Creator: U/Maxhydro ♦ Writer: U/ThePumpkinator87 ♦ Editor: U/Resdamalos

A guide to a fantastical, steam-driven fantasy setting
for the world's greatest roleplaying game

Table Of Contents


Overview

GM Note: This is a live document, and will be updated a little bit at a time. It is not, by any means, all-inclusive.

In particular, expect to see additional weapons, mechanical changes, and other miscellaneous options as changes are made/implemented.

General Info:

This compendium takes its inspiration from two broad genres: the Victorian era and Wild West era, times spanning around the 1800s to the early 1900s. It introduces a multitude of varying mechanics, weapons, races, classes, and more.

This book contains mechanics and flavor that can be used piecemeal to suit the DM's desired form of adventure and play. The book was made to have versatility in mind; the mechanics introduced can be ignored or altered to better suit the world the Dungeon Master has built.

Alongside this book, you can also find "Steampunk Compendium Volume 2: What Lurks in Shadows", a monster compendium to flavor your world with mechanical marvels as well as horrifying and thematic NPCs based out of Victorian horror. If you have any questions on rulings, mechanics, or anything involving the book, please do not hesitate to contact one of the three creators via private message on Reddit.

Optional: World Background

The world has entered a new era of technological advancement. With inventors tinkering away in their shops and mages unearthing powerful artifacts the world has yet to witness, technology has begun to look indisiguishable from magic. Races from far away lands, and weapons of war find themselves brought into the fray. The very being of the world has changed in previously unimaginable ways. In the face of discovery and innovation, how will the people react?


City Vs. Outside World

In the cities, although humans, elves, dwarves, and gnomes make up the majority of the population, other diverse races can be found in smaller numbers, such as kobolds, goblins, half-orcs, dragonborn, etc. Some of these “exotic races”, though, prefer the tranquility of the natural world and less populated settlements.

Law enforcement agents are better equipped then the average town guard, but aren’t necessarily better as a result. Medicine has also improved with technological advancement, allowing people in general to live longer and stay healthier.

One can still expect the city to be divided into the traditional poor and rich districts, but this division has worsened to the point where the poor district is much larger, due to the exodus of people moving to cities for their larger job opportunities, safety, or other unspecified reasons.

The richer parts of the cities are usually closer to the city center or at higher elevations, having better access to many different kinds of services, such as the aforementioned medicine and law enforcement.

The poorer parts of the cities are usually closer to the city walls or on these outskirts. You can find the slums, ghettos, and run-down areas where the poor and deprived gather and try to survive in this new age. In these areas, law enforcement and other services are a bit scarcer, causing crime to be more rampant.

The real danger of these cities are the criminal underworld. A nest of cheats, scoundrels and liars, the place where thieves and murderers satiate their growing desire to spread anarchy and commit crimes. Usually, the underworld of a city is located in the slums, but in some cities it is similar to an infestation that has grown out of control and practically holds a town or city hostage.

No matter how much law enforcement may try to cut down on underworld activity, they will never be able to destroy it completely, and some may not even want to. Corruption is quite profitable, after all, if one can get past the suffering they inflict on others.

Races, New and Old

Awakened Undead

by u/The_Singular_Anyone

THE MISTS CLING TO THE TALL CHARRED PINES
of the valeheart woods like clawed spectral fingers, as the billowing breeze breathing through the trees give this miasma a sinister semblance of life. At once menacing and warding against outside visitors to this deathly realm, the locals know well of the evil nature of this forest, and how willing the very air of this place is to choke the live out of those foolish mortals that venture inside.

Nevertheless, a gnarled dwarf by the name Blidwenn gazes into the opaque vapor streaming from the trees, his eyes more accustomed to the dim light of this place than the pure sunshine found in more wholesome lands. Braiding a few errant strands of beard, Blidwenn continues his vigil for well on an hour, tracing the elusive forms in the mist for any sign of living movement. Clasping his braid in a ruddy, calloused hand, the dwarf lets loose a sigh and slowly rises to his feet.

His sharp dwarven eyes snap open and he pauses instantly mid-motion. Movement in the mists, shadows, a shape emerging from the woods. His vision traces the outline of a lean, solitary figure, set bone white against the grey fog. With slow, creaking footsteps, the creature emerges from the fog and advances on the steadfast dwarf.

"That you, Clacks?" Blidwenn rumbles, his hammer suddenly finding itself in his large hands, "You see anything in there?"

"Indeed, friend," the approaching skeleton replies dryly, holding aloft a faint, purple gem, "The master's old phylactery wasn't nearly as well defended as he would have us think."


    Death comes for all things in a near-infinite variety of ways. So, too, are there many reasons that the dead might return from the grave. Directly applied necromancy, cursed lands, and unfinished buisness are but a few, and all leave the newly-undead soul with a mere semblance of the life it had before. All undead carry the physical or emotional scars of what ended their mortal lives, though some may be far more subtle than others.

Dead and Reborn

Typically having no lands to call their own, undead with an awakened sense of self are typically perpetual foreigners, wanderers in a land and often a time not their own. Compounding matters, most mortal cultures carry within them an instinctual fear of death and the dead, and many associate necromancy specifically with dark tidings. This forms a wall of (often well earned) prejudice and hatred that sentient undead find themselves up against, and many undead choose to hide their necrotic natures behind clothes, masks, and pungent perfumes when journeying into civilization.

Depending on composition, humanoid undead typically range a wide gamut from 20 to 300 pounds, and may possess empty eyes, a colored flame-like magical aimuss in their sockets, or harrowed, surprisingly mortal eyes burning with an inner fire. Hair (if they have it at all) is usually lank, dark, and wrought with grime and grave dirt that no amount of cleansing will fully remove.

Service and Freedom

Undeath is effectively immortality, a strong reason why many mortal spellcasters of a certain moral bent consider it a viable alternative to actually dying. Still, it is not immortality without price - senses and emotions dull, food and drink no longer have taste, and often an undead state comes alongside a subservience of will and unthinking service to a master who likely does not have the world's best intentions at heart.


    Some undead are born into freedom, while others earn it or have it thrust upon them. Regardless, all undead that have freedom greatly cherish it, as the reminders of what could easily happen were they not fortunate enough to possess free will abound throughout history. Many consider it their sacred duty to free other mindless undead, or simply dispatch them wherever they may be found. The reason is straightforward enough: a final rest awarded to all mortals is greatly preferential to eternal slavery to the likes of a short-sighted, megalomaniacal wizard.

Fallen Home, Forgotten Past

For many awakened undead, the past is a distant homeland to which they may never return, holding names and faces now partially-forgotten, and loves and lives as dead as they are. The anguish of this loss is enough to drive many mad, but others use this rage and pain as a source of power and drive, carrying them further on the road to whatever dark destiny awaits.

Frequently, entire countries, customs, and cultures the undead may be familiar with no longer exist, and the sentient dead behaves or speaks in a antiquated fashion because of this. It may be even more difficult than usual for such undead to relate to more modern mortals, and typically these undead leverage what companions they may have to bridge this epoch-long communication gap.

Undead Names

Many undead that awaken into sentience prefer to keep the names they held in their mortal lives. For others
however, their mortal names are forgotten or have lost meaning. These undead often adopt nicknames given to them by their former masters or present companions, and hold them to be as true as any other creature's birth name.

Examples of names given in this fashion may be seen below:

Names: Rattlebones, Spore, Rotface, Raven, Bane, Carver, Drudge, Rook, Mort, Pale, Minion, Crumble, Shade

Awakened Undead Traits

Awakened undead have the following traits in common:

Ability Score Increase. Your Constitution score
increases by 1.

Dead Immortality. You do not age. Given time, the necromantic energies that sustain you will heal most wounds you take at approximately the same rate as a mortal, and your hit dice function as normal.

Past Life. Choose another living race besides this one. Before your death, you were a member of this race and appear as an undead version of it. Your size, height, and movement speed are the same as a typical member of that race. You do not retain special movement speeds from this race (such as swimming or flying), and, though you may choose to have formerly been a member of a subrace of a particular race, you derive no benefits from doing so.

Undead. Raised from the dead as a beaing of undeath, you count as an undead creature for all spells and abilities that affect the undead. You are immune to disease and treat exhaustion as if it was one level less. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Darkvision. Through the necromantic energy animating you, you are able to perceive with greater clarity thatwhich lurks in the darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Languages. You can speak, read, and write Common and one language avalible to the race you chose for your Past Life.

Subrace. Three types of awakened undead are avalible to you. Choose Skeleton, Revenant, or Ghost, listed in the following sections.


