OTHER DISCOVERIES

Crafting system

Crafting is something every adventurer dreams about, but very few see their crazy ideas come to life. To rein in the chaos of crafting crazy ideas, we have created a set of guidelines that should allow for simple ideas to be made easily, and crazy outlandish ones to see the light of day, even if they are only one-use.


If purchasing an item is not possible, then crafting is the next best way for any character to obtain an item, whether it be mundane or magical, that they have their eyes set on. Crafting can be broken down into two basic principles, do you know how to craft the item and do you have the materials to craft the item.

Materials

Materials for crafting can be found in every corner of any setting. They can be purchased from a shop, looted from a wizard's lair, stolen from a wealthy merchant, or skinned off a great beast's hide. The important thing to keep in mind is that you have the correct materials for what it is you wish to craft. Crafting an item from improper materials could lead to disastrous results at a crucial moment in your adventures. Any materials gathered by a character should be tracked in their inventory by their raw price in gold, as the crafting cost of items is tracked by a total gold cost. Determining the raw price of the materials a character finds is up to the DM, but discussing with the player what it is they wish to craft could aid in finalizing the value of the acquired materials.

Recipes

Having the knowledge to craft weapons and items is an essential skill for any adventurer. You could use your knowledge to create new tools for your party, or you could sell your knowledge to others who wish to learn. Any item a player can craft, whether they are magical or mundane, is broken down into tiers, which are listed below.

Recipe Tiers
Tier Requierd Intelligance
Novice 11
Apprentice 13
Expert 15
Artisan 17
Master 19

Any character who meets the required intelligence for each item tier, as shown above, has the knowledge and understanding to craft any item in that tier, whether it is from having learned the recipe sometime in the past or being intelligent enough to guess how to craft it.


Even if a character isn't in the appropriate crafting tier, they can still learn recipies above their crafting tier. To do this a character must either spend gold to purchase a physical crafting recipie, or must spend time learning from another character who knows the how to craft the item. The following chart shows how much time/gold a recipie from each tier takes.

Recipe Costs
Tier Time Gold Cost
Novice 4 hours 10 gp
Apprentice 8 hours 25 gp
Expert 12 hours 100 gp
Artisan 24 hours 250 gp
Master 48 hours 500 gp

If a character wishes to craft a basic item not listed in the recipe tiers, such as a broom, then the DM should work with that player to best determine what tier it belongs in and the total cost of the unique item.

Crafting time

The time it takes to craft an item is based on the crafting cost of said item, which is equal to 80% of its vendor sell price. Typically, a character crafts at a speed of 6 + your Intelligence modifier gp per hour. If the time comes up as a fraction always round down to the next whole hour, even if the fraction is one-half or greater. During this time the character must have access to the required tools and crafting stations, such as a forge or an anvil, and be proficient with them. If one of these components is missing, then work cannot be done on the item.


Crafting time can be reduced in a few ways. The easiest way is to receive assistance from another character when crafting an item. This character must also be proficient in any required tools, but only one set of tools and crafting stations are required for the completion of the item. The following table shows the gp per hour increase provided by any number of additional characters, which is added to the base of 6 gp per hour.

Crafting time with assistance
Additional characters Total gp per hour incrase
1 4
2 6
3-4 7
5-7 8
8+ 9

Artificers are very adept at crafting do their crafting times are much lower than a non-artificers. At 2nd level, artificers gain the Expert Crafter ability which allows them to add their proficiency bonus to their crafting speed.

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CHAPTER 5 | OTHER DISCOVERIES

Magic item crafting

Crafting magic items is a long and difficult process, but with the aid of your enchanter's tools you can craft anything from simple healing potions to holy avengers. The crafting cost of a magic item is determined by the DM based on the item's strength and or rarity within the setting.


The total cost of crafting magic items is very high and might require specific rare materials found only out in the world. These rare materials are determined by the DM based on the item the character wishes to craft, for instance, if they wish to craft a flame tongue the character might need to acquire the heart of a Salamander. The DM might also require mass amounts of mundane materials, like steel, to meet the high gold cost of the crafted item, even if they exceed the actual amount of steel that is needed for the item. These large amounts of materials are refined into a more magical form of the material through the use of enchanter's tools. The enchanter's tools are used alongside mundane crafting tools, like Smith's tools, to facilitate the crafting of any magical item. Determining what tools are required to craft any magic item are determined by the DM.


