High Wizard Brendon's Scattered Notes.

Tillbrith is a strange and magical land filled with strange magic and even stranger people. These are the scattered notes of the high wizard of Axucia.

Races

This is a handful of races unqiue to the realms

Krystil

Krystil are a strong folk, seemingly made out of magical crystal they have the ability to obsorb magic, they have bear like features and tend to be a fun loving people.

Ability Score Increase.

Your Strength Increases by 2 and your constitution Increases by 1.

Age.

Krystil have the same life span and rate of maturing as humans, they live between 90 and 100 years.

Speed

your base walking speed is 30ft

Size.

Krystil are taller then humans tending to be over 6ft getting up to 7 foot and some can get even taller, due to the fact they are made of arcane gemstone kristill are quite heavy Weighing up to 300 pounds

Arcane Attunement.

Krystill have a natrual connection with arcane magic granting them the following benifits.

Choose a Wizard, Sorcerer or Warlock Cantrip, you gain the ability to cast this cantrip using either your constituion as your spell casting modifier, or if you have the ability to cast spells what ever ability score is used for that spell casting modifier, At 5th level you can choose a 1st level spell from those lists and cast it once per long restm if you have spell slots you can use those spell slots to cast the spell.

Additionally you gain proficiincy in Arcana

Arcane Claws

The claws of a Krystil are as sharp as obsdian and as hard as steel, your claws count as a simple weapon you are proficient in, they deal 1d4 + your strength modifier worth of slashing damage, if you have cast a spell of 1st level of higher within a mintue and you make an attack with these claws you can add half the level of the spell(Rounded up) to the damage of your claws as force damage, or a diffrent damage type should the dm decide one is more fitting, you can cause this extra damage a number of times equal to your proficiny bonus and regain all uses at the end of a long rest.

Path of the Marauder Barbarian

Experanced warriors and skilled soldiers, Marauders leverage their rage with combat understanding and training to produce deadly results.

Combat Superiority

At 3rd level upon taking this path while raging you gain a number of superiority die equal to your profinicy bonus, these die are d6s and you can expend them to perform combat manuvers seen bellow, your save dc for your combat manuvers is 8 + your strength modifier + your proficincy bonus, you lose all remain die after your rage ends.

Combat Manuvers.

  • Throwing Windup: As a bonus action you give a melee weapon you are holding the thrown(20/60ft) property, this lasts until the end of your current turn, You gain benifits from your rage on attacks with thrown weapons, if the weapon already has the thrown property both ranges are doubled.

  • Forceful Strike: When you hit a melee attack against a creature that only one size catagory larger then you or less you can push them 10ft in any direction, the creature can make a strength saving throw to resist this effect, if they are hit into a solid object they take an extra 1d6 bludgoning damage.

  • Parry: In reaction to getting hit you can roll your Combat Superiority die + your dexterity modifier, you lower the damage by the amount you roll.

  • Disarming Force: when you hit a creature with an attack you can force them to make a strength saving throw against your Combat Superiority dc, on a fail they take extra damage equal to your superiority die and are disarmed, on a success they are not disarmed or take extra damage.

Armoured Raider

At 6th level you are more trained in the use of armour gaining the following benifits.

You can choose to use either your Consitution or Dexterity modifier to determine the ac of medium or light armour, you also gain a +1 to your ac while wearing medium or light armour.

Enhanced Combat Superiority

At 10th level your superiority die go up to a d8 from a d6, you gain a number of superiority die equal to double your proficincy bonus when you rage.

  • Stunning Blow: when you hit a creature with an attack you can force them to make a constution saving throw against your Combat Superiority dc, on a fail they take extra damage equal to your superiority die and are stunned until the start of your next turn, on a success they are not stunned or take extra damage.

  • Sundering Strike: when you hit a creature with an attack you can force them to make a Constution saving throw against your Combat Superiority dc, on a fail their ac is lowered by your strength modifier until the end of their next turn.

  • Killer's Hit: when you hit a melee weapon attack you can choose to add any number of superiority die to the damage of the attack.

  • Warmonger's Call: as a bonus action you can roll a superiority die, up to three allies of your choice who can hear you within 60ft of you can add half the result to their next attack and damage roll.

Warlord

At 14th level you have have perfected your art, each time you lower a creatures hit points to 0 you gain a superiority die back you also can use your reaction to gain temporary hit points equal to the creatures cr and you deal double your rage damage on attacks you use your combat superiority on.

Path of the Unbreaking

Warriors who stand in difiance against Untold numbers of foes, horrible monsters from the depths of the demonic plane or comic evils of the far places, with a inspering warcry and an unbreaking will those of the Path of the Unbreaking have honed their rage into a figure that can be rallyed behind.

The Wall

At 3rd level upon taking this path you gain the following benifits

Your rage is changed into more of a focued anger, Rage Damage is replaced with Focus Shield, While Raging you can add half your focus shield to your armour class and each allied creature adds it to their wisdom saving throws against being frightened.

Shielded Warrior

At 6th level your expertise in defensive fighting lends you benfits while wielding a shield, while raging with a shield in hand you gain the following benifits.

  • Any Shield you are weilding is considered a Simple weapon, They deal 1d6 + your strength modifier of bludgoning Damage.

  • If you made a weapon attack as part of your action you can use a bonus action to make an attack with a shield you are wielding, on hit this attack also pushes the creature hit 5ft back.

  • If allied creature within 5ft of you aside from yourself is hit with an attack you can use your reaction to lower the damage of that attack down by 1d8 + your proficincy modifier.

Stand against the Tide

At 10th level you have gotten use to fighting against hordes of foes, while raging if a creature moves within reach of a melee weapon you are holding you can use make one weapon attack against them, if a creature is hit with this attack it has disadvantage on its next attack roll unless the attack roll is against you.

Unbreakable

At 14th level you have been hardened of mind and body, embodying the legends of unbreakable heros, while raging you get the following benifits.

  • You take no extra damage from critical hits
  • You Have advanatage wisdom, intelligence and charisma saving throws.
  • When you hit a critical hit you gain temporary hit points equal to your level.
  • You can not be frightened
Not your grandads barbarian

Path of the Unbreaking Drastricly changes how barbarian works as a class, make sure your DM and you both are ok and fully understand the depth of the changes.

The Legend of Coldwall

"In my studies of notable heros one name stood out amoung them, Coldwall of the Mountainers, a simple man who lost his home to a death tyrant and vowed revenege, Note to self, do not piss off blacksmiths." - Brendon

College of Art Bard

These artists have mixed their mastery of a brush with understanding of the arcane to create a new college, able to summon beings they paint into the material world an temporarly remove colour from the material world they can be both a wonderful sight to behold or chill you to the bone.

The Art of Magic.

When taking this college at 3rd level you gain proficincy and expertise in painter's supplies and you can use them as the arcane focus for your bard spells.

Artistic Creation

At 3rd level you gain the ability to expend a bardic insperation as an action to summon an artistic recreation of a creature or non magical object as an action to a point within 20ft of you, the creature you summon is friendly towards you and you can give it mental commands as a bonus action, the cr of the creature can be no higher then a third of your level in this class, you can only have one creature or object at a time, if you summon a new one your older one dies or vanishes, after an hour it vanishes, if it dies though any means the creature desolves into water, the creature or object have can not be larger then medium, If you summon a weapon you are considered proficient in it.

Vibrant Infusion

At 6th level as a bonus action you can infuse a creature within 60ft of you with your colourful magical, you can use this ability a number of times equal to your proficincy modifier, Vibrant Infusion lasts 1 minute.

  • They add the die you use for your bardic insperation on attacks that deal Fire, Lightning, Poison, Radiant, Acid, Cold or Necrotic.
  • +15 to their movement speed.
  • Dark Vision now treats darkness as if it where dim light, if they do not have Dark Vision they gain a dark vision of 120ft
  • Their personality traits are more pronounced

Grey Scale

At 14th level you gain more control over colour and are able to plunge part of the world into grey scale.

as an action you can choose a point within 120ft of you, you can expend a 1st level spell slot to drain the colour out of a 5ft cube centered on the location, you can expend higher level spell slots it increase the radious by 5ft up to a maximum of a 20ft square, this area stays in this colourless state for 1 minute or until your dispel the effect as a free action, creatures within the radious are effected by the following list

  • They gain half the amount they would from healing spells and effects.
  • They are unable to see or desern colour, unless the creature they are looking at is effected by Virbrant Infusion
  • -10 to their movement speed(to a minimum of 0)
  • They lose any Darkvision they have.
  • Their personaility traits are dulled.

Creatures Effected by your Vibrant Infusion are not effected by Grey Scale and retain their colour while entering it.

Collage of Rythem

Maintain the Rythem

At 3rd level upon

Balance Domain Cleric

When Powerful entities seek to manipulate the material plane Aspal sends these warriors out to restore the balance of the magic, be it a rogue celestial or foul demon, a fey or an elemental, these clerics seek to make sure the material world stays stable when the super natural seeks to throw it into chaos.

Balance Domain spells
Cleric level Spells
1st Cackling Bolt*, Heroism
3th Darkness, Branding Smite
5th Death's Fog*, Beacon of Hope
7th Blight, Death Ward
9th Hand of the Plague*, Reincarnation.

Bonus Proficiencies

At 1st level, you gain proficiency in martial weapons.

Tip the Scales

At 1st level You can make a weapon attack as a reaction against a good or evil aligned creature within the reach or range of your weapon if it attacks any creature, you can use this ability a number of times equal to your wisdom modifier (minimum of 1), you regain all uses at the end of a long rest.

Channeled Divinity: Enforced Equilibrium

As of 2nd level you gain this option for your channeled divinity. As a reaction you can remove 1d8 from any roll but the next time you make an attack roll, saving throw or ability check you remove the number you rolled when using this ability.

Watcher of Light and Dark

As of 6th level you can use a bonus action to see all Celestial, Fiends, Fey and Undead within 30ft of you even through any magic which hides their true form along with solid objects up to 2 inches of any material other than cloth or paper, which has no limit, you may use this ability a number of times equal to your wisdom modifier (minimum of 1), this lasts until the end of your next turn, you regain all uses at the end of a long rest.

Divine Strike

As of 8th when you make a weapon attack you add an extra 1d8 damage to weapon attacks damage, you choose the damage type between necrotic or radiant, when you reach 14th level this increases to 2d8 necrotic or radiant damage.

Turn the imbalance

As of 14th level your Turn Undead/Destroy Undead channel divinity effcts Fae, Fiends, Celestial and Aberrations aswell as Undead.

Advancement Domain Cleric

Devote Followers of gods who's domain falls within technology and development of such.

Advancement Domain spells
Cleric level Spells
1st Burning Hands, Idenitify
3th Magic Weapon, Heat Metal
5th Flame Arrows?, Beacon of Hope
7th Fabricate, Summmon Construct !
9th Legend Lore, Create.

Booms of Advancement

At 1st level upon taking this as your divine domain you gain proficincy in flintlock weapons.

You also have proficnincy in smiths and tinker's tools, and crafting items with these tools take half the time.

Channel Divinity: Evolve the Armarment

At 2nd level, As an action you can present your holy symbol in the direction of a weapon, that weapon gains bonus damage equal your your proficincy bonus, if its a ranged loading weapon it gains the reload properity(Equal to your Wisdom Modifier +2, Minimum 2), if its a melee weapon the bonus damage is fire damage.

This effect lasts for 1 minute.

Priest of Cog and Piston

At 6th level your connection to constructs has deepened, you gain a Clockwork Companion, at the end of a long rest you can summon your Clockwork Companion, your clockwork companion takes its turn on your insitive, unless ordered to do something it will take the dodge action, you can command it as a bonus action and it will follow that action until its impossible or you order something else of it, it vanishes if you die, or its lowered to 0 hit points, Additionally, Your Clockwork Companion has proficincy in what ever weapon they are currently holding, At you dm's discression you can upgrade your clockwork companion via Brendon's Workshop rules, if your Clockwork companion dies next time its summoned it maintains what upgrades to added to it.

? Found in Zanathar's Guide to everything.

! Found in Tasha's couldron of everything.


Clockwork Companion

Medium Construct, Unaligned


  • Armor Class 14 + PB (Natural Armour)
  • Hit Points 5 + 5 times your cleric level(the Clockwork companion has a number of d10 hit dice equal to your Cleric level.
  • Speed 25ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 6 (-1) 10 (0) 5 (-2)

  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 10
  • Languages One Languge of your Choice
  • Challenge Proficincy Bonus(PB) Equal to your proficincy bonus

Immuteable Form. The Clockwork companion is immune to any spell or effect that would alter its form.

War Machine. If The Clock Work Companion makes a weapon attack as part of its action it can make another weapon attack with the same weapon as a bonus action.

Action

Slam. Melee Weapon Attack: +3 Plus BP to hit, reach 5ft., one target. Hit 1d8 + Plus BP Bludeoning Damage.

Enhanced Armarments

At 8th level, you can enhance a weapon at the end of a long rest, select one melee or ranged weapon, if you do so it gains extra damage of the weapons damage type equal to 1d8, at 14th level this increases to 2d8, only one weapon can be enhanced this way and if you enhance another the previous weapon loses its enhancement.