Skeletons

An animated figure made of dry bones devoid of flesh and muscle, you were likely raised by a necromantic caster or dark, supernatural curse as a simple minion, completely without will and self knowledge. Something changed, however; perhaps your master was slain, the land cleansed, or you merely awoke one day to fragmented memories of your previous life. Whatever the case, possessed of a fragmented sense of self and newfound purpose, you struck out into the wider world to find a new destiny.

Ability Score Increase. Your Dexterity or Intelligence score increases by 2.

Bloodless. You are immune to poison damage and the poisoned condition.

Bone Pile. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you do, you reduce yourself to a pile of bones, render yourself prone, and are considered under a similar effect to the feign death spell. While subject to this condition, you are unable to move or take action other than using your action to end this effect. You can't use this feature again until you finish a long rest.

Bone To Pick. Whenever both of your hands are free (not including equipped shields), you may use a free hand and a bonus action to remove one of your hands or arms. If you remove an arm, it counts as a weapon with the finesse property that deals 1d6 bludgeoning damage, and you have proficiency with your arm while you wield it. If you remove a hand, it counts as thieves' tools or a similar set of simple tools while you hold it. In either case, removed hands and arms may be re-attached by using another bonus action.

Revenant

When a brutal murder or an atrocious crime slays an innocent soul endowed with suffcient willpower, there is a rare occasion where the victim refuses to stand by and stay dead. You were created not at the whim of a mortal spellcaster, but when you were slain and either a god of death, veneance, or justice, or you yourself, took enough umbrage at the death to raise you from the grave, typically at least a full day (though sometimes up to centuries, if the revenge is still relevant) after your death occured.

Born again out of an undying thirst for vengeance, you will not rest until the wrongs surrounding your death have been righted. Though you superficially appear similar to a zombie, complete with tattered flesh and sporadic decay, your eye gleam with an intelligent intent, a burning passionate fury that will lay low all in your way.

Ability Score Increase. Your Charisma or Strength score increases by 2.

Eternal Vengeance. You know at all times the general direction of and relative distance to a creature of the DM's choosing against whom you seek revenge for your death, even if the creature and you are on different planes of existence. Should this creature die by your hand or that of another, you instantly know, and your DM chooses another creature also responsible for your death for their feature to apply to, should such a creature exist.

Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Unnatural Vitality. When you drop to 0 hit points, you may choose to stay conscious instead of falling unconscious. If you do, you gain temporary hit points equal to your total character level. In this state, you may take an action or bonus action on your turn, but not both, and you make death saving throws at the end of your turn as usual. You can remain in this state until you fail your first death saving throw (at which point you fall unconscious and continue making death saving throws until you stabilize or regain additional hit points) or die outright to massive damage. You can't use this feature again until you finish a long rest.

Ghost

Lingering souls of the dead and departed, ghost are raised as servants by potent necromancers or hold onto the world theselves where there is unfinished business they yet to accomplish. Adventurous ghosts such as yourself typically either escape the masters that raised them or have something unresolved from their days amongst the living that requires they journey far and wide. If a ghost is charged with unfinished business it can take many forms, from protecting a loved one to keeping a particular item safe to simple revenge. Ghosts are spectral and luminous, but solid to the touch, and can interact with objects as mortals do. All ghosts carry obvious and sometimes twisted marks of what caused their death, which are often quite disturbing to all but the most jaded mortals.

Ability Score Increase. Your Charisma or Wisdom score increases by 2.

Bloodless. You are immune to poison damage and the poisoned condition.

Flight. You gain a fly speed equal to half your land speed, rounded up to the nearest 5 feet.

Withering Touch. Your unarmed strike deals necrotic damage, as well as additional damage equal to your Constitution modifier.

Incorporeal Stride. You can move through other creature and objects other than physical barriers (such as walls or ceilings) as if they were difficult terrain. Once per short rest, you may pass through up to 10 feet of physical barriers (treating them as difficult terrain) as a part of movement. You take 1d10 force damage if you end your turn inside an object or barrier, and are immediately ejected to the closest available space if within a barrier.

 

A Matter of Life and Death

Death doesn't have to be the end for a player character - an interested DM may allow a dead character to rise from their grave as one of the awakened undead, replacing the character's race and subrace features with those listed here.

Conversely, an awakened undead character can wish to regain their mortal life. This may only be achieved through the use of the true resurrection spell, and, again, DM permission. A character returning to their mortal life replaces their awakened undead race and subrace with what they chose for their Past Life feature, loses all features and abilities associated with being an awakened undead, and instead gains abilities typical for a member of their new race.

Clockwork Automaton

By u/Maxhydro

There was once an ambitious master engineer who wanted to create life. The engineer gave their all to birth such a creation, until finally, using clockwork prosthetics, the scientist created fully sentient automatons. At first they were mindless machines, blindly following orders, but eventually they grew consciousness, thoughts, and emotions. They'd ask questions and wonder if they too were living beings. No such answer was found, and the scientist died in the wake of their creations - or so it is thought.

The future of this race of machines is a mystery; only a few automatons were made to the complexity of the scientist's original design, and all of their schematics, blueprints, plans, and notes vanished with their death, save for a single note, telling of a secret apprentice that would continue their work where no one could find them. Few automatons exist claiming to have a "soul", but it's likely more will appear when the apprentice comes out of hiding.

Physical Description

Made of gears, metal, and cogs held together by magic, Clockwork Automatons are beings unlike any other. They are constructed out of combinations of thick ceramic and metal filaments built around a metallic skeletal frame, with a mysterious fibrous material acting as a muscular system. A network of tubes runs through the Automaton's body, filled with a blood-like fluid designed to lubricate and nourish their gears.

Automatons are completely sexless and genderless. Though their bodies may have been designed with masculine or feminine features, these are considered by the Automatons to be little more than aesthetics. Automatons are able to be repaired and modified by those with the right training, which makes for an endless array of possible changes to their appearances in the hands of capable engineers.

A Clockwork Automaton on average stands little taller than their creator's race's height and weighs in at 100 - 300 lbs. These numbers will vary among specific Automatons.

Personality

Clockwork Automatons have unique personalities and experience anger, pain, fear, and hatred, just like their human creators. But Automatons naturally seem reserved, stoic, and pensive, hiding an array of emotions behind their minorly inexpressive metallic faces. Their faces were not designed to display facial expressions, merely to replicate talking, so at times they appear to be distant to the conversation. Despite their lack of physical facial expressions, they're not completely without them, as their eyes tend to brighten when experiencing strong or specific emotions. Some Automatons have their faces modified to be more expressive for their companion's comfort, but these expressions are learned rather than natural and often appear stilted and awkward.

Some Automatons can be incredibly naive and lack a sense of introspection. However, many others are the opposite and question their existence, they wonder if, as constructs, they have souls, and ask what becomes of them in the afterlife. More intelligent automatons create complex philosophies about what they perceive and learn. Though they can show loyalty to religions and organizations, typically they become loyal to a small group of comrades.

Automatons built for war understand duty, the chain of command, and conflict. But aside from this, many Automatons often have little life experience as they have spent most of their time working towards one specific duty. If there is one interest all Clockwork Automatons share it is their love of working and the satisfaction of a job well done. Many create endless lists of goals and chores to feed that feeling. They take pride in their work and can work incredibly hard, both traits that make them dislike idleness and failure. Automatons can excel at most tasks, having a single-minded efficiency, especially in combat related roles. But this same single-mindedness can often translate to a lack of creativity and they can be easily surprised or "outflanked."

Clockwork Automatons dislike being called "it" and usually accept the gendered pronoun that they most closely resemble. Some Automatons adopt names from the culture they were created in, though most of their names were assigned at construction and are straightforward and related to their job, abilities or rank. Many Automatons simply accept the nicknames given to them by their comrades while others seek more meaningful names that best describe them.

Automaton Names

Clockwork Automatons are usually given names by their creators, either named for their purpose or rank or adopted from the naming tradtions of the race that created them.

Some Automatons adopt a "personal name," chosen for themselves after long periods of soul-searching. This name is usually a special designation an Automaton reserves only for their friends and carries sentimental meaning to them.

Examples of names given in this fashion may be seen below:

Names: Andromeda, Hunter, Legacy, Loki, Babylon, Raven, Harmony, Hercules, Exarch, Nexus, Legionnaire, Vagabond, Vice

Names of Automatons can also be chosen by trusted companions or by parental figures that hold a sort of close bond. Examples of names given in this fashion may be seen below:

Names: Prime, Alpha, Gears, Tick Tock, Brass, Spirit, Silver, Gold, Plexi, Bronze, Steel, Id

Automaton Traits

You share a number of traits with other Automatons:

Ability Score Increase. Your Constitution score increases by 2.