If a character wishes to craft a magic item not in the Expert, Artisan, or Master tier they must meet a few additional requirements. First, they need to have an intelligence score of 20 to be able to understand the complex nature of very rare and legendary magic items. Second, they must be taught how to craft the item over a period of time determined by the DM based on the item's rarity, complexity, and the teacher's skill level. They could also acquire a recipe for the item, which could be a tome found in an artificer's workshop, a scroll taken from a wizard's lair, or purchased from a rare goods vendor. Once the recipe has been learned then the character knows how to craft that specific magic item.

Custom Item Crafting

explain how to combine magic items/ maybe even unique items

Crafting Checks

add a crafting check system where every X hours you have worked make a check and based on the roll reduce the remaining time by a given ammount (or increase if nat 1)

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CHAPTER 5 | OTHER DISCOVERIES

Craftable Items
Tier Crafting Cost Required Tools and Crafting Stations
Novice
    Arrows (20) 8 sp Woodcarver's tools, smith's tools
    Ball bearings (1000) 8 sp Smith's tools
    Bell 8 sp Smith's tools
    Blanket 4 sp Weaver's tools
    Block and tackle 8 sp Smith's tools
    Blowgun 8 gp Woodcarver’s tools
    Blowgun needles (50) 8 sp Woodcarver's tools
    Bucket 4 cp Smith's tools or Woodcarver's tools
    Candle 1 cp -
    Club 8 cp Woodcarver’s tools
    Common cloths 4 sp Weaver's tools
    Dagger 1 gp, 6 sp Smith's tools, anvil, forge
    Dart 4 cp Smith's tools
    Fishing tackle 8 sp Smith's tools
    Greatclub 1 sp, 6 cp Woodcarver’s tools
    Hammer 8 sp Smith's tools
    Hide armor 8 gp Leatherworker’s tools
    Iron pot 1 gp, 6 sp Smith's tools, forge
    Javalin 4 sp Smith's tools, anvil, forge
    Light hammer 1 gp, 6 sp Smith's tools, anvil, forge
    Map case 8 sp Woodcarver's tools
    Net 8 sp Weaver's tools

Tier Crafting Cost Required Tools and Crafting Stations
    Padded armor 4 gp Leatherworker’s tools
    Piton 4 cp Smith's tools
    Pole (10 ft) 4 cp Woodcarver's tools
    Pouch 4 sp Weaver's tools
    Quarterstaff 1 sp, 6 cp Woodcarver’s tools
    Quiver 8 sp Leatherworker's tools
    Sealing wax 4 sp -
    Shield 8 gp Smith's tools
    Shortbow 20 gp Woodcarver’s tools
    Shovel 1 gp, 6 sp Smith's tools
    Sickle 8 sp Smith's tools, anvil, forge
    Sling 8 cp Woodcarver’s tools
    Sling bullets (20) 3 cp Smith's tools
    Spear 8 sp Smith's tools, anvil, forge
    Tent 1 gp, 6 sp Weaver's tools
    Waterskin 1 sp, 6 cp Leatherworker's tools
    Whip 1 gp, 6 sp Leatherworker’s tools
Apprentice
    Abacus 1 gp, 6 sp Woodcarver's tools
    Backpack 1 gp, 6 sp Leatherworker's tools
    Barrel 1 gp, 6 sp Woodcarver's tools, smith's tools
    Battleaxe 8 gp Smith's tools, anvil, forge
    Bear trap 4 gp Smith's tools, forge
    Bedroll 8 sp Weaver's tools
    Book 20 gp Cartographer's tools

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CHAPTER 5 | OTHER DISCOVERIES