Channel Divinity: Call upon the Future

As of 14th level your god grants you a slight insight to the future of technology, as an action you can temporary replace your arm or the arm of your clockwork companion with a magical fire arm, you use your wisdom modifier for attack and damage rolls with this weapon, it deals 2d10 Piercing damage and each time an attack is made with it you can make two additional attacks as part of that action, this doesn't stack with extra attack features from other classes, your or your clockwork companion's arm is replaced with this weapon for 1 hour after which it returns to its normal form.

Circle of Plague Druid

This druidic circle accept that plague sickness and death are just as part of nature is growth, they aim to allow these to spread in ways they deem fitting to the world

Bonus Cantrip

When you choose this circle at 2nd level you additonally learn the Poison Spray and Death's Touch Cantrips, they do not count against your known cantrips.

Plague Ridden Form

At 2nd level when you take this circle you gain the ability to undertake a plague ridden form, gaining resilence and an aura of sickness and pestilence.

As a bonus action you can expend a use of wild shape to activate your plague ridden form and gain the following benifits for a minute.

  • Resistance to Poison, Non-Magical Bludgoneing, Piercing and Slashing.
  • You emit a 10ft aura of sickness, creatures of your choice which start their turn within the aura takes 1d4 poison damage.
  • Flies have collected around you, Each allied creature within 10ft gain a +1 to their armour class.

Plague Stike

Starting at 6th level You can embue your strikes with plague and death, you gain the following ability.

When you hit a creature with a melee or cantrip attack you can expend a 1st level spell slot to add an extra 2d6 poison damage, you gain +1d6 poison damage for every level above 1st up to a maximum of 5d6 poison damage,

Boons of Impurity

When you reach 10th level your Plague Ridden form increases in potiancey gaining the following benefits while in your Plague Ridden form.

  • you are now immune to poison damage and resistant to bludgeoning, piercing, slashing and necrotic damage.
  • the aura now goes out to 15ft and deals an extra 1d4 necrotic damage and allied creatures in the aura gain temporary hit points equal to 1d8 + your wisdom modifier.

Harbringer of the Plague

At 14th level all poison and necrotic damage you deal ignores poison resistance and immunity and if you are reduced to 0 hit points you can choose to instead be lowered to 1, you can use this ability a number of times equal to your wisdom modifer.

Rotting Champion

At 14th level when ever you lower a creature to 0 hitpoints you can choose to activate one of the following effects if you killed the creature with the specified damage type.

  • Necrotic: You cause advanced decay in the creature, each creature aside from you within 10ft of the creature must make a wisdom saving throw against your spell save dc or be frightened of you for one round.

  • Poison: You cause poison gas to build up inside the creature then explode out when they expire, each creature aside of you within 10ft of the creature must make a onstitution saving throw against your spell save dc or take 2d6 poison damage.

Circle of Mechanicus Druid

These druids guard the plane of law, acting as emmisaries between the machine and nature they combine the magic of both to turn into machine versions of natural beasts.

Steam Power

at 2nd level upon taking this circle you gain the ability to build up Steam Power, every time you cast a spell of 1st level or higher you gain a number of steam power points equal to the level of the spell, your steam power points reset at the end of a long rest and you can only have a number of steam power points equal to half your level rounded up + your Wisdom modifier.

Mechancial Transformation

At 2nd level when you transform you instead transform into a construct, the construct keeps the statistics of the beast you transform into but you are immune to poison damage, and the poisoned and exausted conditions, you can also expend steam points to modifier your transformation with the Mechanical Transformation modifications Table.

Expanded Transformation List

At 6th level you can transform into beasts that are CR 1 or lower that do not have a flight speed, Additionally you gain resistance to non magical bludgoning piercing and slashing while in wild shape.

Steam Vent

At 6th level you can use an action to vent steam points, each creature of your choice within 20ft of you must make a dextery saving throw against your druid spell saving dc or take fire damage equal to 1d8 for each steam point spent, for each steam point spent that area is also obscured for 1 round.

Mechanical Blessing

At 10th level the plane of machines augments your heart and soul permnantly, you have resistance to poison and psychic damage, you also add your wisdom modifier. to charisma or intelligence saving throws.

Machine Herald

At 14th level your connection with the plane of machines is finalized, when you use wild shape you gain temporary hitpoints equal to double your level and you get to lower the cost of one Mechanical Transformation Modification by 2 steam points

Mechanical Transformation Modifications
Steam Point Cost Modification Name Effect
2 Steam Fangs You gain a bite attack dealing an 1d8 fire damage, if you already have a bite attack you add 1d8 fire damage to the damage of the attack
2 Iron Skin +3 to your armour class
3 Servo Boost +20ft to your walking speed and +10ft to your jump height and distance
4 Arc Generator Creatures that deal damage against you with a melee attack take damage equal to your wisdom modifier as lighting damage.
5 War Trumpets As a bonus action you can inspire an ally, they gain temporary hit points equal to 2 + your wisdom modifier.
7 Drone Bank You can use a spell slot to summon a drone swarm, they are take the form of a swarm of robot wasps, they are under your control for 1 minute after which they vanish, you can use your bonus action to command them and you can only have two swarms active at one time.
8 Gatling Gun You gain a natural ranged weapon, each time you attack with it you make 3 attacks and you use your wisdom modifier for attack and damage rolls, this weapon deals 2d6 Magical Peircing damage.
10 Titan Form Your size is doubled, your natural weapons add your wisdom modifier to damage and attack rolls and deal an extra weapon damage die and you have advantage on strength checks and saving throws.

Scorch Knight Fighter

Scorch Knights are martially trained pyromancers who channel their magic though blade or bow then wand or staff. This can make them highly deadly combatants which can bring even the toughest foes to their end.

Scorching Strike

Beginning when you choose this archetype at 3rd level, When you hit a weapon attack you can add 1d4 fire damage to the damage roll. This damage die goes up to 1d6 at 7th level, 1d8 at 10th level, 1d12 at 15th level and then 1d12 + your constitution modifier at 18th level.

Touch of the Flame

At 3rd level you gain the control flame cantrip, you use your constituion as your spell casting modifier it, You also can spend an action to deal your scorching strike damage to a creature or object you can touch.

Phoenix Fury

Starting at 7th level once a day when you are knocked down to 0 hit points but not out right killed you can choose to instead fall to 1 hit point and deal 3d6 fire damage to every creature within 10ft of you. They must make a dexterity save against a dc of 8 + your constitution modifier + your proficiency bonus. On failure they take full damage, on success they take half damage. You also gain resistance to fire damage.

Raging Inferno

As of 10th level you ignore fire resistance with all your fire damage, you also gain an ember breath attack, you can use an attack action- to exhale red hot embers in a 30ft cone, each creature in the cone must make a Dexterity Saving throw against your Phoenix Fury DC, on failure they take 2d8 fire damage and are blinded, on a success they take half and are not blinded, they can repeat the saving throw at then end of each of their turns, if they fail they take an extra 1d8 fire damage. You can use this breath weapon a number of times equal to your constitution modifier.

Blistering Frenzy

As of 15th level when you use action surge, every creature within 5ft of you takes 2d6 fire damage. If you move during this time you leave a trail of fire that deals 2d4 fire damage to anyone who moves within it. The trail lasts two rounds then burns out. You take no damage from your own trail.

Champion of Ember

As of 18th level you gain immunity to fire damage, when you deal fire damage to something which has immunity to fire instead of dealing no damage you deal half the fire damage you would have done.

Elemental Variants

With your DM’s permission you may ask to change the element of all Scorch Knight’s abilities, suggestion renames for the abilities: Shocking Strike(Scorching Strike), Blinding Poison Breath(Ember Breath), dms may change the condition affect Ember Breath causes if they feel the need to, i would suggest DMs do not allow damage types like force, psychic, necrotic or radiant as they might be unbalanced.

Arcane Barricade Fighter

These fighters are highly trained in abjuration magic to protect allies and disable enemy spell casters, they have shown a great ability to defend their allies in ongoing wars across the land.

Magical Barricade

At 3rd level when you take this martial archetype you gain the ability to summon an arcane shield to protect you and your allies, As a bonus action you can summon an arcane barricade to a space within 60ft of you, the Barricade has a Armor Class of 14 and hit points equal to 4 + double your Intellegence modifier, the magical barricades Stats are all 1(-5) and their immune to all conditions and has the size of small, you can use a bonus action to move them 20ft and if a creature within 5ft of the barricade is attacked you can use your reaction to divert the attack to the barricade, the barricades last 1 minute before they vanish, you can use this ability a number of times equal to 1+ your proficiency bonus, regaining all uses at the end of a short or long rest

Revolk Magic

At 7th level you can cast the spell Dispel Magic. You can cast this spell a number of times equal to your proficiency bonus, and intelligence is your spell casting ability for this spell.

Resilience Arcane

At 7th Level when you summon an Arcane Barricade you can choose two types of damage from; acid, cold, fire, force, lightning, necrotic or poison that the Barricade will become resistant to for its duration.

Enhanced Barricades

At 10th level you no longer need to use your reaction to defend an ally with your Barricades, they last 2 minutes, gain an AC of 13 + half your Intelligence modifier(rounded up) and their hit points become 4 + double your Intelligence modifier + your level in this class.

Etherial Rebuke

At 14th level you gain the ability to bash oponents with your Barricades, as a bonus action when one of your barricades is within 5ft of a creature, you can make a shove action attempt, but you use your intelligence modifier instead of your strength modifier.

Unbreakable Shields

By 18th level you have Masted the use of your barricades, each time you summon one you can choose to summon two, Your Barricades are immune to Non-magical Bludgoneing Piercing and Slashing damage and you gain 3 more uses of the Magical Barricade ability.

Arcane Barricades

The look of magical barricades can be how ever the player and the dm agrees on, magical shields, or a wall.

Way of the Bloodied Path Monk

There are few who know where the way of the bloodied path originates from, and all who did are now dust scattered to the wind, very few practice this art… and very few survive a fight with any who do

Restriction: you must be a race which has blood

Pulse Sense

At 3rd level, you can spend 1 ki point detect any creature with a pulse within 30 feet of you for 1 minute, once you reach 11th level this goes to 60 feet and lasts 2 minutes.

Techniques of the Bloodied Path

At 3rd level you gain access to the following

Crimson Guard.

As a reaction when you take any damage you may spend 2 ki points to add your proficiency bonus to your Armor Class until the end of your next turn.

Blood Control.

As an action you can spend 1 ki points to try to move a creature within 60 feet of you up to 20 feet in any direction, they make a constitution save against your Monk DC to resist this effect.

Intimidating Aura

At 6th level you gain Proficiency with intimidation, your proficiency with the skill is doubled, if you already had profiniency with it or expertise in it you gain +2 to intimidation checks.

Improved Techniques of the Bloodied Path

At 6th level your gain access to the following You can use Blood Control as a bonus action for 2 ki points.

Blood Freezing Touch.

As an action you can spend 3 ki points attempt to paralyze a creature you can touch, they must succeed a constitution saving throw against your monk dc or be paralyzed until the end of your next turn.

Blood Puppetry.

As a Reaction when a creature within 60 feet of you drops to 0 hit points you can spend 3 ki points to make them move there movement speed and make one melee attack, you can spend 1 more ki point to add +1 to attack and damage, you may spend a total of 3 ki points, reaching a max of +3 to attack and damage.

Crimson Drain.

At 11th level when a creature within 30 feet of you is damaged you can use your reaction to heal another creature within 30 feet of both the victim and you equal to half the damage dealt to a maximum of 20. It costs 4 ki points to use this ability.

Capillary Burst.

At 17th level you can use your action to attempt to burst the capillaries of a nearby creature, select a creature within 60ft of you, making them make a constitution saving throw against your monk dc, on a failure they take 10d10 necrotic damage and are stunned for up to a minute, at the end of each of their turns they can repeating the saving throw to throw off the stun effect, if they pass they take half damage and are not stunned, this ability can only be used twice long rest and costs 8 ki points each time its used.

Way of the Lunar Phases.

Studying in moonlight these monks are experts are switching between defensive and offencive fighting styles.

Lunar Stances

Starting at 3rd level with you take this subclass you gain the ability to take on a special stance as a bonus action, you must expend 2 ki points to enter one of these stances, it lasts for ten minutes and you can use a bonus action to switch between the two stances at not cost of ki points.

  • Waning Gibbous: A Offensive stance, while in this stance your unarmed strikes and monk weapons gain extra Radiant damage equal to half wisdom modifier(Rounded down) and if you hit three attacks consecutivly without missing you can add an extra martial arts die to the damage of the third attack.
  • Waxing Cresent: A Defensive stance, when you take Radiant, bludgoning, Piercing or Slashing damage you can reduce that damage by your wisdom modifier +2 (minimum of 2), while in this form you can use your reaction to cast shield at the cost of 1 ki point.

Moon Light Blade

As of 6th level you can enhance a monk weapon you are holding with moonlight energy as a bonus action, this costs 3 ki points, your weapon sheds bright light in 10ft and dim light a further 10ft, when you hit with this weapon once per turn you can add extra Radiant damage equal to a roll of your martial arts die and this weapon counts as a magical weapon for the perpious of overcoming resistance and immunities, you weapon retains the benifits for 1 minute but it ends earily if you let go of the enhanced weapon, if you enhance a thrown weapon you can enhance a number of thrown weapons equal to your level, You also gain proficincy in three martial weapons of your choice.

Stance of Full and New.

At 11th level your stances gets improved, you gain the following benifits

  • Full Moon: The enhanced form of Waning Gibbous when you take the attack action you can make one additional attack as part of that action, this means while in this stance you get three attacks.