Age. Automatons are created as adults; they have no childhood or adolescence. It is theorized that Automatons may show signs of physical deterioration after about 150-200 years, but have no further aging effects after that point and no maximum age.

Alignment. Automatons tend toward lawful alignments, as they were constructed to be built for one purpose, usually to help their creator or other sentient beings.

Size. Automatons who are gendered as "male" tend to have broader and heavier builds while "female" gendered automatons are thinner, looking more like the race they were modeled after, with more elegant facial features. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Composite Plating. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and your creator's native language (select one language at random if your creator is human).

Overclocking. Whenever you take lightning damage, the power surges through your mechanical parts and magical circuitry. You gain the benefits of the haste spell until the end of your next turn - that is, your speed is doubled, you get a +2 bonus to AC, you have advantage on Dexterity saving throws, and you get an additional action, which you can use to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

However, at the end of your turn, as the energy dissipates, the damage becomes apparent. Make a Constitution saving throw. The DC of this save is equal to 15 or half the lightning damage dealt to you earlier, whichever is higher. On a failed save, you are completely immobilized until the end of your next turn; on a success, you are still negatively affected and can't take any actions or bonus actions, though you can still move your speed as normal.

Subraces. Only three configurations for Automatons were known to have been created or altered, each quite unique in their own respect, built for different jobs.

Robust Frame

Clockwork automatons with robust frames were built to protect and serve others. They fight off foes and can physically carry the helpless out of harm's way.

Ability Score Increase. Your Strength score increases
by 1.

Evacuation Subroutine. Your frame is built for carrying people and items to safety. Your speed cannot be reduced due to being overencumbered or when lifting, carrying, or dragging another creature.

Hulking Build. You gain proficiency in your choice of either Athletics, Intimidation, or Survival.


Finesse Frame

Automatons with this frame type are agile, small, and quick on their feet. These types were primarily built for entertaining crowds with their daredevil stunts, though their speed can easily be put to other uses.

Ability Score Increase. Your Dexterity score increases
by 1.

Bounce Back. Your are designed to take a tumble. It only takes you 5 feet to stand up from being knocked prone, instead of half your movement.

Nimble and Lightweight. You gain proficiency in your choice of either Acrobatics, Sleight of Hand, or Stealth.

Mystical Frame

Using the magic inside them to their full potential, these Automatons were built to assist those that were more magically inclined, with a greater capacity for learning as well as the ability to store and use magic themselves.

Ability Score Increase. Your Intelligence score increases
by 1.

Keen Intellect. You gain proficiency in a single skill chosen from the following: Arcana, History, Investigation, Nature, or Religion.

Magical Processing. Your exposure to magical power has manifested itself in the ability to replicate parts of it with your own abilities. You learn a wizard cantrip of your choice. Intelligence is your spellcasting ability for this spell.


Dhampir

Physical Characteristics

Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers’; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise.

While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All dhampirs have elongated incisors.

Society

Dhampirs have no culture of their own, nor do they have any known lands or even communities. Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. This ability to adapt to a verity of circumstances provides dhampirs with a social camouflage that hides them from both predators and prey. In rare instances, dhampirs might gather to form small groups or cabals dedicated to resolving their joint issues. Even so, the philosophies of such groups reflect the interests of the individuals involved, not any common dhampir culture.

Relations

As dhampirs are scions of evil, few races view them favorably. They share an affinity for those half-breeds whose sinister ancestry also sets them apart from human society, particularly tieflings and half-orcs. Humans view them with a combination of fear and pity, though such feelings often devolve into hatred and violence. Other humanoid races, such as dwarves, elves, and halflings, simply shun them. Similarly, dhampirs bear a deep-seeded loathing for living creatures, their hatred planted by jealousy and fed by frustration.

Alignment & Religions

Most dhampirs succumb to the evil within their blood. They are unnatural creatures, and the foul influence of their undead heritage makes an evil outlook difficult to overcome. Those who struggle against their wicked natures rarely progress beyond a neutral outlook.

Dhampir Names

Lacking a culture and unified traditions, dhampirs share humans’ predilection for a diversity of names, and most keep their human birth names. Many dhampirs take their mother’s surname, while others take the surname of the towns or regions in which they were born, or use a surname derived from a significant event.

Dhampir Traits

Dhampirs share certain abilities with Vampires thanks to the curse they share.

Ability Score Increase. Your Dexterity increases by 2 and Charisma by 1.

Age. Dhampirs are long lived thanks to their vampire heritage. They reach adulthood at the same rate as a human, but can live for several hundred years.

Size. Dhampir have the same range of height and weight as humans.

Speed. Your base walking speed is 30 feet.

Darkvision. Cursed by your vampire heritage, you can easily see through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Vampiric Resistance. You have resistance to Necrotic damage.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Vampiric Magic. You know the minor illusion cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Bite. Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike

Blood Thirst. In the heat of battle, you can throw yourself into a bloodlust. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.

Languages. You can speak, read, and write Common and one additional language.

Kobold (Revised)

Originally by u/Elevatorrampage

Kobolds are small humanoid creatures, distantly related to dragons. They are feisty and aggressive, yet inward and industrious at the same time. They are known for their skill at mining and tunneling, trapmaking, and ambush tactics.

Often, kobolds are found serving dragons, becoming useful yet expendable minions. A kobold adventurer, however, might have shrugged off a life of servitude, seeking something bigger in the world outside their caves and tunnels.

Kobold Traits

As a kobold you have the following racial traits:

Ability Score Increase. Your Dexterity score
increases by 1.

Age. Kobolds reach adulthood at age 6 and can live up to 120 years (but rarely do so).

Alignment. Kobolds are fundamentally selfish, yet often rely on the strength of the group. This causes them to trend towards lawful and evil alignments.

Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gear-smith. As part of a long rest, you can use an appropriate set of artisan's tools, such as smith's tools, alchemists's supplies, or a poisoner's kit, to harvest raw materials and process them into one of the following items: a hunting trap, a flask of alchemist's fire, a vial of acid, or a vial of basic poison. If you use this feature, you always create at least one of these items; however, you can attempt to create a second one as part of the same long rest by succeeding an appropriate DC 15 artisan's tools check.

The items created are of crude make and are thus of no value to merchants. Each item is only good for a single use.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

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

Subrace. Three subraces of Kobold exist: Kobold Dragonheart, Kobold Skirmisher, and Kobold Scavenger. Choose one of them for your character.


Kobold Dragonheart

Kobold dragonhearts, also known as dragonwrought kobolds or Urd, are more closely connected to their dragon kin, which shows itself in the following traits:

Ability Score Increase. Your Charisma score
increases by 2.

Hardened Scales. While you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier.

Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Kobold’s Breath. You can cast the color spray spell once with this trait, requiring no material or somatic components. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Kobold Skirmisher

Kobold skirmishers are the iconic type you might find skittering in the hallways and tunnels of a dungeon or cave. They are quick and deadly, at least as long as they stay in a group.

Ability Score Increase. Your Dexterity score increases by an additional 1, and your Wisdom score increases by 1.

Quick on Your Feet. As part of your movement on your first turn of a combat encounter, you can sprint towards a foe, moving an additonal amount equal to half your speed towards any creature that has not yet moved this combat.

Subterranean. Whenever you make an Wisdom (Survival) check while underground, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Kobold Weapons Training. You have proficiency with the dagger, shortsword, whip, and hand crossbow.

Kobold Scavenger

Kobold Scavengers are the crafty and resourceful ones. Usually, the pesky traps found in a kobold den are of their design.

Ability Score Increase. Your Intelligence score
increases by 2.

Use What You Got. You are proficient with improvised weapons and you increase the damage die of an improvised weapon attack to a d6. Additionally, you may use your Intelligence modifier in place of Strength or Dexterity for your attack and damage rolls. You must use the same modifier for both rolls.

Gear Tinker. You are able to more effectively use your creations. The saving throw DC of a trap you create with your Gear-smith racial trait is equal to 8 + your proficiency bonus + your Intelligence modifier.

Tool Versatility. You gain proficiency in two tools of your choice.

Skill Proficiency. You are proficient with one Intelligence based skill of your choice.