Craftable Items
Tier Crafting Cost Required Tools and Crafting Stations
Apprentice
    Breastplate armor 320 gp Smith's tools, anvil, forge
    Caltrops (20) 8 sp Smith's tools
    Chian (10 ft) 4 gp Smith's tools, forge
    Chain mail armor 60 gp Smith's tools, anvil, forge
    Chain shirt armor 40 gp Smith's tools, anvil
    Chest 4 gp Woodcarver's tools
    Costume 4 gp Weaver's tools
    Crowbar 1 gp, 6 sp Smith's tools, anvil, forge
    Cutlass 20 gp Smith's tools, anvil, forge
    Flail 8 gp Smith's tools, anvil, forge
    Glaive 16 gp Smith's tools, anvil, forge
    Glass vial 8 sp Glassblower's tools
    Grappling hook 1 gp, 6 sp Smith's tools, forge
    Greataxe 24 gp Smith's tools, anvil, forge
    Greatsword 40 gp Smith's tools, anvil, forge
    Halberd 16 gp Smith's tools, anvil, forge
    Hand crossbow 60 gp Woodcarver’s tools, smith's tools
    Handaxe 4 gp Smith's tools, anvil, forge
    Heavy crossbow 40 gp Woodcarver’s tools, smith's tools
    Hempen rope (50 ft) 8 sp -
    Hooded lanturn 4 gp Smith's tools, forge
    Ladder (10 ft) 8 cp Woodcarver's tools
    Lance 8 gp Woodcarver’s tools, smith's tools, anvil, forge
    Leather armor 8 gp Leatherworker’s tools
    Light crossbow 20 gp Woodcarver’s tools, smith's tools
    Longbow 40 gp Woodcarver’s tools
    Longsword 12 gp Smith's tools, anvil, forge
    Mace 4 gp Smith's tools, anvil, forge
    Manacles 1 gp, 6 sp Smith's tools, forge
    Maul 8 gp Smith's tools, anvil, forge
    Metal ring 4 gp Smith's tools, forge
    Morningstar 12 gp Smith's tools, anvil, forge
    Pike 4 gp Smith's tools, anvil, forge
    Portable ram 3 gp, 2 sp Woodcarver's tools or smith's tools
    Potion of healing 40 gp Herbalism Kit

Tier Crafting Cost Required Tools and Crafting Stations
    Rapier 20 gp Smith's tools, anvil, forge
    Ring mail armor 24 gp Smith's tools, anvil, forge
    Saddle 8 gp Leatherworker's tools
    Saddlebags 3 gp, 2 sp Leatherworker's tools
    Scale mail armor 40 gp Smith's tools, anvil
    Scimitar 20 gp Smith's tools, anvil, forge
    Scythe 16 gp Smith's tools, anvil, forge
    Shortsword 8 gp Smith's tools, anvil, forge
    Studded leather armor 36 gp Leatherworker’s tools, Smith's tools
    Traveler's clothes 1 gp, 6 sp Weaver's tools
    Trident 4 gp Smith's tools, anvil, forge
    War pick 4 gp Smith's tools, anvil, forge
    Warhammer 12 gp Smith's tools, anvil, forge
    Whetstone 1 cp Smith's tools
Expert
    Bullseye lanturn 8 gp Smith's tools, forge
    Covered Wagon 80 gp Leatherworker's tools, woodcarvers tools, Smith's tools
    Fine clothes 12 gp Weaver's tools
    Half plate armor 600 gp Smith's tools, anvil, forge
    Hourglass 20 gp Glassblower's tools
    Lock 8 gp Smith's tools, forge
    Magnifying glass 80 gp Glassblower's tools
    Plate armor 1,200 gp Smith's tools, anvil, forge
    Potion of greater healing 120 gp Herbalism Kit
    Silk rope (50 ft) 8 gp Weaver's tools
    Splint armor 160 gp Smith's tools, anvil, forge
    Whistle 4 cp Smith's tools
    All common magic items 40 gp-160 gp Enchanter's tools
Artisan
    All uncommon magic items 160 gp-1,600 gp Enchanter's tools
    Automatic grappling hook 160 gp Woodcarver’s tools, smith's tools
    Potion of superior healing 400 gp Herbalism Kit
Master
    All rare magic items 1,600 gp-12,000 gp Enchanter's tools
    Potion of supreme healing 1,600 gp Herbalism Kit