  • New Moon: The Enhanced form of Waxing Cresent: you are resistant to two damage types of your choice when you activate this stance: Fire, Lightning, Radiant or Necrotic.

Fury and Faint of the Umbral Light

As of 17th level when you are in Full Moon or New Moon stances you can expend 3 extra ki points when ever you take one of these martial art manuvers.

  • Full Moon. Flurry of Moon Strikes: When you use Flurry of Blows in Full Moon Stance, all your weapon and unarmed strike attacks deal Radiant damage and deal maximum damage for that turn.

  • Full Moon. Step of Light: When you use Step of the wind you instead teleport to a point you can see within your movement speed, each creature within a 10ft wide line of those two points must make a dexterity saving throw against your monk save dc or take 5d10 Radiant damage, half as much on a succsessful save.

  • New Moon. Flurry of Sightless Blows: You become completely invisible to any creature you hit in a turn that you used flurry of blows, additionally you have resistance to all damage until the start of your next turn.
  • New Moon. new Moon Defense: When you use patient defense you add your wisdom modifier to your armour class, gain resistance to all damage and gain the ability to move though creatures spaces until the end of your current turn, if a creature hits you with an attack you can use your reaction to deal your martial arts die in force damage against them.

Eclipse Blade

At 17th level your Moon Light Blade gets enhanced, graning to the Eclipse Blade, when you activate this ability each creature of your choice that can see you must make a constution saving throw or be blinded for 1 minute, they can repeat the saving throw at the end of each of their turns, you also gain +2 to attack rolls with weapons effected by Eclipse Blade and add your wisdom modifier as necrotic damage to the attacks.

Oath of Mastery Paladin

The Oath of Mastery is undertaken by knights of orders who dedicate their time to learning the sciences of the world.

Tenants of Mastery

Oath of Mastery Paladins are trained and taught to teach and learn , the tenants of the oath are to bind them to this path

Knowledge is Power, Power is temporary while Knowledge will last forever more, Seek knowledge above power.
Guardian of Truth, Utterance of a direct lie is a perversion of learning, but some truths are too dangerous to become common knowledge.
Learning Never Ends, You never stop learning until the day you pass from this world, make sure to learn as much as you can and record it down for those who come after.

Oath of Mastery

Level Spells
3st Alarm, Detect Magic
5th Augury, Extorting Smite
9th Clairvoyance, Tongues
13th Locate Creature, Divination
17th Commune, Modify Memory

Channel Divinty

When you take this oath at 3rd level you gain the following two channel divinity options.

Reveal Truth. As an action you can try to dispel illusion or enchantment magic that is within 60ft of you, the caster of the spell or effect must make a spell casting check against your spell save dc, on a failure the spell or effect is dispeled on a success nothing happens.

Enchance Training. As an action you gain expertise in all skills and tools you already have proficiency in as well as gain proficiency in two more skills or tools of your choice for 1 minute.

Advanced Training

When you take this oath at 3rd level you gain proficiency in four tools, skills or languages and two flintlock weapons of your choice, you can use either your strength or dexterity modifiers for attack and damage rolls with ranged weapons.

Aura of Education

At 7th Level you produce a 10ft aura, every creature within that aura adds your charisma modifier to their intelligence skill checks and saving throws, they also gain advantage on saving throws against illusion or enchantment effects.

At 18th level the radius of the aura increases to 25ft.

Cutting Edge

At 15th level, You are at the cutting edge of technology, you gain the following benifits

  • Items you craft take half the time and cost half the god.
  • You can use divine smite on ranged weapon attacks

Truth Seeker

At 20th level you can take the form of a truth seeking demi angel, as an bonus action you can activate this effect and gain the following benifits for 1 Hour, you regain the use of this ability each dawn.

  • You Gain True Sight out to 120ft
  • if you roll a 9 or lower on an intelligence or wisdom ability check it becomes a 10.
  • You gain proficiency in every skill, tool and language

    Knowledge is power

    "I respect any man or women who is willing to swear themselves to an oath of knowledge seeking and learning, i just wish they would stop breaking into my lab" - High Wizard Brendon

Oath of Sacrifice Paladin

Paladins who undertake this oath know they have signed their own death warrents, now its up to the world to see how they will die.

Tenants of Mastery

Oath of Sacrifice Paladins follow three core preinsibles even to the cost of themselves, the tenants of the oath are to bind them to this path

At any Cost, Protect the weak and helpless, guard those who can not fight themselves even if all hope is lost.
Never Give In, Tyrants and Monsters never give up in its aims to hope from the good people of the world, There is not a single situation where the quest to stop these evil beings should be forsaken.
Suicide is not Sacrifice, Spend your life to secure safety for all those of who need a guardian, but do not throw it away and run headlong into danger for no reason.

Oath of Mastery

Level Spells
3st Sleep, Detect Magic
5th Prayer of Healing, Aid
9th Life Transference, Tongues
13th Death Ward, Watery Sphere
17th Hallow, Steel Wind Strike

Channel Divinty

When you take this oath at 3rd level you gain the following two channel divinity options.

Power from Pain. As a reaction when you take damage you can use this channel divinity, when you do so lower the damage you take by your paladin level + your charisma modifier, next time you hit an attack with a weapon you deal Radiant Damage equal to the amount of damage you reduced with this Channel Divinity.

Call of the Guardian. As a bonus action you can use this channel divinity to shout a challanging call, each creature of your choice within 30ft of you must make a wisdom saving throw against your channel divinty dc or have disadvanatage on attack rolls against creatures other then you, this effect lasts a minute but a creature can repeat the saving throw at the end of each of its turn to end the effect early.

Interpose

At 7th level you when a creature within 5ft of you is attacked you can use your reaction to interpose yourself between the attack and the target of the attack, the attack roll is made against you instead.

Enduring Warrior

Starting at 15th level when you start a turn unconscious you can immediately use any amount of lay on hands points to heal yourself, you can also now use lay on hands as a bonus action.

A Matyr's Stand

At 20th level you can focus your divine will and transform into a demi angal of protection, as an bonus action you can activate this effect and gain the following benifits for a minute, you regain the use of this ability each dawn.

  • When an allied creature within 30ft of you takes damage you can use a special reaction to reduce that damage by your charisma modifier, you take this half of the damage reduced and you can use this special reaction once per every creatures turn.
  • At the start of each of your turns up to four allied creatures within 30ft of you regain hit points equal to you charisma modifier.

And if you are Killed, you immediately Stand up from prone, every hostile creature within 30ft of you takes 8d8 Radiant damage and you instantly actiave A Matyr's Stand you still have 0 hp, your immune to all conditions and at the end of A Matyr's Stand you die, and you can only be reanimated though the wish spell.

Witch Hunter Ranger

Trained to hunt down spellcasters by the inquisitions of Aspal, these rangers aim to purge those seek to use magic to abuse and manipulate the innocent.

Divine Caster

As of 3rd level you now use a holy symbol as your spell casting focus instead of a druidic focus.

Inciteful Hunter.

As of 3rd level you may spend a bonus action to make a wisdom (insight) check against a creature's charisma (deception) check, if the creature fails you learn if they have the ability to cast any spell, you can also cast detect magic a number of times equal to your wisdom modifier, you regain these uses of detect magic at the end of a long rest.

Fight Fire with Fire

As of 3rd level You Gain the following spells to your ranger spell list, these spells are always prepared spells and do not count against your prepared spells.

Witch hunter archetype spells
Ranger level Spells
3rd Shield, Command
5th Detect Thoughts, See Invisibility
9th Counter Spell, Magic Circle
13th Banishment, Resilient Sphere
17th Scrying, Dispel Evil and Good.

Purifying Strikes

As of 7th level all your weapon attacks count as silvered.

Additionally, whenever you attack a creature that is currently concentrating on a spell they have disadvantage on the constitution saving throw to maintain concentration on the spell.

Caster’s Bane.

As of 11th when you're subjected to a spell that requires a saving throw of any kind if you pass the saving throw you may use your reaction to cause the caster of the spell to make an intelligence saving throw against your spell save dc or take 4d6 + your Wisdom Modifier of force damage. Half if they succeed the save. You may use this ability a number of times equal to your wisdom modifier and regain all uses at the end of a long rest.

Anti Magic Attack

As of 15th level when you hit an enemy with a weapon attack you may attempt to inflict antimagic upon them, they must make a wisdom saving throw against your spell save dc, on failure they can not use magic or magic items until the end of your next turn, you can do this three times per long rest.

Nature Warden Ranger

These rangers guard both nature from threats of the realm of men but also protect traveler, merchants and other such innocent folks from the beasts of the wild, commonly seen riding atop beasts they are skilled mounted combatents.

Mount of the Warden.

At 3rd level upon taking this conclave you gain the ability to cast Find Steed once, when cast this way you can also choose one of the following options as well, Lion, Brown Bear and Direwolf, Any Steed you summon gains the benifits you gain from Favoured Enemy and Natural Explorer, you regain the use of this spell at the end of a long rest.

Wild Warrior

As of 3rd level while When you take the attack action you can use your bonus action to have your mount make one attack.

Warden's Bond

At 7th level while mounted you and your mount gain the following benifits, +1 to armour class and +2 to all saving throws.

Also your mount can cast one spell you have currently prepared, using your spell casting modifier, if its a concentraition spell your mount keeps the concentration, they can cast a spell this way once per long or short rest.

Warden's Hunt

At 11th level your movements become intuned with your steed, when you hit a creature with an attack you can immediately move 15ft, this movement doesn't provoke attack of opportunity and while mounted if you have moved half the movement of your steed or more you can add half your level to the damage of one attack.

Grand Warden's Standed

At 15th level You have gained the power to Summon a magical battle standard, this battle standard floats above you and grants every creature within 30ft of you the following benifits.

  • Resistance to one of the following damage types of your choice; Piercing, Slashing, Bludgoning or Poison(You and your Mount gain two).

  • Add half your wisdom modifier to attack rolls.

  • 5 temporary hit points at the start of each of your turns adding up to a maximum of 20 from this source.

The Standard lasts for 1 minute, after which its vanishes, you can only use this ability a number of times equal to your wisdom modifier , you regain all expended uses at the end of a long rest.

Soul Thief Rogue

An offshoot of soul sorcery focused around a singler blade, the magic used by these dark scoundrels allows them to consume souls for their benefit, vile magic but very potent when used correctly.

Soul Stealer’s Weapon.

As of 3rd level you may touch one melee or ranged weapon you have proficiency in and perform a 1 hour ritual, this weapon becomes bound to you, you can not be disarmed from it, you may dismiss it into a demiplane and call it back from there with a bonus action.

Life’s Energy.

As of 3rd level whenever you kill a Beast, Celestial, Humanoid or Monstrous creature with your soul stealer's Weapon you gain their soul stored within your soul stealer’s Weapon a soul can exist in your weapon for a number of hours equal to your charisma modifier, you can only have two souls in your blade at this level.

Soul’s Energy

As of 3rd level you can expend a soul stored in your soul stealer Weapon as a bonus action to gain one of the following effects for an hour, you also can only benefit from one of these effects at a time.

Soul Fury

You can use your cunning action to make a weapon attack for the duration.

Soul Strike

When you hit an attack you may expend a soul stored in your Soul Stealer's Weapon and deal an extra 2d8 + your level in this class of Necrotic Damage. This ability can not be made permanent via Soul Vault.

Soul Cloak

You gain +2 to your stealth checks for the duration.

Dread Shield

You gain +2 to your Armor Class for the duration.

Soul Step.

As of 9th level you can once a day send the soul out of your Weapon as a spy, as an action you can enter an ethereal form, in this form you have 10 health, a flight speed of 30 and can move through walls, the maximum distance you can go away from your body is 1 mile and dying in this form sends you back to your physical form from where you started using this form, you can also deactivate this form with a bonus action, your physical form is blinded and deafened and susceptible to attack while using this, using this expends the soul.

Expanded Soul’s energy

As of 13th level you gain three more Soul Energy and you can have 3 souls in your blade at one time.

Unearthly Speed

You gain +30 speed for the duration.

Soul Strength

You add half your charisma modifier to strength checks and damage with your soul stealer's weapon.

Draining

When you hit an attack you gain a number of temporary hit points equal to half the damage dealt by the attack for the duration, these temporary hit points do not stack, This effect can not be made permenant via Soul Vault.

Soul Vault

As of 17th level you can store up to 4 souls in your soul Weapon and they can be stored permanently, you can choose one Soul Energy effect to be permanent, this does not count against your active soul energy effects.

The Sawbone Rogue

Grim practioniers of medicine, this semi surgical knowledge has taught them what wounds hurt the most and how to deal savage and horrid injury to a foe.

Diagnose Weakness.

At 3rd level you have gained an understanding of the body, as a bonus action you can use a medecine check against a consitition ability check of your enemy, next time you hit a weapon attack against that creature you get your sneak attack on them.

Sawbone's grim injury.

At 3rd level you gain Sawbone Dice, these are d6s and you have a number of these dice equal to 1 + your intelligence modifer, When you succsessfully use your sneak attack on an enemy you can expend one of these dice to cause an addition effect

Grim Injury
Injury Effect
Bludgoning They are pushed 10ft in a direction of your choice, if they hit a wall they take bludgoning damage equal to your intelligence modifier.
Piercing They have their armour class lowered by 2 until the end of your next turn, they also take 4 extra piercing damage that ignores resistance and immunity.
Slashing They take an extra 2d4 slashing damage at the start of their next turn.
Winding They can not speak until the end of their turn.
Knee Cap Their movement is lowered by 15ft until the end of their next turn.
Staggering Next attack against them has advantage.