Shadar-Kai
(Shadowfell Variant)

Originally by u/moowl

LURKING IN THE DARKENED SHADOWS OF A
narrow back alley in the Gloomwrought, Talis kept to herself as she watched two creatures wrestling for survival. Other creatures passed the alleyway, undoubtedly hearing the hostile commotion going on, while none paid them any attention. One of the creatures seemed to gain the upper hand and eventually managed to strangle its opponent. It grabbed the dead one's bad of gems, letting out a lesser growl to celebrate its own victory. Talis then made her advance. Unsheathing her magical sword, she emerged from the shadows only to plunge it into the creature. A violet stream of warm alien blood covered her sword as she withdrew it from the creature's flesh. "All too easy," she thought.

"For you, Mistress of the Night," she said aloud, and then cut herself on her wrist and tasted her own blood. Although no sun or moon indicated the days' end in the Shadowfell, Talis knew that it was time to find shelter, as the gray dim light of day soon gave way to the grim darkness of the starless night.

Long eons in the Shadowfell have shaped the shadar-kai into a fiery and, some say, cruel people. Fighting the apathy pervasive in their home plane, shadar-kai live passionately and fearlessly, albeit grimly. They see themselves as instruments of death and dissolution, the bringers of the righteous end to complacency, stagnation, and life itself. Theirs is a harsh society of self-interest. Among shadar-kai, the strong of body and mind excel and create legends. The weak molder to dust, passing into eternity unremembered.

Children of the Dark Lady

A shadar-kai has a colorless complexion that varies from alabaster to dark gray. Shadar-kai hair is similarly drab or raven black. The eyes are lustous red or black, lacking any white or clear pupil. Shadows near a shadar-kai may seem to reach out or deepen, especially when that shadar-kai is angry. Most shadar-kai are followers of Shar, a deity of darkness that once upon a time bestowed her gifts upon a group of humans. This shadowy heritage compelled them to move into the dark parallel of the Prime Material plane known as the Shadowfell.

Passion for the Extreme

Prolonged existance in the Shadowfell did not come without a price. The grim misery that defined the plane initially tore the shadar-kai into dreadful beings. Gripped by the dark despair, some shadar-kai simply faded from existance, first turning insubstantial and then vanishing altogether. As their people began to fade into the shadows, many shadar-kai sought to stimulate their mind and bodies, committing themselves to passion and excess to stave off the overbearing malaise.

Over time, the shadar-kai became a people of extreme emotions and incredible appetites. Some reveled in pleasure and pain. Others found stimulation in complex fighting styles and difficult weaponry, such as the spiked chain. A few turned to the dark art of the Shadow Weave and became masters of its powers.

Their culture included means of self-flagellation; they pierce their skin and bones with cruel objects, abrade their flesh with jagged barbs, and cover themselves in scars and tattoos for little more than the rush of feeling that these acts arouse.

Shadar-kai Names

Shadar-kai frquently take names of heroes of their culture or great warriors that they revere.

Male Names: Albrek, Baden, Codren, Emul, Hutahn, Ioan, Lucyan, Mahahn, Niku, Ovid, Razvahn, Serbahn, Shathys, Teodahr, Vasylay, Zahar.

Female Names: Afyn, Bahnka, Codruta, Doru, Dyon, Floahr, Ghita, Helayana, Ioana, Jenit, Katryn, Lucya, Markella, Nadya, Roduka, Sahyeh, Talis, Yelda, Zyna


Shadar-kai Traits

Shadar-kai share certain traits only abided by natives of the Shadowfell.

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. While on their native plane, a shadar-kai ages at half the rate of a normal human. Otherwise, their rate of aging is no different from other humans.

Alignment. Shadar-kai inherit a tendency towards chaotic alignments, brought on by living in the Shadowfell. Most often find themselves to lean towards neutral or evil.

Size. Shadar-kai are humanlike, but the weight of existance in the Shadowfell has shaped them to be slightly shorter and much thinner than their human counterparts. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your shadowy heritage has acquainted you with seeing in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Shadar-kai Weapon Training. You are proficient with the spiked chain, flail, net, and whip.

Shadow Jaunt. You can cast the misty step spell once using this trait. You regain this ability to do so when you finish a short or long rest.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. Shadar-kai retain their home dialect, since they were once humans; their existence rarely gives them any need to learn any other. You can speak, read, and write Common and Undercommon.

Spiked Chains

The spiked chain is an exotic weapon chiefly found in the shadar-kai's arsenal. It is highly unusual and unwieldy, making it difficult to master.

In order to wield the spiked chain effectively, you must have the Great Weapon Master feat, otherwise, each weapon attack you make with it has disadvantage. The shadar-kai, who have been trained to use this weapon from a young age, can ignore this requirement.

Spiked Chain. This length of chain with spikes welded onto its links weighs five pounds. It has the heavy, reach, and versatile properties. For those daring enough to use it one-handed, it deals 1d6 piercing damage on a hit; for standard, two-handed use, it deals 2d4 piercing damage instead.

Shadar-kai legends tell of their ancient warlords that wielded dual spiked chains, one in each hand, and led their people to conquer the darkest reaches of the Shadowfell.

Racial Adjustments

In this more advanced age, the growing presence of magic and technology has changed the way races interact with their surroundings.

These changes will evolve with the campaign as it goes. Everything you see here is capable of changing in the future or not being involved in the game at DMs discretion.

Dwarves:

Hill dwarves

Many of those that used to be referred to as “hill dwarves” moved on to fill in as intermediaries between the deep-dwelling mountain dwarves and the growing “civilized” world. Hill dwarves have become surface dwellers that gain advantage on Charisma (Persuasion) checks among common folk, but have lessened darkvision, up to 30 feet.

Mountain dwarves

Many of the mountain dwarves remained in seclusion within mountainous fortresses. As a result, they have trouble congregating into civilized areas and prefer more natural areas. Their heritage retains the dwarves' 60 foot darkvision.

Elves:

With the exception of drow and moon elves, adapting to modern technology has left most elves without darkvision, but provided other unique traits instead.

High elves

High elves have advantage on Wisdom (Perception) checks involving eyesight in direct sunlight.

Moon elves have darkvision up to 60 feet in direct moonlight, as long as there are no other light sources within 60 feet. They also have advantage on Wisdom (Perception) checks in these conditions.

Wood elves

Wood elves are likely to have spent most of their time living outside of the “civilized” world. They have adapted to using electrical lighting with modern technology, but still retain an uncanny familiarity with the “uncivilized” world. Thus, they will notice small differences in natural environments and will have advantage on Wisdom (Perception) checks outside of civilization as long as they can see.

Drow

All drow were born in the underdark. They retain their 60 feet of darkvision.

The banishment of the drow to the underdark is still in effect, even now. They are a rare sight on the surface world, and are - at the very least - regarded in a suspicious manner. Drow have disadvantage on all Charisma checks if they are recognized as drow.

The few drow that have a reason to leave the underdark know to hide their true identity. A character who plays a surface dwelling drow will have proficiency with the disguise kit. If a class or background would normally grant proficiency with the disguise kit, they gain proficiency with another toolkit of their choice instead (at the DM's discretion).


Gnomes:

Rock gnomes

“Rock gnomes” are now more commonly known as “Tinker gnomes” as their tinkering typically places them in technological roles. They have advantage on any checks that involve manipulating a mechanical or electric item.

Forest gnomes

Forest gnomes typically avoid the bustle of the cities, instead choosing to hone and maintain their knowledge of the world outside their walls. They have advantage on Wisdom (Perception) checks outside of civilization as long as they can see.

Half-Elves

Life spent among modern technology and readily accessible lighting has left half-elves without darkvision.

As half-breeds, half-elves are haunted by the social stigma of their mixed ancestry. Quick thinking and the need to adequately assess social situations has granted them advantage on Wisdom (Insight) checks against commoners, but they have disadvantage on Charisma (Persuasion) checks against individual who have “racial pride,” particularly regarding Elves and Humans.

As half-breeds, half-elves are unable to reproduce.

Half-Orcs

Orcs can still be found in the modern world as a sentient species, but are more often than not in highly vegetated areas far from civilization, usually farmers or secluded societies.

Half-orcs deal with prejudice similarly to half-elves, but tend to be more feared (usually with good reason). They gain advantage on Charisma (Intimidation) checks against common folk, but have disadvantage on other Charisma checks against them.

Having distanced themselves from the cities, half-orcs (and Orcs, for that matter) are unlikely to have a major understanding of technology and will have disadvantage on checks involving technology unless they have received training.

Half-orcs tend to be particularly adept at “sizing up” opponents. They may analyze an opponent by rolling a Wisdom (Perception) check contested by the target's Charisma (Deception) to determine its threat level (CR).

As half-breeds, half-orcs are unable to reproduce.

Tieflings

In “modern” society, sin and vice run rampant. Tieflings are the offspring of demons with humanoid races, and typically are treated as such: children of vice.