Chapter 6 - Our Lore and Histories

The Cloakwood Gnomes

We gnomes of Erbag have called the Cloakwood our home for thousands of years. It is not well known how we first came to the Cloakwood, but some believe we were born from six emeralds Garl Glittergold accidentally dropped within the forest while battling Kurtulmak. From these emeralds came six gnomes, a Hallowspark, a Greenleaf, a Blackwood, a Goldpoint, a Fiddlegem, and their leader Ipakas. These gnomes went on to found the city of Erbag hidden deep within the Cloakwood. Over the next 4500 years, Erbag withstood dangerous fae, invading humans, and catastrophic disasters; up until the late 15th century DR. During the rule of Ipakas XI he became afflicted with a mysterious curse. The curse slowly withered Ipakas until it killed him on the 31st of Highsun in 1492 DR. With our leader gone the five houses, with the aid of the Longrock gnomes from Lantan, worked on a solution to end the curse plaguing all of Toril. Together, we created a device, using what we learned from Ipakas XI’s affliction, that could locate the source of the curse.

The City of Erbag

Located near the northwestern tip of the Cloakwood. Erbag is a small, tight-knit gnomish community that has its roots going all the way back to around -3000 DR. Erbag has seen very little advancements since then which keeps us rooted in our traditions. The local fey inhabitants of the Cloakwood have always caused problems for our village but we had many creative solutions to combat them. Our most effective method was to use our innate illusion magic to trick the fey into fleeing from our village. Erbag itself is a very small village made up of 5 very large trees where we carved our homes into. Our village also has two constructed buildings, our town hall and the Longrock Embassy. Our town hall served as the home to our Keeper, Ipakas. It is also where we gathered for our holidays and feasts. The Longrock Embassy is a very recent addition to our village having been constructed just after the beginning of the death curse. The embassy remains in use and it helps connect us to our fellow gnomes in Lantan. Erbag has always been very self-sufficient and interacted very little with the rest of the sword coast, but some things we could now do completely on our own. Some materials or supplies we could not produce on our own so our Outriders would manage their acquisition from the nearby towns and villages. The Outriders was set up by Ipakas V and consists of 5 members, each member being from a different house. Every 10 years the Outriders hold elections to decide the next group of 5, but most of the members are reelected until they are no longer able to serve.

Ipakas, Keeper of Erbag

Our leader, Ipakas, is the heart and soul of Erbag. He has been our leader since the very beginning of Erbags existence, due to his continuous reincarnations through his emerald which has retained its magic. With each incarnation, Ipakas brings new ideas and ways of leading our people into the future. The current incarnation of him, Ipakas XII, is the reason you have this book.

Houses of Erbag

Erbag has a population of around 150 gnomes, and each of them are members of 1 of the 5 houses. Each house is led by its eldest member. All 5 houses serve spacific roles for Erbag.

House Hallowspark

Leader: Aironard Hallowspark
Role: Stewards to Ipakas and merchants

House Greenleaf

Leader: Orlin Greenleaf
Role: Farmers, herders, and gatherers

House Goldpoint

Leader: Tytos Goldpoint
Role: Researchers, curators, and writers

House Blackwood

Leader: Nixim Blackwood
Role: Craftsmen, smiths, and cobblers

House Fiddlegem

Leader: Ludwig Fiddlegem
Role: Builders and architects


The Longrock Embassy

Ever since the rule of Ipakas IV, we have had close ties to our fellow gnomes of Lantan. This relationship was utilized to its fullest when the Death Curse broke out across Toril. Together we built a device that could be used to locate the source of the curse, which we planned to take to Chult and hire a group of adventurers to end the curse and save Ipakas XI. This plan ultimately failed due to the inexperience of the captain of the ship that was transporting the device to Chult. In preparation of the construction of the device the group of gnomes from Lantan built the Longrock Embassy and used it as the main base of operations for the duration of the project. Now the building serves as a permanent home for the Longrock family of gnomes.

The End of our Isolation

Erbag has isolated itself for thousands of years to protect our way of life, but Ipakas XII sees a bright future for Erbag and has revaled ourselves to the world, beliving Erbag's many heros will lead us into the future.

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CHAPTER 6 | OUR LORE AND HISTORIES