You regain All Sawbone dice at the end of a long rest.

Brutal Churgion

At 3rd level you can use your sneak attack on any melee weapon without the heavy or two handed property, you also gain proficincy improvised weapons, you also gain proficincy in your medicine skill.

You also use an action to heal an ally you can touch, when doing so you expend a sawbone dice, rolling it you add your Intelligence modifier and that creature gains that many hit points, you can expend a number of up sawbone dice equal to your proficincy bonus, if you do this you can not use your sneck attack this turn.

Malpractice

As of 9th level your medical understanding allows you to inflict even worse wounds, you gain the following benifits.

You get a critical hit on a hit roll of a 19 or 20, If you hit a creature with a melee attack that creature can not take attacks of opportunity against you till the start of your next turn, if you kill a creature you regain one sawbone dice.

Deep Wounds

At 13th level you gain the ability to inflict even worse wounds on an enemy, when you succsessfully critical hit a you can use this ability to lower their maximum health by half of the damage you deal, using this ability expends a sawbone dice.

Heart Strike

Starting at 17th level when you use your sneak attack on an enemy they have vunriblity to the the main type of damage you dealt until the start of your next turn.

Soul Sorcery Sorcerer

Soul Sorcery is one of the darkest magical practices, the use of souls to power magic instead of the weave alone leads to many many unholy and unnatural powers, widely feared and hated for good reason and most common folk will try to bring pitchfork shaped justice to any who practice it.

Dark Caster

As of 1st level all necromancy spells in the wizard spell list are added to the sorcerer spell list for you.

Empowered Summons.

As of 6th level when you cast a spell you can use 2 sorcery points to cast it from the position of one of the undead you have under your control.

Spirit Speaker

As of 6th level you gain the ability to cast Augury and Speak with Dead once a day each, without expending a spell slot or component cost.

Ghostly Form

As of 14th level twice a day as an action you can take ghostly form for 1 minute, you become transparent, gain a flying speed of 20ft, you gain resistance to non-magical bludgeoning, piercing and slashing and you add your charisma modifier to damage of your necromancy spells.

Spirit Summoner

As of 14th level all undead you have under your control gain your charisma modifier to their maximum health, +2 to their Armor Class, flying speed of 20ft and have a ghostly appearance.

Souless Self

As of 18th you lose your soul granting you unholy power, you gain the following benefits. An unarmored AC of 12 + your charisma modifier, +10ft of movement, 30ft of true sight and You no longer need to eat, sleep or drink.

Magma Heart Sorcerer

Sorcerers who speclise in sword and sorcery.

Blaze of Combat

As of 1st level you gain proficnincy in three martial weapons of your choice and your unarmoured armour class is 12 + your Constitution Modifier, When you make a weapon attack with a weapon you have proficnicy in you can use your charisma modifier for the attack and damage rolls instead of strength or dex.

Extra Attack

At 6th level when you take the attack action you can make two attacks as part of that action, you can replace this attack with a spell casting action, this can only be a cantrip.

Molten Strike

At 6th level you can embue your weapon attacks with molten energy, When you cast a spell of 1st level or higher you make a weapon attack as part of this bonus action, if you hit you deal 1d6 + your half your level in this class damage, the damage type is fire, you can use this a number of times equal to your charisma modifier.

Thermal Impact

As of 14th when you hit an enemy with an attack that deals fire damage you can expend 3 sorcery points to cause the molten energy to cling to your foe, at the start of your next turn that enemy takes half the damage the fire damage that they took from the attack.

This effect wears off at the end of your next turn, if they are hit with a melee attack before it wears off they take extra fire damage equal to your charisma modifier.

Volcanic Eruption

At 18th level you can summon a bursts of lava from the ground, you can use an action to summon three bursts of lava, select three creatures within 120ft, each creature must make a dexterity saving throw against your spell save dc or take 6d10 fire damage and be effected by Thermal Impact, they take half as much and are not effected by Thermal Impact, you can use this ability once and regain the use at dawn.

The Timeless Warlock

in the darkest recesses of study and knowledge an entity came to these warlocks, something that knew of both future and past and these few gained powers from the interaction, weither to some end decided by the timeless one or on accadent mortals may never know

Expanded Spell list

The Timeless 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.

Level Spells
1st Comprehead Languges, Alarm
2nd Augury, Moonbeam
3rd Nondetection, Clairvoyance
4th Arcane Eye, Divination
5th Modify Memory, Seeming

Tug at the strings.

Starting at 1st level you gain the ability to tug at the strings of time itself, at the end of a long rest roll a number of d6s equal to your charisma modifier, record both results, until the end of your next long rest you can add or subtract the result of one of these d6s from an ability check, saving throw or attack roll made by a creature you can see, once you modifier the result you can not use that d6's result again until new ones are rolled.

Distorted Flow

Begining at 6th level, you distort time around you, you age seven times slower and you can no longer be magically aged.

Precognitive Dream

At 6th level your patron has gifted you glimpses of the future in mystical esoteric dreams, you gain the following benifits.

When you gain Tug at the Strings die you also add half your proficincy bonus(rounded up) to the amount you get and you gain extra uses of your Tug at the Strings die.

  • Time Ravage: If you hit a creature with an attack or they fail a saving throw against one of your abilities you can expend any number of tug at the strings die and add the results as necrotic damage.
  • Prcognition: When you fail an ability score, attack roll or saving throw you can add more then one Tug at the Strings die.

  • Bulwark of Pedictions: you can use your reaction to expend a tug at the strings die and lower damage you take by the result + your charisma modifier.

Chrono Jaunt

Begining at 10th level you gain the ability to use your gifted chronomancy to teleport though space, as a free action you can spend all your movement speed for the current turn, at the end of a creatures turn or if your are selected as the target of an attack, you can use your reaction to teleport to a location you can see within your movement speed, you can use this ability a number of times equal to your charisma modifier.

Time Warp

Starting at 14th level, you gain the ability to move though time, as an action you and up to six willing creatures of your choice can move forwards are backwards in time up to a number of hours equal to 10 x your charisma modifier, when going backwards in time you can not change anything any allied creatures experianced and if a creature is spotted by a past verson of themselves they take 10d10 psychic damage and are sent back to the present and their past self doesn't notice or remember seeing them, you can use this ability a number of times equal to half your charisma rounded up(Minimum of once), you can use an action to return to your original time.

Pact of the Steed

Some patrons gift their warlocks arcane steeds, these steeds gain several arcane benifits, first of all you can cast Find Steed once per day as if it were a ritual, when cast this way instead of its normal creature type its a type which is most applicable to your patron, Their maximum hit points increases by 2 times your level and they add your charisma modifier to their natrual armour.

Invocations

Otherworldly Speed

Prequsite Pact of The Steed

Your steed gains +20 ft of movement and ignores diffuclt terrain.

Libaray of War Beasts

Prequsite Pact of The Steed

Your Options from the Find Steed spell expand with the following; Giant Goat, Crocodile, Giant Lizard.

Flaming Beast

Prequsite Pact of The Steed, 5th level

While Mounted you and your steed both have resistance to fire damage, once per turn you can add half your charisma modifier(rounded up) to the damage of a weapon attack as fire damage.

Winged Mount

Prequsite Pact of The Steed, 5th level

As a bonus action you can expend a spell slot to have your steed manifest wings, gaining a flight speed equal to its normal speed, you can use this once per long rest.

Mount of Arcane Might

Prequsite Pact of The Steed, 7th level

While Mounted you add your charisma modifier to the damage of spells other then eldrict blast.

Disk of the Otherworlds

Prequsite Pact of The Steed 6th level

Instead of your steed taking the form of a beast it takes the form of a magical disk, the asthetics of the disk are selected by you, you are considered mounted while standing upon it, while standing on it it gains a flight speed of 20ft (Hover), you gain +1 to your armour class and if you make a weapon or spell attack you can use your bonus action to make a ranged spell attack at a creature you can see within 120ft, on a hit they take 1d4 + your charisma modifier in your choice of Lightning, Necrotic or Radiant damage.

Warbeast

Prequsite Pact of The Steed 11th level

When you make an attack with a weapon your steed can make one attack as part of the same action, this attack adds your charisma modifier to the damage roll.

School of Iron Cast Wizard

These wizards are masters of magically manipulating metal and bending it to their whim.

Forging Savant

At 2nd level You gain proficincy in Smith's Tools and Time and gold you spend making an item with smith's tools are both halved. Additonnally you can use smith's tools as your spell casting focus and have proficincy in martial weapons that are made out of a metal.

Metalic Supplicant

At 2nd level you gain the ability to turn blasts of fire and bolts of light into metalic shards, when ever you cast a spell which deals Force, Fire or Lightning damage you can replace the damage type with Piercing or Slashing damage.

Steel Clad Caster

Starting at 6th You gain proficiency in medium and heavy armor but only gain the benefits if they are made out of metal, if you make a melee weapon attack you can make another melee weapon attack as part of the same action a number of times equal 1 + your intelligence modifier(minimum of 1), regaining all expended uses at the end of a long rest.

Metal Manipulation

Starting at 10th level you gain the ability to alter the state of metal nearby, as an action you can choose one of the following effects, this effect lasts 1 hours, you can use this ability three times a day and you can have only one effect active at a time, regaining all expended uses at the end of a long rest.

  • You can touch a metal melee weapon, this weapon gains +2 to attack and damage rolls.

  • You can touch a metal melee weapon give it the thrown(Range 40/120) Property.

  • You can super heat a metal object within 60ft of you, giving it vulnerability to all damage and deal 1d8 fire damage to any creature that touches it.

  • You can lower the movement speed of a creature within 60ft of you who is wearing metal armor or is made of metal by 10ft.

  • You can touch a metal object or weapon, from then on you can use a bonus action to call it to your hand, it travels 60ft every two seconds and you can call it from a maximum range of 120ft.

Master of Metal

At 14th level you have mastered metallurgy, permanently alter yourself and your abilities to control metal, you gain the following benifits.

  • You gain +2 to your armor class

  • When you cast a spell that you use Metalic Supplicant on you can use your bonus action to heat the metal until its red hot making it deal and extra 1d8 fire damage.

  • When a Creature makes a weapon attack within 60ft of you you can use your reaction to apply a -2 or a +2 to the attack roll.

Magic vs Metal?

"Some people say who needs a martial weapons when you have the ability to shoot fire out of your hands, others say who needs to spend days studying magic when you can just pick up a sharp metal stick and stab away, these mages simple respond with 'why not both?'" - High Wizard Brendon

Extra Suggestion

I would personally suggest dms add to use Spells like Searing Smite and Spike Growth(Both within the PHB), in my opinion it matches their flavor and abilities nicely.

School of Alchemical Fusion

These arcane alchemist use the volitale mixing of elemental magic to cause distructive combonations

Bonus Proficincies

At 2nd level you gain proficincy in alchemist supplies, if you already had proficincy in them your can use double your proficincy score when making checks with them.

You may also use alchemist supplies as your spell casting focus.

Elemental Fusion

At 2nd level you gain the ability to perform a magical alchemy called Elemental Fusion, if you deal damage with one of the following damage types you prime them for fusion with that damage type; Fire, Cold, Acid or Lightning, until the end of your next turn.

If you damage a creature effected primed with one of the previous elements with a spell that deals another one of the previous damage types depending on the damage type you can cause a Fusion effect.

Fusions
Priming Element Secondary Element Effect
Acid Fire The creatures armour class lowers 1 for a number of rounds equal to your intelligence modifier.
Cold Lightning If a creature within 5ft of the target also took cold damage within the last round they take lightning damage equal your intelligence modifier
Cold Fire a 5ft radious around the creature is heavily obscured until the start of your next turn.
Fire Lighting The target lets of a small explosion, each creature within 5ft of them takes Thunder damage equal to your intelligence modfier
Acid Lightning Next object or creature the creature touches takes lightning damage equal to your intelligence modifier and is pushed 10ft away from the creature, this includes objects it was already holding
Acid Thunder Each creature within a 10ft cone of the primed creature in a direction of your choice must make a dexterity saving throw or take acid damage equal to your intelligence modifier.
Cold thunder The creatures takes extra thunder damage equal to your intelligence modifier.

Alchemical Boosts

At 6th level you gain the ability to heal you allies, you add cure wounds to your spell list and it doesn't count as a prepared spell for you, also if you cast a spell that dealt any of your Elemental Fusion damages you can instead of priming enemies prime yourself, if you do the next cure wounds you cast gains an additional benifit.

Cure Wounds Boost
Element Alchemical Boost
Fire Resistance to the next attack that hits the healed creature
Cold the healed creature gains Temporary Hit Points equal to 2x the level of the cure wounds cast.
Lightning the healed creatue gains extra movement speed equal to 5x the level of the cure wounds cast for a number of rounds equal to your intelligence modifier
Acid The Healed creature has advantage on its next constution saving throw.
Thunder The next ranged attack against the healed creature has disadvantage.