Tieflings have disadvantage on all Charisma checks when dealing with “normal” commoners in “normal” situations, but have advantage on all Charisma checks when dealing with individuals of a “shady” nature. This extends to individuals who glorify a life of “sin and vice.”

Due to their urban upbringing, surrounded by technology, most Tieflings have never spent time in the dark except when taking their rests. Tieflings still retain their darkvision, but only out to 30 feet.

Classes

Additional classes have been added to the universe of Dungeons and Dragons made by content creators and Wizards of the Coast. These are to give players more options when selecting a class to play making in game roleplay and combat a more fun experience.

 

Where's the Artificer?

Yes, a steampunk setting seems remiss without an artificer class, you are correct. However, many have tried and succeeded in creating an artificer class, including Wizards of the Coast themselves, and it would be a disservice to ignore those efforts.

This document originally came with a reprint of the Artificer rework performed by reddit user u/Revlid. His take on an artificer is that of magical artisan, able to create "temporary" magic items with his own magical essence. Its subclasses include the Apothecary, Golemancer, and Wandslinger. This artificer can be found here: Artificer [5e class]

Alternatively, Wizards has finally made their Artificer official, as of the printing of Eberron: Rising from the Last War. Their artificer relies on his own tools to create magical effects. They are capable of using Artificer Infusions to create magic items, but rather than simply replicating spell effects, they are capable of other feats. Subclasses for the Artificer include the Alchemist, the Artillerist, and the Battle Smith.

Feel free to use one or both, or neither, depending on the needs of your setting.

Card Master, Revised

by u/resdamalos and u/shadowan

An elven woman sits opposite a stuffed-shirt noble, waving her hands over a crystal ball as she plucks cards from the deck in front of her. She whispers tales of woe and misfortune, a terrible fate that will surely occur unless the noble pays the penalty. Sobbing, the noble tears off his gold and jewels, casting them to the ground. The elf smiles, knowing that no matter what cards she had drawn, the result would be to her benefit.

A human, cloaked in brown and black, is cornered in an alleyway. He holds out a hand, revealing that he is unarmed, save for his trusty deck of cards. There is a flash of light and an explosion of color, and in the dust left behind, the man picks up his discarded cards, leaving one behind — the Ace of Spades, his favorite calling card.

Two men dressed in ornate clothing stand on opposite sides of an arena, amid the sounds of cheering spectators. They channel their magics into their decks, ready to pit them against each other in a ritualistic battle for glory, fame... and perhaps blood.

A Different Kind of Magic

A card master is a practitioner of a mystical art that relies on cards as a magical implement. Instead of flimsy wands, clumsy staves, or messy spell components, card masters focus their magical power into their collection of arcane cards, releasing the stored energy in the form of fiery explosions, flashing illusions, and crackling lightning, among other spectacles.

Their magic is seen as unorthodox and childish by their peers, who do not understand the intricacies of card magic. Because of this stigma, or perhaps in spite of it, a card master's talents for manipulating magic as well as the people around them is always in demand. Some card masters use their gifts in nomadic solitude, stealing from the unsuspecting or drifting from tavern to tavern to gamble or offering their services as a mercenary. Others flaunt their power in public, seeking out others of their ilk to either collaborate and trade with or to battle for superiority.

In combat, a card master's talents are suited to supporting their allies and weakening their enemies through strategic use of their cards. However, in a pinch, a good card master always has an ace up their sleeve, able to unleash a powerful spell to keep an enemy at bay, giving their allies time to regroup... or, perhaps, for the card master themselves to make a clean getaway.

Creating a Card Master

Every card master begins with a small starter set of cards. How did your character obtain this set of cards? Did you have a master you learned from? Did you find them in a ancient ruin, and then experiment with them until you figured out how to use them? Did you have natural talent, or did it come slowly to you after years of practice?

What causes you to start adventuring? Are you on a quest to add to your collection? Have you taken on an apprentice to whom you are teaching your art? Or perhaps you simply wish to put your newfound power to the test.

Class Features

A card master gains the following class features:

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, sidearms and firearms with the scatter property
  • Tools: Gaming set (playing cards)

  • Saving Throws: Intelligence, Charisma
  • Skills: Choose two from Acrobatics, Arcana, Deception, Insight, Intimidation, Investigation, and Sleight of Hand

Quick Build

You can make a card master quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Charlatan background. Third, choose card throw, minor illusion, and light as your cantrips, and add the following spell cards to your collection: burning hands, color spray, disguise self, and shield.

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon or (c) a primitive firearm and 20 rounds
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • leather armor, a playing card set, and two daggers

The Card Master
Level Proficiency Bonus Features Cantrips Known Deck Points Maximum
Spell Level
1st +2 Card Magic, Full House 3 4 1st
2nd +2 Following Suit 3 6 1st
3rd +2 Cycling 3 14 2nd
4th +2 Ability Score Improvement 4 17 2nd
5th +3 4 27 3rd
6th +3 Suit Feature 4 32 3rd
7th +3 Awe Strike 4 38 4th
8th +3 Ability Score Improvement 4 44 4th
9th +4 4 57 5th
10th +4 Suit Feature 5 64 5th
11th +4 Legendary Card (6th level) 5 75 5th
12th +4 Ability Score Improvement 5 75 5th
13th +5 Legendary Card (7th level) 5 85 5th
14th +5 Suit Feature 5 85 5th
15th +5 Legendary Card (8th level) 5 95 5th
16th +5 Ability Score Improvement 5 95 5th
17th +6 Legendary Card (9th level) 5 100 5th
18th +6 5 100 5th
19th +6 Ability Score Improvement 5 100 5th
20th +6 Deck of Legends 5 125 5th

Card Magic

Your magic comes from your cards, specially scribed pieces of stiff wood sheets, vellum, or another laminated material, bearing the arcane glyphs required to focus and unleash magical energy.

Cantrips

At 1st level, you know the cantrip card throw as well as two other cantrips from the card master spell list. You learn additional card master cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Card Master table.

Your Growing Card Collection

At 1st level, you have a collection of four 1st-level card master spell cards of your choice. Additionally, each time you gain a card master level, you can add two additional card master spell cards of your choice to your collection. Each of these spell cards must be a spell from the card master spell list whose level is no higher than your Maximum Spell Level, as shown in the column in the Card Master table.

You may also come across other spell cards over the course of your travels, either by themselves as one would find a spell scroll, or perhaps by finding another card master who is willing to share their gains with you. It is assumed that card masters have multiple copies of their spell cards that they are willing to trade, so no spells are lost as a result of these trades.

Finally, if you find a spell written in a scroll or spell book, if the spell is on the card master spell list, you can create a new spell card for that spell and add it to your collection, using the same rules as that of a wizard's spellbook.

Your Deck

The card master, unfortunately, does not have his entire collection of spell cards available to him at all times. He must instead take cards from his collection and create a deck of cards from which to draw his power from in the heat of battle.

The cards in your deck determine the spells you will be able to cast that day; therefore, it must be prepared at the completion of a long rest, in much the same way a cleric, druid, or ranger would prepare their daily list of spells. However, your method of preparation is different.

Preparing your Deck

To prepare your deck, you choose a number of spell cards from your collection to add to your deck. Your deck, once complete, will have a total of twenty cards in it.

Each card represents a single casting of a spell at its base spell level. If you wish to be able to cast the same spell multiple times, or increase your likelihood of drawing it, you will need to add the card to your deck multiple times. A card master is assumed to have enough copies of the spell cards in their collection to accomodate for this requirement. You may have up to three copies of a single spell card in your deck.

Each spell card you add to your deck has a point value based on its spell level, as indicated by the Point Cost table:

Point Cost
Spell Level First Copy Each Additional Copy
1st 2 points 0 points
2nd 3 points 1 point
3rd 5 points 2 points
4th 6 points 3 points
5th 7 points 4 points

The total point value of the cards in your deck must not exceed the value stated in the Deck Points column of the Card Master table.

There will likely come a point where you cannot create a complete twenty-card deck using the cards in your collection. In that case, any remaining spots in the deck are filled with blank cards worth 0 points.

Your Hand

As an action, you may draw a hand of five cards from your deck. This is a representation of the powers from your deck brought to the fore, ready to be unleashed.

Cards drawn into your hand are not truly in your actual, physical hand; instead, they float intangibly about your person, circling your body but providing no real cover.

When you have used all the cards in your hand, either by casting them or discarding them, you may draw a new hand of five cards as a bonus action. Alternatively, if you do not like the hand dealt to you, you may use your action to "mulligan", shuffling your hand into your deck and drawing a new hand consisting of one fewer card than what was shuffled in.

Casting Spells

You cast spells from your hand by taking the floating card and channeling energy into it. The card itself drops to your feet, its magic spent, before transporting itself into your discard pile.

When you use a spell card to cast a spell, it is done at the lowest possible spell level. However, as part of the same action used to cast the spell, you can discard additional cards from your hand to increase the effective spell level of that spell for this casting. Each card discarded increases the spell level by one, up to your Maximum Spell Level.

You may use any card, even a blank card as described above, to cast a card master cantrip you know. When you do so, the card is shuffled into your deck, ready to be drawn again.


Your Discard Pile

Whether as a result of of casting a spell card or discarding it from your hand, expended spell cards are transported to an extradimensional space known as the discard pile. Cards in this pile are returned to your collection at the end of a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your card master spells, as card magic is fueled by sheer force of will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a card master spell you cast and when making an attack roll with one.


  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

Your cards themselves serve as an arcane focus, replacing any material components that do not have a gold value. Your card magic is intrinsically tied to having these cards in your possession; a card master's collection must be kept complete and in good condition at all times.

 

A Deck with Dice?

The easiest way to play as a card master is... well... with cards. Using a deck of standard playing cards as a prop is the simplest way to track what is in your deck, hand, and discard pile. Simply make a note of which card represents which spell.

If such a prop is unavailable to you, it is possible to represent the randomness of a deck of cards with a single d20. Keep a list of what spells correspond to what numbers on the dice, 1-20. Whenever you would draw a card, instead roll the d20 once, and mark down which number was rolled.

When you roll the dice again, if you get a result that has already been used, simply take the next highest number.

 

Full House

At 1st level, as you practice your card magic, you become adept at drawing out every bit of magic you can from the cards you use. Once per day, when you finish a short rest, you can choose five cards in your discard pile and shuffle them back into your deck.

Following Suit

When you reach 2nd level, you choose a suit from the list of known suits: the Duelist, the Fortune Teller, the Gambler, and the Prestige. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Cycling

At 3rd level, you have become more efficient with the way you manipulate your deck to bring forth the cards you wish to use. As a bonus action, you can discard a blank card from your hand and draw a new card to replace it.

Ability Score Improvement

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

Awe Strike

When you reach 7th level, your powerful will makes itself known in the way you cast your spells. Whenever you cast a spell of 4th level or higher that targets one or more enemies, you can force one of them to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is stunned until the end of its next turn.

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

Legendary Card

At 11th level, your card magic manifests a special, powerful spell card known as your Legendary Card. Each Legendary Card is reminiscent of its owner to some degree, and depicts how its master's magic has been influenced and shaped by their travels. This card distinguishes itself from the cards in your collection, and is not considered a part of it. Your Legendary Card vanishes from existence if you die, though it returns if you are brought back to life.

The magic held within your Legendary Card is incredibly potent. Adding it to your deck requires 25 points. However, when you draw it, its benefits are immense. As long as it is in your hand, your spell attack bonus and spell save DC get a +1 bonus, and if you attempt to discard it for any reason, it is instead shuffled into your deck.

Finally, when you first acquire your Legendary Card, choose a 6th-level spell from the card master spell list. The spell is added to your Legendary Card. Additionally, at higher levels, your Legendary Card gains more spells: one 7th-level spell at 13th level, one 8th-level spell at 15th level and one 9th-level spell at 17th level. Each of these spells may be cast from your Legendary Card once.

When you cast a spell from your Legendary Card, it returns to your deck. If you have already cast all the spells stored on your Legendary Card, it becomes the equivalent of a blank card until its magic returns at the end of your next long rest.

Deck of Legends

Starting at 20th level, when preparing your deck, you can choose to have two copies of your Legendary Card in your deck, allowing you to cast each of your 6th, 7th, 8th, and 9th-level spells twice — once from each copy. Adding the second copy of your Legendary Card to your deck costs an additional 25 points.


Following Suit

Not all card masters are created equal. Even the cards that they use themselves differ to some degree. But different specialized groups have emerged, each following a different card-based tradition. These specializations are known (in a tongue-in-cheek way) as "suits", and a card master who has chosen their path is known as "following suit" or "suited".

The Duelist

Card masters following this suit show off their magical abilities, seeking to become stronger and smarter all for the purpose of taking on other card masters. Duels between followers of this suit tend to be flashy, dramatic affairs with chains of reactive plays and sudden turns. A mild cult following has grown around Duelists, and public duels and magical tournaments are not uncommon.

One with the Cards

When you follow this suit at 2nd level, you develop a bond with your cards that extends beyond mere ownership. As an action, you may discard a card to cause it to animate, moving up to your movement speed, where it hovers in place for 1 minute before returning to your discard pile. As long as it is in the space, you can choose to perceive through it (no action required), seeing and hearing things as if you were in the space. Additionally, as a bonus action, you may choose to teleport to the card's location, ending the effect immediately.

Trump Card

At 6th level, your intuition for dueling helps you sense weakness in your opponent. As a reaction when you see an opponent make an attack or cast a spell within 20 feet of you, you may cast a spell from your hand that takes 1 action or less to cast. Once you use this feature, you can't use it again until you complete a short or long rest.

Spell Resonance

When you reach 10th level, your spells can be made more powerful with the right cards in hand. Whenever you cast a spell, if you have another copy of that spell card in your hand, you may increase the spell level for this casting by one, up to your Maximum Spell Level.

Duelist's Heart

At 14th level, your connection to your cards and your deck borders on complete union as you defy chance to draw exactly the card you need at the exact moment you need it. If your hand is empty, instead of drawing a new hand, you can use your bonus action to take a card of your choice from your deck and put it into your hand. Once you use this feature, you can't use it again until you complete a short or long rest.

The Fortune Teller

A far cry from the duelist or gambler, this type of card master prefers to keep their magic shrouded an air of mysticism. With the power of their cards, they claim to see visions of the future and influence fate. Often times, they find employ as oracles or soothsayers, operating out of tents filled with incense and smoke, waving their hands over crystal balls. Nevertheless, their powerful divination magic is not to be underestimated.

Scrying Sense

When you follow this suit at 2nd level, your powers of divination allow you to influence your deck. Whenever you draw your hand, you may instead draw six cards, returning one of your choice to your deck.

Portentous Reading

At 6th level, you may attempt to peer through the veil, catching glimpses of the future. You can take 10 minutes to perform a ritual, targeting a single willing creature, to attempt to influence fate in their favor by reading their fortune in your cards. Roll a d4. Based on the result, the DM alters fate for the targeted creature, typically by applying a bonus or penalty to random attack rolls or ability checks the target makes within the next 24 hours, using the table below:

Portent
d4 Result Reading Maximum
Bonus/Penalty
1 Catastrophe -5
2 Misfortune -2
3 Small Blessing +2
4 Triumph +5

Other possible results of this reading include finding gold, stumbling into a trap, or getting a lucky bounce from a missed spell. Ultimately the effect is at the DM's discretion.

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

Forging Fate

At 10th level, your deck's magic shifts in focus, granting you power when you guide fate along. Whenever you cast a spell that targets one or more allies, both you and each of those allies gain temporary hit points equal to the point value of the spell card used.

Whispers from Beyond

At 14th level, your connection to your deck reaches outside of space and time. As long as you have more than ten cards in your discard pile, your ability checks are made at advantage.


The Gambler

Followers of this suit are charismatic daredevils that revel in chaos and risk, pushing the limits of their magic and themselves, calculating chance and making large sacrifices to reap large rewards. These are the card masters likely to take their places in casinos and gambling dens, either gainfully employed as entertainers, or scamming people of their hard-earned coin.

Up the Sleeve

When you follow this suit at 2nd level, after drawing a hand, you may choose one of the cards in it and make a Sleight of Hand check. The DC of this check is equal to 12 + the point value of the card you choose. If you succeed, the card disappears, and you draw a new one to replace it. At any time before you draw a new hand, you may cast this spell card. If you do, you may ignore its verbal and somatic components for this casting only.

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

Know When to Fold

At 6th level, when you are the target of an attack that you can see, or if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may discard a card from your hand as a reaction to try to escape.

If you use this feature against an attack, you only take half damage from the triggering attack. If you use it against a damaging effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Tip the Scales

Starting at 10th level, you have a knack for introducing additional risk to a tense situation. Whenever you make an attack roll, ability check, or saving throw, you can choose to roll an additional 1d10 any time after making the roll but before the DM says whether the roll succeeds or fails. If the number rolled on the d10 is even, then you add the value to your result. If the number if odd, you instead subtract the value from your result.