Elementalist

At 10th level your work with arcane elements has awarded you some expertise in their use, you ignore resistance to Fire, Cold, Acid and Lightning damage and creatures immune to those damage types take half the damage instead of none of it, you also add your intelligence to a damage roll of a spell you cast once per turn.

Mass Fusion.

At 14th level you have gained access to a the ability to summon a ball of elemental fusion. choose a point within 120ft that you can see, from that point an explosion emits, each creature within a 20ft radious of that point must make a dexterity saving throw against your spell save dc or take: 3d10 Acid, 3d10 Fire, 3d10 Cold and 3d10 Lightning damage And be effected by every single fusion effect, if you succseed they take half damage and are not effected by any fusion effect, either way the creatures are also primed with a damage type of your choice, you can use this ability a number of times equal to your intelligence modifier, regaining two expended uses at the end of a long or short rest.

Spells of Tillbirth

Death's Touch

Cantrip Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V
  • Duration: Instantaneous
  • Classes: Wizard, Warlock, Cleric.

You attack a creature within range with necrotic energy, make a melee spell attack against the target. On hit the target takes 1d8 necrotic damage, they also suffer 1 extra damage from the next attack that hits them. This spell’s damage Increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8), the extra damage increase scales along side the spells damage.

Cackling Bolt

1st-level Necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Wizard, Warlock.

You summon forth a cackling skull which floats above your hand, you send it flying at an enemy, you then making a spell attack roll against a creature within range, on hit choose one of the four following effect

  • Frozen Skull: The creature takes 2d8 cold damage and must make a Constitution saving throw against your spell save dc, on failure their movement is lowered by 10ft until the end of their next turn

  • Maddening Skull: The creature takes 2d8 psychic damage and must make a Wisdom saving throw against your spell save dc, on failure they are frightened of you until the end of your next turn

  • Blasting Skull: The creature takes 2d8 fire damage and it as well as every creature within 10ft of it must make a dexterity saving throw against your spell save dc, on a failed save they take 2d4 extra fire damage and half as much on a successful save.

  • Jinxing Skull: The Creature takes 2d8 necrotic damage, if the creature is reduced to 0 hit points by this spell and is a humanoid it is raised as a zombie under your control until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st, Blasting Skull’s explosion increases in 1d4 alongside the standard damage increase.

Death's Fog

3rd-level Necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (The skull of a humanoid)
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard, Warlock, Sorcerer.

You create a 20ft radius of deathly chilled fog which takes the vague shape of a humanoid skull on a point within range, the sphere spreads around corners, any non-undead creature starting it’s turn in the death fog must make a constitution saving throw or take 3d6 necrotic damage and have their speed lowered by 10ft, on a successful save they take half the amount of damage and they suffer no speed reduction, the area is heavily obscured, a creature can not have their movement lowered to 0 with this spell.

At Higher Levels, When you cast this spell using a spell slot of 4th level or higher the damage of the spell goes up by 1d6 for each slot above 3rd.

Hand of the Plague

5th-level Necromancy


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (The Skull of a humanoid with an onxy worth 400 gold embedded in its forehead)
  • Duration: Concentration, Up to 30 miniutes
  • Classes: Warlock, Cleric, Druid.

You reach out and touch a creature, sending a flood of decaying and sickening energy though it, you make a melee spell attack roll if you hit the creature takes 6d8 poison damage and they must make a constitution saving throw, if they fail they become poisoned for the duration, regardless of any poisoned immunity they might have, on a success they do not become poisoned.

At Higher Levels, When you cast this spell using a spell slot of 6rd level or higher the damage of the spell goes up by 1d8 for each slot above 5th.

Insure Insanity

6th-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Sorcerer, Bard.

You assault the mind of a creature within range with horrid visions and sounds, the target must make a wisdom saving throw. The creature takes 5d10 psychic damage and rolls on the short term madness table, the short term madness lasts for the duration, up until concentration is lost or the creature succeeds on a wisdom saving throw at the start of their turn, on success they take half as much damage and do not roll on the short term madness table.

At Higher Levels, When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.

Extorting Smite.

2nd-Level Divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 1 Minute.
  • Classes: Paladin, Wizard, Cleric, Warlock.

You wreath your blade with a mind reading energy, the next time you hit a melee weapon attack you deal an additional 1d8 Psychic damage and they must make a Wisdom saving throw, on a failure you learn one of the following of the dm's choice: Resistances, Immunities, Armor Class, Max health or one vulnerability, on a succsessuful save you do not learn this.

Rite of Undeath

8th-level Necromancy


  • Casting Time: 4 Hours (Ritual)
  • Range: Self
  • Components: V, S, M (An Onyx worth 5,000 gold, a suitable dead body and the blood of a humanoid killed in the last 24 hours which are all consumed)
  • Duration: Instantaneous
  • Classes: Wizard, Sorcerer, Warlock.

You spend hours performing a dark rite to make more powerful undead, this undead can not have an intellegence score greater then 16, this undead can be a CR 5, you can animated high level undead but each CR increases the price of the Onyx by 200 gold, at the end of it the creature you created must make a wisdom saving throw against your spell save dc to break out of your control, they can repeat this saving throw at the end of a month, if they fail this four times they are permanently under your control, if the normal creature would be sentiant any you creation are mindless and have no sense of their former self.

Call to the Bones

3rd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M(Crushed Blood Stone worth 50gp which the spell consumes)
  • Duration: Concentration, up to 5 minutes.
  • Classes: Warlock, Sorcerer, Cleric.

You try to call the bones of an enemy out of their body. You choose a creature within range, they make a constitution saving throw or take 2d8 Necrotic damage and are moved 10ft in a direction of your choice, half as much damage and they are not moved on a success , as long as the spell is cast on someone you can take a bonus action to repeat the effect and they must repeat the saving throw, if a humanoid creature dies to this spell they become a skeleton under the your control permanently, Skeletons created via this spell have half their maximum health total.

At Higher Levels, When you cast this spell using a spell slot of 4th level or higher the damage of the spell goes up by 1d8 for each slot above 3rd.

Leaping Leach

2nd-level Transmutation


  • Casting Time: 1 action.
  • Range: 30 feet.
  • Components: V, S, M (A leach which the spell consumes).
  • Duration: 1 Minute.
  • Classes: Warlock, Sorcerer, Wizard.

You empower a leach and fling it at an enemy within range, rolling a ranged spell attack roll dealing 2d10 Piercing damage on hit, as a bonus action you can make another attack against another creature within 30 feet of the pervious target.

At Higher Levels, When you cast this spell using a spell slot of 3rd level or higher the damage of the spell goes up by 1d10 for each slot above 2nd.

Elemental Undead

4th-level Necromancy


  • Casting Time: 10 minutes (Ritual)
  • Range: 60 feet
  • Components: S, V, M (A Citrine, Garnet, Jet or Amethyst worth 300 gold which the spell consumes)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard.

You animate up to two piles of bones that are within range into skeletons and infuse them with further arcane power, depending on what gemstone to use to create the skeleton with the following benefits, Immunity to selected element, +1d6 selected element damage to all attacks, each creature that starts its turn within 5ft take 1d4 selected element damage and they add your spell casting modifier to their maximum hp.

  • Citrine gives the skeleton Lightning.
  • Garnet gives the skeleton Fire.
  • Amethyst gives the skeleton Poison.
  • Jet gives the skeleton Necrotic.

Skeletons animated in this are under your control for 24 hours, at the end of which you must expend a 4th level spell slot to retain control over them, if you keep them under your control for 7 days or more they become under your control permnantly, If you do not they are put under the control of the dm.

At Higher Levels: When this spell is cast at 6th level you can animate 1 additional skeleton for an additional gem, you gain 1 additional skeleton for 8th level for additional cost.

Invocations

There are also some unique Elderict Invocations, These Invocations either have a focus on the spells added to this book or other mechanics

Elderict Touch

Prerequisite Death’s Touch Cantrip

You may add your charisma modifier to damage rolls with Death’s Touch.

Repealing Touch.

Prerequisite Death’s Touch Cantrip

When you hit a creature with Death’s Touch you can choose to move them 10ft away from you.

Withering Touch.

Prerequisite Death’s Touch Cantrip and 7th level

After you damage a creature with Death’s touch they gain half the health they normally would from healing spells until the end of their next turn.

Teleporting Skull.

Prerequisite Cackling Bolt Spell and 6th level

When you hit an attack with Cackling Bolt and after you deal damage you can choose to use your bonus action to teleport within 5ft of the target, additionally you gain the ability to cast Cackling Bolt without expending a spell slot once a long rest.

Accursed Firearm.

Prerequisite 3rd level and Pact of the Blade

Your pact weapon can now be a flintlock or repeating flintlock weapon.

Copy cat blade

Prerequisite 5th level and Pact of the Blade

As a bonus action when you are wielding a one handed pact weapon and your other hand is free you can manifest a magical copy of the blade, it gains all the benifits of your pact weapon but also has the Light property

Zealot of the Esoteric

Prerequisite 3rd level

When you cast a cantrip or melee weapon attack you can make a weapon attack as a bonus action, you can use this ability a number of times equel to your charisma modifier(Minimum of 1).

Eldrict Blood Magic

Prerquisite 8th level

When you cast a spell that deals damage you can take 10 necrotic damage that can't be resisted or lowered in any way, if you do so this spell is cast as if it was cast 1 level higher, if you are lowered to 0 hitpoints by this ability your spell is cast before your hitpoints go bellow 0.

Magic Items of Tillbrith

Beast Slayer Crossbow

Light Crossbow, Rare (Attunement)

+2 to attack and damage rolls, Creatures with the key word Beast that are hit by this take 3d6 extra damage.

Cinder Bottle

Wondrous item, Uncommon

As an action you can throw this bottle up to 30ft, once it lands it spreads a 10ft area of magical fire, dealing 3d6 fire damage to anyone who starts their turn in the area, this fire fades after 2 rounds and the Cinder Bottle can not be used again till the next dawn.

Bloodhound Knife

Dagger, Rare ( Attunement)

+2 to attack and damage rolls, this dagger has two charges, when thrown you can expend a charge to make it hit the target the dagger was thrown at, never counts as a critical hit, it regains its charges at the end of a long rest, after being thrown this dagger can be recalled to your hand as a bonus action.

Bracers of the swift shot

Gloves, Rare (Attunement)

When wearing these gloves while attuned you gain an unlimited supply of magical arrows or crossbow bolts, the arrows or bolts conjured by these gloves vanish at the end of your turns, the arrows you can summon count as magical for overcoming resisteance and immunity.

Skull of Dust and Sickness

Wondrous Item, Very Rare (Attunement by a Warlock, Wizard, Sorcerer)

While Attuned to the Skull of Dust and Sickness you can use it as a arcane focus, The Skull of Dust and Sickness has 8 charges, as an action you can spend 4 to make ranged spell attack roll with your spell attack modifier against a creature within 120ft, if you hit you deal 7d10+10 Force damage, a creature reduced to 0 hit points with this attack they are reduced to dust and can only be resurrected though a wish spell, As an action you may expend 2 charges and make every hostile creature within 30ft of you make a constitution saving throw against your spell save dc or be poisoned for 1 minute and take 4d6 poison damage, taking half as much damage on a successful saving throw and not being poisoned, if you expend all the charges in the skull roll a d20 if you roll a 1 the skull turns to dust, The Skull regains 1d6+2 charges at dawn each day.

Grey Wolf Greatsword

Great Sword, Very Rare(Attunement)

+2 to attack and damage rolls, when you deal damage to a creature with 15 health or less you kill that creature instantly so long as it can be killed though decapitation or does not have legendary actions, killing a creature though this method causes you to gain 8 temporary hit points which will stack with other methods of gaining temporary hit points but they do not stack with temporary hit points gained though the sword.

Potion of Etherealism

Potion, Very Rare

A near transpartent blue glowing potion, drinking it allows you to move through other creatures and objects as if they were difficult terrain for the duration. you take 5 (1d10) force damage if it ends its turn inside an object, you take double damage if the potion ends while your inside an object, this effect lasts 1 hour.

Bands of the Serpent

Very Rare, Bracers(Attunement)

The Bands of the Serpent have 3 charges, As a bonus action you can expend a charge to animate the serpent designs along the bands for one minute, this gives your unarmed strikes an additional 1d4 peircing damage and if a creature hit must make a constition saving throw against a dc 14 or be poisoned for one minute, they can repeating the saving throw at the end of each of their turns.

you regain all charges at the end of a long rest.

The Spine

Legendary, Spear(Attunment)

Within the spines of the world there is said to be a spear which was thrown down by some greater entity that existed before all but the three sisters of creation, this legendary spear is said you look like a stony spike with rivers of glowing prismatic energy though it.

The Spine is a +3 Spear which deals 1d12 Piercing damage , if you hit an and has a thrown range(200/400ft), the Spine deals an extra 7d12 damage to each creature within 10ft of a creature or object hit by it, they can try to succseed a dc 18 dexterity saving throw to take half damage, this damage ignores resistance and immunities but makes use of vunriblities and is seen as a explosion of a rainbowish coloured glass, additionally a creature weilding The Spine gains +10 to their movement speed, blind sight out to 120ft and advantage on saving against spells and magical effects.

If the Attuned Creature is a spell caster they gain +2 to spell attacks and saving throws, if they can use their spell casting modifier for attack and damage rolls.

If thrown The Spine returns to the hand of the thrower instantly after hitting or missing.