All In

When you reach 14th level, you gain the ability to manipulate your own luck at the cost of your own life. You may use this feature when you make an attack roll, ability check, or saving throw. When you do, choose any number between 1 and 20 and use that number in place of the die roll. After the result of the roll is resolved, you then take psychic damage equal to the result (including any modifiers). This psychic damage cannot be reduced.

If you choose to roll a 20 using this feature, it does not count as a critical success.

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

The Prestige

Following this suit means adopting a different sort of mentality with your card magic. Rather than leading the high life, your stick to the shadows and back alleys, using your card magic to give you an edge over others. Through illusion and misdirection, you present yourself as a run of the mill rogue, only tipping your hand when absolutely necessary.

Hidden Hand

When you follow this suit at 2nd level, you can suppress the most ostentatious part of your ability - the floating, spectral cards that make up your hand. When you draw your hand, or as a bonus action on your turn when your hand is already drawn, you can make your cards visible to the naked eye or invisible.

Boomerang Card

Additionally at 2nd level when you follow this suit, you have improved your finesse when handling your cards. When you cast the card throw cantrip, if you miss a creature with one of your cards, you can cause it to curve, targeting a different creature within 10 feet of the original target. Make an additional attack roll for the new target.

You can use this ability once each time you cast card throw.

No Flash...

When you reach 6th level, you are able to subtly cast your spells, allowing you to go even further undetected. On your turn, when you cast a spell card, you may discard one or two cards from your hand. For each card discarded, choose one of the following options:

  • You may ignore somatic components of the spell.
  • You may ignore verbal components of the spell.

Additionally, when a card master spell you cast would deal damage to a target, you can use your reaction to discard spell cards from your hand. If you do, the spell deals an additional 1d6 force damage for each card discarded this way.

Trick Card

At 10th level, your knack for subterfuge improves, giving you new ways to cast your spells. As an action, you can cause one of the cards in your hand to lay flat against the floor or a solid surface. When placed this way, the card is slightly obscured, requiring an Investigation check against your spell save DC to see.

When a creature other than you moves within 5 feet of the space the card was placed in, the spell card releases a burst of magic. If the spell card you placed was an Illusion spell, it triggers the spell as if you cast it centered on that point before returning to your hand, ready to be cast again.

If the spell card you placed is not an Illusion spell, it detonates with a burst of light and sound before being discarded from your hand. Choose an effect below; the triggering creature must make a saving throw against your spell save DC based on the choice made. On a failed save, the creature suffers the resulting condition until the end of its next turn.


Trick Card Effects
Effect Save Result
Crack Constitution Deafened
Flash Dexterity Blinded
Shock Wisdom Stunned

...All Substance

When you reach 14th level, your control over your own power defies what is physically possible. On your turn, when discarding spell cards as part of your No Flash... feature, you may discard up to four cards from your hand, and you have two more options to choose from:

  • The spell effect makes no noise.
  • The spell effect is invisible.

Additionally, the damage dealt by discarding additional cards as part of the No Flash... feature improves to 1d8 per card discarded.

 

The Card Master's Conundrum

It may be overwhelming for a card master to have to build their deck after each long rest. Selecting the exact number of each spell you want to have ready for the day is not a simple task, especially with others at the table waiting.

With this in mind, it would be a good idea to have one or more deck lists prepared beforehand, adjusting them as your collection of spell cards grows larger. Making adjustments to a deck list as needed is far simpler than constructing one from whole cloth.

 

Gunslinger, Revised

by u/resdamalos

A human checks the weaponry in her hands and strapped to her back, her mind focused. The myriad guards standing in her way are insignificant compared to the revenge she seeks. She strides forward purposefully, taking shot after shot as she easily dispatches her enemies in a graceful display of bullets and bloodshed.

Atop a nearby tree, a half-elf sits quietly, eyes trained through a high-powered scope. His target has made no effort to conceal themselves - a fire giant, roaring and shouting commands to his incoming army. He steadies his aim, takes a quiet breath in... and pulls the trigger.

A band of orcs surround a tiefling and her friends, their weapons drawn. They jeer at the group, claiming their superiority in numbers and in firepower. Undeterred, the tiefling unholsters her weapons, imbuing them with crackling arcane energy, as the orc horde around them gives pause.

Anyone with some basic training and the right aptitude can wield a gun. Some of them can even do so effectively. A gunslinger, on the other hand, takes it to another level. Their understanding of their weapon borders on the preternatural, and their skill and precision when using it is the hallmark of their combat style.

 

Is This Right for My Setting?

The gunslinger makes the most sense in a world where firearms are prominent, and a variety of them are readily available. It's difficult to be a distributor of supersonic lead death when you have to constantly reload your flintlock.

With that in mind, other options exist for those who wish to utilize firearms. The Gunslinger Martial Archetype, to name just one, is a good way to introduce such powerful weaponry into a world that has not experienced it yet. Alternatively, a Fighter or Ranger or other PHB class could easily be adapted to make use of firearms, as listed in the Existing Class Adjustments section on page XXX.

'There are many like it, but this one is Mine."

The gunslinger lives and dies on the presence of firearms in your world's setting. In a world where primitive firearms are rare, the gunslinger is equally so. However, in a world where guns are more mainstream, where advanced firearms are available, the gunslinger is a specialist, focusing on a specific type of firearm, though demonstrating proficiency with all types to some degree.

The gunslinger is an innovator, a soldier, and a showman all at once, wielding their favored weaponry as if it were a part of them, capable of feats that defy expectation even in a world full of fantasy and magic.

Creating a Gunslinger

When creating a gunslinger, consider the following: Did your character stumble across their weapon and train with it on their own, or did they have a mentor who showed them the nuances of their weapon? Alternatively, did they develop the firearm themselves, and adventure in the hopes of showing what it can do?

The Gunslinger
Level Proficiency Bonus Features
1st +2 Gunman's Creed, Talking Shop
2nd +2 Firearm Maintenance, Gun Tactics
3rd +2 Loadout
4th +2 Ability Score Improvement
5th +3 Loadout Feature
6th +3 Ability Score Improvement
7th +3 Slinger's Sense
8th +3 Ability Score Improvement
9th +4 Clean and Ready
10th +4 Loadout Feature
11th +4 Feeling Lucky, Punk?
12th +4 Ability Score Improvement
13th +5 Loadout Feature
14th +5 Ability Score Improvement
15th +5 Weakness Sense
16th +5 Ability Score Improvement
17th +6 Loadout Feature
18th +6 Nowhere to Run
19th +6 Ability Score Improvement
20th +6 Over My Dead Body

Quick Build

To quickly build a gunslinger, make Dexterity your highest ability score, followed by Wisdom. Second, choose the Perception and Acrobatics skills. Lastly, choose the Folk Hero, Guild Artisan, or Soldier background.

Class Features

As a Gunslinger, you get the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor and medium armor or shields
  • Weapons: Longarms, sidearms, clubs, crossbows, daggers, scimitars, shortswords, rapiers, and whips
  • Tools: Tinker’s tools or smith's tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Arcana, Acrobatics, Animal Handling, History, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, or Survival.

Equipment

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

  • (a) Leather armor, or (b) scale mail (if proficient).
  • (a) A primitive or advanced sidearm (depending on availability) and 20 rounds, or (b) a primitive or advanced longarm and 20 rounds.
  • (a) A shortsword, dagger, rapier, whip, or scimitar, or (b) a shield (if proficient), or (c) a primitive or advanced sidearm and 10 rounds.
  • (a) A dungeoneer’s pack or (b) a scholar’s pack.

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. If you do, you may also start with one primitive firearm, which does not count against your starting gold.

Gunman's Creed

Some people, foolish people, do not understand you or your choice of weapon, seeing it as cowardly or unrefined. However, to you, your gun is more than a weapon. It represents years of rigorous training and dedication. It represents a bond. Your gun is a part of you, and to insult and denigrate your weapon would be to insult and disparage you.

At 1st level when you choose this class, decide on a creed, a phrase a few words long that represents this connection, and add it to the Bonds section of your character sheet.

If you are ever subjected to the frightened condition while your firearm is drawn, you can spend your action to brandish it with a flourish and speak your creed. If you do, you become filled with supernatural courage, immediately ending the frightened condition on yourself and gaining temporary hit points equal to 1d10 + your gunslinger level.

Talking Shop

Gunslingers have an odd tendency to be able to find each other, bonding over their weapons of choice and discussing technical terms that go over everyone else's head. Beginning at 1st level, you may add your proficiency bonus to any Wisdom (Insight), Charisma (Deception), and Charisma (Persuasion) checks made against a creature who has proficiency with firearms.