Brendon's Workshop

Brendons Workshop is a set of rules that allows players to build and own their very own clockwork companions.

Clockwork robots are made in several parts, The Chassis, Power Source, Core, Equipment and Modifications.

Building a Clock Work

To build a clock work you need to select from the options within this section of the book, but constructing such a complex device requires time , gold and knowledge, you build one you require Smith's Tools and Tinker's Tools proficincy as well as a place to build it, Mending heals a clockwork 2d8 hit points.

Abilities and Movement

The movement speed of clock works is base 30 feet from the Medium Size, each size catagory going up adds +5 to the speed and each size catagory going down takes -5 to the speed.

Abilities for constructs are at a base line of 2 for Wisdom, Intelegence and Charisma. Strength, Dexterity and Constition are at a base of 10, when making a clockwork you gain 10 points, you can spend each of these points to add one to the Strength, Dexterity or Constition of your construct up to a maxmimum of 20, you can spend 1000 gp to gain an additional point which you can spend on upgrading your constructs stats to a max of 20 extra points.

Time

The time required to build a componant is a number of work weeks equal to half the cost of the componant divided by 40 and it requires 4 work weeks to finish construction and get your clockwork up and running.

Attacks and Skills

You can command your construct as a bonus action, if you do not it will act in a way it perceives would protect you, it will attack creatures that are hostile towards you, attack rolls, skill checks and saving throws it makes all add your proficiency bonse to them, Small Constructs can only use daggers and darts as weapons.

Damage and Condition immunities

Constructs you create are immune to poison and Psuchic damage as well as Charmed, Exhaustion, Frightened, Paralyzed, Petrified and Poisoned conditions.

Vision

Constructs you create have dark vision out to 60ft.

Chassis

Chassis determinds several important statistics about your clock work machine, such as size, Hit Points.

Chassis Size
Cost Size
120 gp Tiny
500 gp Small
1,000 gp Medium
2,000 gp Large
4.000 gp Huge
Chassis Hit Points
Chassis size hit points
Tiny 30 + Builder's Level
Small 50 + Builder's Level
Medium 70 + Builder's Level
Large 90 + Builder's Level
Huge 110 + Builder's Level

Power Source

There are two primary power sources within Tillbrith, Steam and Weave Stone, each power source has benifits and draw backs.

Steam Power

Steam Power is the easiest power source for Tinkerer, relatively cheap and effect.

A Steam powered Engine for a construct costs a base 300 gold and costing an additional 100 gold for every size chassis above tiny.

Steam Power's effects

Steam Power is quite affordable and robust, it costs 20 gold to keep a Steam Powered Construct running for ten weeks it can not be shut down by anti magic does not risk exploding upon dropping to 0 hit points but at the cost of the construct will shut down if its engine is submurged with water and has disadvantage on (Dexterity) Stealth Checks.

Weave Stone Power

Weave Stone is a magical material which can act as a battery for arcane power and is favored by wizards across the world

A Weave Stone Arcane Engine is more expensive then a steam engine, Costing 400 gold at base and a additional 200 gold for every size chassis above tiny.

Weave Stone's Effects

Weave Stone is a powerful fuel magical battery, allowing a spell caster to charge a clock work powered by it by expending a 1st level spell slot or higher which will keep the clock work running for 15 weeks, Clock Works made with it are able make use out of a extra group of magical cores but with a set of other downsides, if subjected to anti magic Weave Stone Clock works will shut down for the period of time their subjected to the anti magic and when lowered to 0 hit points their creator must roll a d20, on a 3 to 1 the construct will explode dealing 4d6 fire damage to every creature within 5ft of it and making it harder to repair requiring double the time and cost to do so as well as buying a new weave stone engine.

Cores

Cores are what let you make your clock work friend your own, abilities like spraying broiling mist or despence medical aid to your allies.

Each Core has a Price but some require either a Steam Powered Engine or a Weave Stone Engine, the following is a list of the Cores, but feel free to experment and try to make your own.

Basic Core

Required Engine, Either

Price 50 gp

This is the basic Core, it merely allows your Clockwork to function.

Scorch Core

Required Engine, Weave Stone

Price 200 gp

This core imbues the clockwork with arcane fire adding 2d6 fire damage to all attacks made by the clock work and gives it resistance to fire damage.

Medical Core

Required Engine, Either

Price 400 gp

This Core gives the clock work access to medical syringes As an action the clock work can touch a creature, healing them 2d8 hit points, it can do this three times per long rest.

Steam Burst Core

Required Engine, Steam power

Price 600 gp

This Core Allows for the Clockwork to use its steam power source as a weapon, it gains a ranged attack which has an attack roll of +6 with a range of 20 feet and on hit dealing 2d6 fire damage, double damage if the target is in water, additionally as a reaction they can boost their Armor Class by 1 if attacked by a ranged attack as they launch a jet of steam to try to knock it off course.

Caster Core

Required Engine, Weave Stone

Price 800 gp

This Core allows the clock work to function like a basic spell caster, They gain one cantrip and one 1st level spell from the wizards spell list, they use the spell casting modifer as the last spell caster to charge them and they can cast the first level spell three times a day.

Shadow Core

Required Engine, Weave Stone

Price 600 gp

This Shadow magic infused Core allows a few magical effects, +3 to all (Dexterity) Stealth checks, the ability to turn invisible for one turn as a bonus action once a day and 1d4 necrotic damage on all attacks

Multi Arm Core

Required Engine, Either

Price 300 gp

This Core allows you to have extra limbs on the machine, giving the construct two extra attacks each time the construct attacks

Guardian Core

Required Engine, Weave Stone

Price 600 gp

This Core Equips the construct with a arcane shield pulse, as a reaction it can add +2 to the armor class of up to three creatures of your choice until the start of its next turn, it can use this ability three times a day.

Steam Jet Core

Required Engine, Steam Power

Price 1,000 gp

This Core equips the clockwork with a set of jets which allow it to gain temporary flight, as a bonus action it can gain a flight speed of 90 feet which it looses at the end of its turn, it can use this ability three times a day.

Winged Core

Required Engine, Either

Price 2,000 gp

This Core allows for wings powered via steam or magic to be attached to the clockwork, giving it a flight speed of 20ft

Strengthed Core

Required Engine, Either

Price 600 gp

This Core either imbues the clockwork with magical strength of gives it hydraulic limbs, giving the clockwork +2 to strength, up to a maximum of 22 strength.

Adaptive Armored Core

Required Engine, Either

Price 500 gp

This Core allows the clockwork to adapt to damage it takes, when it takes bludgeoning, piercing or slashing damage it can use its reaction to lower that damage by 4.

Forge Core

Required Engine, Steam Power

Price 600 gp

This Core has an inbuilt heated Forge, allowing for smithing within its torso.

Blessed Core

Required Engine, Either

Price 1,200 gp

This core requires a cleric to bless it before it is installed, this gives the construct 1d8 radient damage to all its attacks and once a day it can spend its action to heal 2d8+3 hit points to a creature he touches.

Static Core

Required Engine, Steam

Price 725 gp

This Core allows the construct to charge up an eletrical charge and then unleash the built up energy, on the Constructs turn it may spend a bonus action charging, if it does this it gains 1d4 lightning damage to its next melee weapon attack, it can keep charging till a maximum of 6d4 , after which this ability is disabled for a number of hours equel to the amount of d4s gained.

Terror Core

Required Engine, Weave Stone

Price 725 gp

This Core imbues the Construct with Illusionary magic, as an action the construct can emit a magical pulse, selecting up to three creatures within 20ft of the construct it can force them to make a wisdom saving throw against a dc 14 or be frightened of the construct for a minute, they can repeating the saving throw at the end of their turn, the construct can use this ability three times a day.

Advanced Artifical intelligence Core

Required Engine, Either

Price 2,200 gp

This Core gives the construct more congitive abilities allow it to use more reasoning and understanding adding +4 to the constructs intelligence score.

Necromancy Core

Required Engine, Weave Stone

Price 2,200 gp

This Core imbues necromantic power into the construct, once it day it can spend an action to animate up to 3 corpses or pile of bones within 30ft of the construct into zombies or skeletons, these undead follow commands given to the construct and will die an hour after being animated in this way.

Advanced Combat Technique Core

Required Engine, Either

Price 1,200 gp

This Core allows the Construct to use more advanced Combat Techniques, it gains the following abilities.

when hit with an attack it can use a reaction to lower the damage by 1d4.

When it hits an attack it may make an aposed athletics check against the oponiant to atempt to disarm them if disarming them is possible.

Rage Core

Required Engine, Either

Price 1,000 gp

This Core allows the construct to enter a artifical rage, as a bonus action the construct can rage, gaining +2 to all melee attack damage and One extra attack a turn, this rage lasts a minute, it can enter this rage 2 times a day.

"Zombie" Core

Required Engine, Either

Price 5,000 gp

This core is focused on keeping a clockwork functional regardless, if the Clockwork is reduced to 0 hit points but not distingerated roll a d20, on a 10 or lower its killed, on a 11 or higher it remains at 0 hitpoints

Custom Cores

With your DM’s Help you and them could make more custom cores to better fit what you want your clockwork to be these are more examples of what they could be.

Equipment

Equipment is sorted into three things. Limbs, Armor and Modifications. your allowed to equip your construct with any standard adventuring equipment.

Armor

There is armor that can be made out of several different materials, but how those work will be up to the DM, the following is levels of armor you can get for your clock work

Armor costs and Types
Cost Armor
100 gp Light Weight Plates
500 gp Heavy Plating
1,200 gp Dragon Class Plating
Armor Armor Class and Effects
Light Weight Plates 16 AC
Heavy Plating 17 AC and Resistance to Non Magical Bludgeoning, Peircing and Slashing, Disadvantage on Stealth Checks
Dragon Class Plating 19 AC and Resistance to Bludgeoning, Peircing and Slashing, Disadvantage on Stealth Checks

Limbs.

Limbs are important, but there are various types of limbs for constructs, there are legs which increase movement speed, arms that function as weapons, all sorts of things.

Legs
Cost Leg type
50 gp Standard legs
100 gp Rabbits foot
200 gp Quadrapeidal
20 gp Wheels
300 gp Avian Claws
Leg type effect
Standard legs Base Movement Speed
Rabbits foot +10 feet of movement
Quadrapeidal Advantage against being knocked prone and double carrying capacit
Wheels +10 feet of movement on flat ground but -10 feet of movement when going up slops
Avian Claws Climb speed of 20 feet

Arms.

Arms are just as varied, they can have hands or massive meat tendorising hammers, the following is some basic arms and their costs, each arm is seprate and you can mix and match arms as you see fit.

Example Arms
Cost Arm Types
60 gp Basic Arms with hands
100 gp Weaponized Arms without hands
200 gp Wezponized arms with hands
700 gp Complex Arm Weapons
Basic Arms

Basic arms function like any other humanoid creatures arms.

Weaponized Arms.

These types of arms are quite simple, either the arm is self is a weapon in which melee weapons deal one d8 + the strength modifier of the construct and ranged weapons deal one d8 + the dextery modifer of the construct or they are implmented weapons from out side, which in that case you used the weapon's stats.

The Weaponized arms with hands just gaint the benefits of a Weaponized arm but can be used as normal hands and arms

Complex Arm Weapons

Complex Arm Weapons are weapons like small cannons, harpoons and other such things.

Complex Arm Weapons
Weapon Damage/Effect
Small Cannon. 3d10 Bludgeoning Damage, Special, Range(60/120), Loading.
Harpoon. 2d6 Peircing, Range(50/80), Loading, Pulls Target 20ft closer on hit.
Flaming Oil Sprayer. 3d6 Fire Damage. Range(15/30), Loading
Repeating Net Launcher. Allows it to make multiple attacks with nets, Reload(5).
Volley gun. 2d6 Peircing Damage, Range(60/120) Loading, Volley 6.

Other types of Complex arm weapons can be invented

Volley Properity

When an attack with a weapon with the volley properity is made you make a number of attacks with the weapon equel to the number on the property and it expends the same amount of ammunition.

Custom Cannon Ammo

The Small Cannon can gain access to special ammo types

Custom Cannon Ammo
Ammo Type Effect Cost
Solid Shot Base Damage 8 gp(20)
High Explosive Every Creature within 20ft of the point of impact of this shot must makes a dexterity saving throw (DC 14) or take 4d6 fire damage, half as much on the succsessful saving throw. 10 gp(10)
Grape Shot Emits a 60ft cone from the cannon, each creature within the cone most make a dexterity saving throw or take 4d10 peircing damage, half as much on a succsessful saving throw. 10 gp(10)
Dragon's Breath Emits a 60ft cone from the cannon, each creature within the cone most make a dexterity saving throw or take 3d6 fire damage, half as much on a succsessful saving throw, and ignites all flamable objects that are not being worn or carried in the cone. 17 gp (10)
Volley gun ammo
Ammo Type Effect Cost
Bullet Base Damage 3 gp(20)

Modifications

Modifications are another part of your construct that you can choose to add, Each Construct as a set mumber of Modification slots, Starting at Medium size with two Modification Slots, each size down looses one modification slot and each size up gains one.

Modifications

Imbuilt Weapon

One Modification Slot, 100 gp

This modification is designed to allow a crossbow or a hidden One handed melee weapon to be inbuilt into your Construct

Inbuilt Storage Unit

Two Modification Slots, 500 gp

This modification gives the construct a internal storge unit able to fit just as much as a standard back pack.

Resistant Plating

One Modification Slot, 800 gp

This Modification gives the construct +30 Hit Points to the hit point maximum.

Telescopic Visor

One Modification Slot, 1,200 gp

This Modification Gives the construct +100 to their dark vision range and the clock work ignores the long ranged disadvantage with its weapons.

Additional Core

Two Modification Slots, 25,000 gp

This Modification gives the construct an additional Core slot.

Fluid Storage System.

Two Modification Slots, 800 gp

This Modification allows the construct to collect and store up to 3 gallons of any non destructive lquid aside from acid, which it has the capacity to store.

Shock Absorbers

One Modification Slot, 300 gp

This Modification means the construct takes half standard fall damage and only needs to spend 5ft of movement to stand up after being knocked prone.

Acid Resistant Casing

Two Modification Slots, 500 gp

This modification gives the construct resistance to Acid damage.

Lightning Redirection Coil

Two Modification Slots, 500 gp

This modification gives the construct resistance to lightning damage.

Spiked Armor

One Modification Slot, 200 gp

This modification spikes the armor of the construct, if a creature attacks the construct with an unarmed strike or a natural weapon they take 1d6 peircing damage.

Adamantine Structural Enhancement

One Modification Slot, 700 gp

This modification hardens the internal structure of the Clockwork, this clockwork no longer suffers any additional effect from critical hits.

Efficent Steam System

One Modification Slot, 700 gp: Requires Steam Engine.

The clockwork only requires 10 gp worth of resources to be powered for 10 weeks.

Advanced Clockwork Repeating System.

Two Modification Slot, 3,000 gp: Requires Either Engine.

Select one ranged weapon the clockwork is equiped with that has the loading properity, it gains a the repeating loading properity of 5 and a jamming property of 2.

Custom Modifications

With your DM’s Help you and them can come up with more customized modifications.

Bredon's List of inventions

Mechinacal Arm.

Price 700 gp

a Mechinacal arm is a replacement for a lost limb, allowing the user a large degree of customization, Including the follow, you can choose 2 following options, each arm gives you +1 to your Strength Score, to a maximum of 21.

Arm Modifications
Arm Modification Cost Type of modification
+30 gp Wrist Blade
+30 gp Light Wrist Blade
+40 gp Shock Fist
+320 gp Wrist Pistol
+40 gp Wrist Crossbow
+40 gp Lock Grip
+90 gp Intergated Pistons
+1000 gp Inbuilt Mortar
Arm Modifications
Arm Modification Abilities
Wrist Blade D8 slashing, *Hidden.
Wrist Blade D6 piercing, *Hidden, finesse .
Shock Fist +1d4 lightning damage to unarmed strikes with this arm, *Static(4), hidden
Wrist Crossbow d6 piercing 3 lbs Ammunition, (Range 30/120), Light, Loading, hidden
Wrist Pistol d10 piercing 3 lbs Ammunition, (Range 60/150), Light, Loading, hidden, Loud
Lock Grip Lock grip means the creature can use a bonus action to lock their hand, if they do this they can not be disarmed or drop the weapon until they use a bonus action to unlock their grip.
Intergrated Pistons You have advantage on the shove action and your unarmed strike deals 1d6 bludgeoning damage.
Inbuilt Mortar Functions as a hand mortar but with the hidden properity, this takes up all arm modification.

*Static(#), you can spend your bonus action to charge a weapon with the Static property, to the maximum of their charge the next hit with the melee weapon deals a number of d4 equel to the amount of charge you stored, this ability is disabled for a number of rounds equel to the amount of rounds you spend charging

*Hidden, You have advantage on slight of hand rolls to hide a weapon with the Hidden Property.

Mechianical Leg

Price 700 gp

A Mechancial Leg is a replacement for a lost leg, allowing for a degree of customization, you can choose two of the following options.

Leg Modification Cost Type of modification
+20 gp Foot Blade
+80 gp Shock absorbers
+70 gp Spring Loaded legs
+60 gp Clawed Feet
Leg Modifications Abilities
Foot Blade D8, Hidden.
Shock Absorbers Take half damage from long falls and only start taking damage after 20ft instead of 10ft
Spring Loaded Legs +10 ft of movement and add 1d6ft to your jump hight
Clawed Feet Climb Speed of 20ft and an unarmed strike of 1d4 slashing + strength modifier.

These effects are halved if you only have one leg replaced except the foot blade and clawed feet unarmed strike.

Clock Work Grenades

Price 120 gp

Clock Work Grenades are more advanced versions of old gunpowder bombs, several different types of these weapons exist, the following is a list of a few, as a weapon attack a creature can throw a clock work grenade up to 120ft away, when effected by a grenade a creature will usually be required to make a dexterity saving throw against a dc of 8 + the crafters Wisdom or Intelligence modifier and proficiency bonus, taking full damage and effect on a failure and half damage and effect on a success, Poison requires a constition saving throw.

Clock work Grenade Types
Type effects
Fragmentation 4d10 piercing damage, Radius 15ft.
Healing Gas No Save, Heals every creature within 15ft 4d4+4 hit points.
Shock 3d6 lightning damage, Stun for 1 round, Radius 10ft.
Breaker 4d8 bludgeoning damage, Siege, Radius 20ft.
Poison 2d10 Poison damage, Lasting 3 rounds, a creature starting its turn in the radius must repeat the saving throw at the start of each of its turns, Radius 10ft.

Clock Work Grenades can be made with a few changes to them, when created or after an hour of work someone with tinker's tools proficiency can set a fuse that can last up to 24 hours and they can make them explode on impact with a surface or creature. Clock work Grenades can be crafted as part of a long rest by someone who has Tinker's tools profinicies if they spend 60 gold worth of resources.

Mechanical Masks.

Price 250 gp

Mechanical Masks are metal masks which can be fitted with various mechancial devices to aid the wearer, like inbuilt spy glasses, filtration systems and other such things, when building or buying a mask you can choose two Modifications.

the following is a list of customization options offered by the masks.

Mask Modification Cost Type of modification
+100 gp Filtration System
+80 gp Tinted Visor
+90 gp Telescopic Visor
+60 gp Oxygen Reserve
+50 gp Plated
+50 gp Arcane Foci
Filtration System.

This set of tubes and filters allow you to breath in enviroments with toxic air with less chance of suffering ill effects, you gain advantage on constition saving throws that involve gas like substances, if you succeed the saving throw against mundane poisones, such as ones from poison grenades you take no damage or suffer the effects of them, if you fail the saving throw you take half damage and if possible only suffer half the negitive effects, this doesn't apply to some poisons like dragons breath, but this is up to dm discretion.

Tinted Visor

This Tinted Glass allows you to be more resist to sudden bright lights, giving you advantage on constition saving throws against blinding effects caused by bright flashes and it negates sunlight sensitivity disadvantage.

Telescopic Visor

This acts like an inbuilt spy glass, allowing to use a spyglass while both hands are free.

Oxygen Reserve

This is a small reserve of oxygen, allowing you to be in an area with no oxygen for one minute before having to hold your breath, this is resets once you spend three rounds outside of such enviroments.

Plated.

These plates protect your face, giving you a +1 to your armor class.

Arcane Foci

A ornate set of gemstones and magical runes allows you to use your mask as an arcane foci.

Mystical Mutagens

Price 40 gp

Mystical Mutations are alchemcial compounds which cause temporary mutations which can result and various benifits and detriments, as a bonus action you can inject a mutagen, you roll on the Mutagen Boon table twice and on the Mutagen flaw table, The Identify spell reveals the effects before you use it and if crafted the crafter can choose what boons it will confer, Mutagens last 1 minute.

Mutagen Boons
D6 Boon
1 +2 to Strength and Dexterity Score
2 Resistance to Cold Damage
3 Resistance to Fire Damage
4 +2 to Wisdom and Intelligence Score
5 +10 ft to speed
6 Blind Sight 60ft
Mutagen Flaw
D6 Boon
1 -2 to Constitution Score
2 Disadvantage on saving throws against poisons
3 Vulnerability to Fire Damage
4 Sunlight Sensitivity
5 -10ft to movement speed
6 -4 to all saving throws

You can spend half the cost of a Mutagen at the end of the long rest, if crafted the crafter must make a Alchemist Supplies check against a dc 18 if they fail they must roll the Mutagen boons, if they roll 7 below 18 they roll an additional Mutagen Flaw.

If a creature suffers from the same Mutagen Flaw 3 times it becomes Permanent, but Permanent Mutagen Flaws can be removed with lesser Restoration or higher.

Static Weapons.

Static Weapons have a weave stone or alchemical engine producing static energy . They are highly expensive adding 300 gold to the price of the weapon but giving the melee weapon the property of Static 4.

Pocket Watch

Price 50 gp

This device tells you the time.

Mechanical Glove.

Price 100 gp

This glove is made with one of the mechanical arm modifications inbuilt into it, but it still costs the same amount to add the modification and you can only have one modification.

Guns of the Reach

Flintlock Weapons are rarely seen day to day but a common sight on the field of war within Tillbrith, Their distinctive sound has formed a reputation for grim results, the aim of these rules is to make flintlock guns feel impactful and devestating in combat while not being over powered.

You can gain proficincy in Flintlocks though training, feats or some class abilities and the soldier background and dwarves gets proficincy depending on the dm's ruling.

Flintlock Weapons
Name Cost Damage Weight Properties
Flintlock Pistol 400 gp 2d6 Piercing 3lbs Light, Loading, Ammunition(Range 80/320ft), Loud, Black Powder Weapon.
Heavy Flintlock Rifle 1000 gp 3d10 Piercing 20lbs Two Handed, Braced Loading, Ammunition(Range 600/1200ft), Loud, Armor Piercing, Heavy, Black Powder Weapon.
Flintlock Rifle 700 gp 2d8 Piercing 10lbs Two Handed, Loading, Ammunition(Range 250/600ft) Loud, Black Powder Weapon.
Blunderbuss 700 gp 2d8 Piercing 10lbs Two Handed, Loading, Ammunition(20/45ft Cone), Special, Loud, Black Powder Weapon.
Court Pistol 550 gp 2d4 Piercing 10lbs Two Handed, Loading, Ammunition(50/100ft), Special, Light, Loud, Black Powder Weapon.
Hand Mortar 900 gp 3d8 Fire 6lbs Loading, Ammunition(Range 70ft), Special, Loud, Two Handed.

*Blunderbuss, When you make an attack with a blunderbuss make a single attack roll against each creature within its cone and you do not suffer close range disadvantage but if creatures are at its long range you will have to make another attack roll for them with the disadvantage.

*Court Pistol,You have advantage with slight of hand checks to conceal this weapon.

*Loud, Shots from this weapon emit loud cracks that can be heard up to 600ft away and creatures that hear the shot is alerted to a possible threat.

*Armor Piercing, Attacks with this weapon against creatures with a natral armor or armor that has an ac of 17 or higher treats the armor class as 2 lower.

*Braced Loading, You must spend your movement, action and bonus action to reload.

*Hand Mortar, Hit or miss each creature within 15ft of the target must make a dexterity saving throw against a dc of 8 + your dexterity + your prfoicincy bonus or take 2d6 fire damage, A normal shot for a hand mortar costs 3 gold per shot.

*Black Powder Weapon, Weapons with this trait can not be used underwater, if the powder gets wet it must be dried properly over one hour and when fired it leaves a small smoke cloud that lasts for a few seconds.

Repeating Flintlocks

Flintlock Weapons
Name Cost Damage Weight Properties
Repeating Pistol 700 gp 2d6 Piercing 8lbs Repeater Loading 6, Ammunition(Range 40/180ft), Loud, Jamming, Black Powder Weapon, Rapid Fire 1.
Repeating Rifle 1000 gp 2d8 Piercing 15lbs Two Handed, Repeater Loading 4, Ammunition(Range 100/300ft), Loud, Jamming, Heavy, Black Powder Weapon, Rapid Fire 1.
Double Barrel Shotgun 1000 gp 2d8 Piercing 15lbs Two Handed, Repeater Loading 2, Ammunition(Range 20/45ft cone), Loud, Special, Jamming, Heavy, Black Powder Weapon.

*Rapid fire #: When you make an attack with a rapid fire weapon you can make a second attack with it as part of that attack, this attack doesn't add your ability score modifier for damage and you can only do it a number of times a turn equal to the rapid fire rating, if you target a creature other then the creature you targeted with the first attack you must make the attack at disadvantage.

*Repeater Loading, You can make a number of attacks with an Repeating Flintlock equal to the Repeater Loading Value then you must spend an action to reload the gun.

*Double Barrel Shotgun, when you make an attack with the double barrel Shotgun you can choose to fire both barrels at the same time or one at a time, if you fire both each range drops by 10ft and you deal 4d8 instead of 2d8 damage and it gains the Armor Piercing Rule for this shot, this uses both shots and you must reload as per repeating loading rules, if you have proficincy in blunderbuss you also have proficincy in this weapon.

Advanced Repeating Firearms

Firearms
Name Cost Damage Weight Properties
Precussion Cap Revolver 1000 gp 2d6 Piercing 8lbs Repeater Loading 6, Ammunition(Range 40/180ft), Loud, Black Powder Weapon, Rapid Fire 1.

Gun Mantience

Firearms require mantience and cleaning to function without issues.

Cleaning and Wear

As a gun is used it builds up dirt and grime, this can result in misfires, if you use a flintlock weapon in three combat encounters without having cleaned it you gains the jamming properity, each combat encounter you see it after this increases the chance by 1, up to a maximum of five, after which point if you roll a 5 or lower on the attack roll the gun breaks and requires a gunsmith to repair it over 8 hours at a cost of 100 gp, you can use one use of a gun cleaning kit and 10 minutes to clean a gun, you can do this as part of a long or short rest.

Weather Damage

If a gun is left exposed to extreme elements it can result in damage or causing trouble to its function, if a flintlock weapon is exposed to exteme cold or rain it can build up a level of wear as per the previous rules.

Wet Powder

if shot or a flintlock weapon are submerged in water or exposed to extreme rain the powder within them can become wet, shot thats wet can not be fired and a wet flintlock weapon can not fire, it requires 2 hours to dry both properly.

*Jamming, If you roll an unmodified 1 attack roll the weapon becomes jammed, a jammed weapon can not be used to make ranged attack rolls, you must use a bonus action or action to clear it.

Flintlock Feats

Flintlock Training

You have been trained to make use of flintlock weapons.

  • +1 to your dexterity score this can not increase it past 20.
  • You gain proficincy in Flintlock weapons and Repeating Flintlocks.

Repeating Weapon Expert

prerequisite: Proficincy in Repeating flintlocks

You have trained with repeating weapons to the point you can use their full capabilities.

  • You ignore the close range disadvantage with ranged weapon attacks.
  • You can make use of the rapid fire property of repeating weapons.

Quick Hands.

prerequisite: Proficincy in flintlocks

Your ability to use a flintlock is heavily drilled, you gain the following benefits.

  • +1 to your dexterity score this can not increase it past 20.
  • you ignore close range disadvantage from attacking a creature within 5ft of you with flintlock weapons your are proficient in And if you fire a flintlock weapon with the loading or repeating loading property you can use a bonus action to ignore that property once per round.
  • you can also use a free action to clear jammed weapons.

Pistoleer

prerequisite: Dexterity 13+ and proficincy in flintlocks

You have trained yourself with flintlock pistols extensively and you have mastered the weapon.

  • If you lower an enemy to 0 hitpoints or score a critical hit you can make one additional weapon attack with a flintlock pistol against another creature within the normal range of a flintlock pistol.
  • You can draw and stow two one handed ranged weapons at once.
  • You gain proficincy in repeating flintlock pistols if you do not already have them, any pistol type weapon you have proficincy in you can fire with an off hand attack if even if it lacks the light property.
  • You do not need a free hand to reload a flintlock weapon that lacks the two handed property.

Gun and Blade

prerequisite: Proficincy in flintlocks(Pistol)

You have trained with the usage of a melee and pistol, gaining the following benefits when wielding a melee weapon and a gun.

  • While Wielding a Melee Weapon and a FlintLock Pistol you gain +1 to your armor class,
  • You ignore close range disadvantage from attacking a creature within 5ft of you and when you make hit a melee weapon attack you can use your bonus action to make a Flintlock Pistol attack against the same creature with +2 to the attack roll.

Riflemen

prerequisite: Proficincy in flintlocks(Rifle or Heavy Rifle)

Your eye is keen and your hand is steady, gaining the following benefits.

  • +1 to your Wisdom score to a maximum of 20.
  • You ignore long range disadvantage with flintlock weapons.
  • When you make an attack with a Flintlock weapon you can choose to remove your wisdom modifier from the attack roll and if you hit you add your wisdom modifier to your damage roll(minimum of 1).
  • If you score a critical hit you can choose to either disarm the creature you hit, knock them prone or stun them for one round.

you can only make one of these types of attacks a turn and you can not do it if you have moved in the turn.

Breacher

prerequisite: Proficincy in flintlocks(Blunderbuss or double barrel shotgun)

You have trained to use a Blunderbuss or double barrel shotgun in Close Quarters and even use it to break down doors, you gain the following benefits.

  • When you make a blunderbuss or double barrel shotgun attack against a creature within 5ft of you they take extra damage equal to your proficincy modifier and when you fire both barrels of a double barrel shotgun you deal an extra 5 piercing damage.
  • If you are within 5ft of a creature after making a ranged weapon attack with a blunderbuss or double barrel shotgun you can make a melee weapon attack with the weapon as a bonus action dealing 1d6 + your strength modifier bludgeoning damage.
  • Attacks you make with the Blunderbuss or double barrel shotgun deal double damage to objects.

Bombardier

prerequisite: Proficincy in Hand Mortar

You have perfected the art of blowing stuff up, though training or reckless abandon you gain the following benifits.

you gain a number of bomber die equal to your proficincy bonus, these die are d6s and you can use them in the following ways.

  • Stronger Blast: when you roll the damage for the explosion area of effect for a clockwork greneade or a hand mortar you can add one of your Bomber die to the roll.
  • Forceful Explosion: When you hit a creature with an attack with a Hand Mortar they must make a strength saving throw against your Hand Mortar save or be pushed 15ft in a direction of your choice.
  • Blast Resistance: When you take damage from a Bomb or Explosive device you can roll your Bomber die + your proficincy bonus and lower the damage by the amount rolled.

Firearm Equipment

These are extra bit of equipments that a gun focused combatant could use.

Repeating Pistol Quick Loader

Price: 50gp, Weight 1lb

Quick Loaders have become a common sight with richer guns for hire, at the end of a long rest you can have reloaded any number of Quick Loaders, a quick loader requires six bullets to load and use can use a Quick Loader once per turn to reload an empty repeating pistol as a bonus action.

Repeating Rifle Quick Loader

Price: 70gp, Weight 3lb

Unlike Pistol Quick loaders rifle quick loaders are mostly used by militaries, At the end of a long rest you can have reloaded any number of Quick Loaders, a quick loader requires four bullets to load and use can use a Quick Loader once per turn to reload an empty Repeating Rifle as a bonus action.

Bayonet

Price: 50gp, Weight +1lb

This Blade can be attached to a two handed flintlock weapon, the weapon can be used as a melee martial weapon that deals 1d6 Piercing damage, it can also come in an Axe Head Variaty and that one deals 1d6 slashing damage.

Spyglass Sight

Price: 120gp, Weight +5lb

This spyglass is aligned with a iron rod which allows for shots to be made at longer ranges and more accurately, this item can only be attached to flintlock rifles(Repeating and Heavy included), if you didn't move in this turn you get +2 to hit on your first attack roll this turn with this weapon and you ignore third cover and less and long range disadvantage.

Gunsling

Price: 25gp, Weight +1lb

Useally made of leather a gunsling is meant to make sure someone can doesn't drop their gun, You can not functionally be disarmed so long as the sling is undamaged.

Iron Sights

Price: +60gp to weapon cost, Weight +1lb

This modification to a flintlock is made during its creation, if you fire a gun with iron sights without moving your first attack this turn gets a +1 to hit.

Bullet Casing

Price: 5gp, Weight 1lb

This is a case that can contain 20 shots for flintlock weapons.

Rifle Case

Price: 10gp, Weight 3lb

This is a case that can contain one two handed flintlock weapon, this case protects it from damage from the eviroment.

Pistol Case

Price: 5gp, Weight 2lb

This is a case that can contain one handed flintlock weapon, this case protects it from damage from the eviroment.

Engravings

Price: +2gp to weapon cost, Weight -1/2lb

Engraved texts, icons or images into the barrel of a gun during its creation, these offer no tactical advantage what so ever, But it might increase the value of the weapon in with some people.

Holy Engravings

Price: +25gp to weapon cost, Weight -1/2lb

These Engravings do offer a tactical advantage, allowing you to use this weapon as a holy symbol.

Arcane Engravings

Price: +25gp to weapon cost, Weight -1/2lb

These Engravings do offer a tactical advantage, allowing you to use this weapon as a Arcane Focus.

Bipod

Price: +25gp to weapon cost, Weight +4lb

Attack rolls with two handed flintlock weapons with a bipod no longer have disadvantage while prone, small creatures also loose disadvantage on heavy flintlock weapons if they are prone and have a bipod.

Double Barrel Quick Loader

Price: 20gp, Weight 3lb

Unlike Pistol Quick loaders Double Barrel quick loaders are mostly used by militaries, At the end of a long rest you can have reloaded any number of Quick Loaders, a quick loader requires four bullets to load and use can use a Quick Loader once per turn to reload an empty Double Barrel Shotgun as a free action.

Heavy Flintlock Rifle Quicker Loading Mechanism

Price: +300gp to the cost of the weapon, Weight +10lb

This Customisation to a heavy flintlock rifle changes the whole internal system, You can now reload this rifle using your bonus action and movement.

Gun Cleaning Kit

Price: 25gp, Weight 3lb

a set of tools to allow you to maintain and clean a gun, required to keep a gun functional longterm, a Gun Cleaning Kit has 10 uses, you can then spend 10 gp to restock on cleaning oils and other bits required to clean a firearm.

Bullets
Bullets Properties Cost
Normal Normal Damage 20(5gp)
Incendiary +1d6 fire damage 5(10gp)
Silvered Overcomes non magical resistance and immunity 10(10gp)
Magical +1 to attack and damage rolls, overcomes non magical resistance and immunity 10 (20gp)
Explosive +3 Piercing damage, on hit each creature within 5ft takes 1d4 piercing damage 5 (20gp)
"Tabaxi" rounds (Rifles) You add +100 to the normal and long range of attacks with these shots, if a creature adds their dextiery modifier to their armour class, their ac is lowered by 1 this round adds jamming to the weapon while loaded, if the weapon already has jamming then the gun jams on an unmodified 2 or 1. 5 (20gp)
Pepper Shot (Pistols) When firing Pepper Shot replace the range charactistic of the Pistol with a 15ft/30ft Cone, it can hit up to three creatures within that cone. 10 (20gp)

Magic Items

Magical items that can help a gun user.

Dread Ebony Grip

Rare, Wounderious Item(Attunement and attachment to a pistol)

Said to be carved from ebony in the patterns of the shadow fell this grip offers the following benifits, Critical Hits with this flintlock or repeating pistol cause the creature to suffer from the frightened condition until the end of your next turn and the pistol deals an extra 1d6 psychic damage.

Heartbound Sling

Uncommon, Wounderious Item (Attunement and attachment to a two handed flintlock weapon)

A magical gunsling said to be made with unicorn tail hair, once you attune to a sling thats attached to a two handed flintlock weapon you and that weapon are magically bonded, as a bonus action you can teleport that weapon to your hand with the sling around you, you can use a free action to dismiss it to a demiplane at any point.

Green Hunter Spy Glass Sight

Rare, Wounderious Item(Attunement and attachment to a Rifle)

A sight made by the dwarves of clan black fire, if you look though it at an elf it allows you to see thought them and target their organs, Guns with this sight gain +3 damage to elves and half elves and your critical hit range is improved by 1(20 becomes 19 and 20, so on and so forth) if your gaining the benifit to your hit roll from the sight.

The Blazing Bayonet

Rare, Magical Weapon (Attunement and two handed flintlocks)

With elemental power this bayonet was enchanted, now you gain +2d6 fire damage to bayonet attacks.

Enduring Bullet Case

Common Wounderious Item

The bullet case is immune to damage from water, fire and aging and will protect the bullets within it likewise.

Enduring Gun Case

Common Wounderious Item

The gun case is immune to damage from water, fire and aging and will protect the two handed flintlock weapons within it likewise.

Elemental Repeater

Very Rare, Magic Repeating Pistol

This is a magical repeating pistol, far more refined then the normal Repeating Pistol it lacks the jamming propity and also gains the following benifits, +2 to attack and damage rolls and when you reload the weapon roll 1d6, the damage type for that gun changes to the type rolled and then changes once you reload it again, If you roll a six follow the rules discribed.

Elemental Repeater Table
d6 Damage type
1 Fire
2 Cold
3 Acid
4 Lightning
5 Poison
6 Choose a one of the other options, your next shot deals that damage type, for each shot after you have to pick a diffrent damage type on this table, for your sixth shot you deal Radiant Damage.

Sanginue Hand

Uncommon, Wounderious Item

This quick loader doesn't load actual bullets, instead it manifests bullets out of the user's blood, upon using the Sangine Hand you take 2d6 Necrotic Damage that can not be lowered or reduced in any way and the gun is reloaded, this loader can be used three times, regaining all expended uses at midnight.

Holster of Holding

Uncommon, Wounderious Item

This magical holster can hold up to 6 Separate Flintlocks, unless its full it never looks like it has a weapon stowed in it and any one of the flintlocks can be drawn without using an action.

Class Changes

The following are changes to classes and subclasses to fit the guns added by these rules, should they have proficinicy in flintlock weapons

Fighters, Paladins, Rangers and Rogues.

Each of these classes gain Proficincy in Flintlock Rifles and Flintlock Pistols

Arcane Archer fighters

Arcane Archer fighters can use their arcane shot options on any ranged weapon attacks.

Thief Rogue

Thief Rogues can use their fast hands to reload repeater loading weapons as a bonus action you can also use a free action to clear a jammed weapon.

Paladin

Paladins can use divine smite on ranged weapon attacks but the damage goes from a d8 to a d6 radiant damage.

Barbarian

Barbarians can add rage damage to ranged weapon attacks with blunderbuss and double barrel shotguns.

Druids

Druids are not allowed to use flintlock weapons.