Firearm Maintenance

A gunslinger's firearm is as much a part of them as their own arms and legs. Failure to clean and maintain your weapon is tactically disadvantageous - akin to being caught unwashed or unclothed.

At 2nd level, you gain proficiency with tinker's tools. You may use them during a long rest to perform routine maintenance on a single firearm you possess. If you do so, you may apply a +1 bonus to each attack roll you make with that weapon, until it needs to be reloaded. If you do not use that firearm before your next short or long rest, the benefit is wasted.

Gun Tactics

At 2nd level, choose a gun tactic as detailed below. You can’t take a gun tactic more than once, even if you get the option to choose again.

Akimbo Shooting

When wielding two light firearms, you can add your ability score modifier to the damage of the second attack. You can reload both light firearms at once using a bonus action.

Breacher

When you make an attack with a firearm at a creature within 15 feet of you and you roll a 1 or 2 on the damage die, you can reroll the damage die and must take the new roll, even if the number is a 1 or a 2. The firearm must have the scatter property for you to gain this benefit.

Gun Duelist

When wielding a sidearm in one hand and no other weapons, you get a +2 bonus to your damage rolls with these weapons.

Longshot

If you make an attack with a two-handed firearm beyond 30 feet, you get a +2 bonus to damage rolls. The firearm cannot have the scatter property in order to gain this benefit.

Riflery

When wielding a two-handed firearm without the bulky or scatter property, you get a +2 to attack rolls.

Shield Shooting

You can now wield a two-handed firearm with a shield, but must brace it against the shield as a bonus action to fire it.

Loadout

At 3rd level, you choose a loadout - a name representing the firearms and techniques you are the most proficient with. You can choose from the Enforcer, Marksman, and Spellshot loadouts. Your choice grants you features at 3rd level and again at 5th, 10th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Slinger's Sense

Beginning at 7th level, your senses and reflexes have become more acute. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dodge, Hide, or Search action.

Clean and Ready

At 9th level, you have become so intimately familiar with your weapon that taking it apart and putting it back together is second nature. You can perform maintenance on a single firearm as described in the Firearm Maintenance feature over the course of a short rest, or perform the maintenance on multiple firearms you own over the course of a long rest. You can work on a number of firearms equal to your Dexterity or Wisdom modifier (minimum 2).

Feeling Lucky, Punk?

At 11th level, your attachment to your weapons of choice borders on unsettling. When you gain this feature, choose either Insight, Intimidation, or Persuasion. Whenever you make a check with the chosen skill, you may add your proficiency bonus to the check if you are not doing so already, provided you are holding your firearm at the time you make the check.

Weakness Sense

At 15th level, you can use your bonus action to make a Wisdom (Perception) check against a creature you can see within the normal range of your firearm. This check is contested by the target's Armor Class.

On a successful check, you discover a flaw in the target's defenses, small enough to go unnoticed to all but your sharp senses. Until the end of your turn, attacks you make against that target ignore resistance to bludgeoning and piercing damage.

Nowhere to Run

When you reach 18th level, hitting stationary targets is as easy as breathing. When you target a creature with a ranged weapon attack, if that creature did not move more than 5 feet during its previous turn, you have advantage on the attack roll.

Over My Dead Body

At 20th level, you are so blindingly fast that no one can outdraw or outshoot you. When combat starts, as long as you are not surprised, you can draw a firearm and make a single weapon attack with it before anyone else even rolls initiative. If you are a marksman, you can instead use this action to enter overwatch; if you are a spellshot, you may make a spell bullet attack with a cantrip you know instead. After this action has been taken, initiative is rolled and combat continues.

Loadout

A gunslinger is typically a good shot with just about any firearm. However, every gunslinger has their own preferred specialization that lends itself to what they are best at. Some gunslingers are best in the middle of the fray, applying their combat expertise with their weapons to neutralize a group of defenders. Others prefer to stay out of the action - far, far away, where they can calmly calculate their shot before taking it. Still others combine their gunslinging with specially crafted firearms and rounds, dramatically boosting their own potency.

Each "loadout" represents one of these specializations, from their preferred type of firearm, to the skills and abilities that set them apart from other gunslingers.

Enforcer

This particular specialization is the type to face down a cadre of incoming attackers and come out on top, specializing in the use of pistols, shotguns, and other weapons that work best at short-to-medium range. Despite its moniker, the enforcer does not utilize excessive force, instead relying on precise positioning and tactical takedowns to defeat foes as they come. Watching an enforcer do his work is like watching an elegant dance of death, and some of the best have elevated themselves to legend on their skill alone.

Keep Your Enemies Close

At 3rd level when you choose this loadout, you are just as potent with your firearms at close range as you are at a distance. You no longer have disadvantage when making an attack with a firearm against a hostile creature within 5 feet of you.

Extra Attack

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

If before making the second attack you need to reload your weapon, you may reload your weapon as part of that second attack.

Gun Fu

At 10th level, your movements are direct and precise, letting you easily adapt to the flow of battle. Whenever you make a successful ranged attack with a firearm, choose one of the following:

  • You may move up to 10 feet without provoking attacks of opportunity, as long as you start and end the movement in a space where there are still enemies within the normal range of the firearm you are using, or if you end the movement in a space where you have at least half cover.
  • You get a +1 bonus to AC until the start of your next turn.
  • The next attack you make this turn is made with advantage, as long as the target of your attack is a different hostile creature within 5 feet of you.

Extra Attack (2)

Beginning at 13th level, you can attack three times when you take the Attack action on your turn. You may reload your weapon as part of the second attack or the third attack if you need to do so.


Decisive Strike

At 17th level, you have mastered the art of subduing your opponents with your overwhelming speed and precise shots to vital areas. After making three attacks with the Attack action, you may use your bonus action to make a fourth attack, as long as the following criteria are met:

  • All three of the attacks you made with the Attack action were against the same target.
  • The target is within 10 feet of you.
  • All three of the attacks hit their target, or at least one of them was a critical hit.
  • At least one of the attacks you made with the Attack action was made with a firearm.

This fourth attack must be made against the same target, using a firearm you wield. It is made with advantage.

Marksman

This loadout represents a gunslinger who excels with high-powered rifles at long distances, striking their target undetected. The marksman is patient and careful, lying in wait for the perfect moment to take the shot. From a support standpoint, they can provide covering fire, holding enemies at bay for enforcers or other combatants to take care of the dirty work.

The marksman's patient philosophy also shows itself in their equipment. Given time, they are able to create devices to improve their effectiveness, often times completely from scratch.

I Can See You

At 3rd level, your have honed the technique required to improve your efficacy when operating firearms at long distances. Whenever you wield a longarm, you may add 50 feet to its normal and maximum range.

Lesser Overwatch

At 5th level, your reflexes have improved significantly. You may make an opportunity attack against a creature that you can see within your firearm's normal range, using your reaction as normal. This attack may be made against any creature that moves into or out of your firearm's range, or makes an attack while within that range.

Tools of the Trade

When you reach 10th level, at the end of any short or long rest, you can create one of these three temporary items to assist you. The item breaks down at the end of your next short or long rest.

  • Ghillie Suit. You create a suit, made up of materials from the surrounding environment, that obscures your presence. While wearing the suit and moving no more than half your speed, creatures have disadvantage on their Wisdom (Perception) checks to see you, and you have advantage on your Dexterity (Stealth) checks to remain hidden.
  • Advanced Silencer. The device you create magically muffles the next three shots you take with your firearm. When an enemy is hit by a bullet fired while the silencer is active, it can use its reaction to make a Wisdom (Perception) check, contested by your Dexterity (Stealth) to try to see you; otherwise, you remain hidden.
  • Bullet With Your Name. You can prepare a number of rounds equal to your Wisdom modifier, imbuing them with the power required to dispatch a specific target. Choose a specific creature or group of creatures — i.e. "Thomas Greensleeves", "the bulette that we are hunting", "the ghouls in the graveyard". If one of these special bullets is used in a successful attack against the named target, the damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, on a successful hit, you may roll the damage for the attack twice, taking either result.

Eagle Eyes

By the time you reach 13th level, your skills at picking off targets at long range have improved to a supernatural level. Whenever you wield a longarm, you may add 50 feet to its normal and maximum range. This is in addition to the 50 feet of range granted by the I Can See You class feature.

Greater Overwatch

At 17th level, you showcase your abilities best when picking off targets at long range. You may use your action to lie in wait, entering the Overwatch state. While in this state, you have a number of reactions equal to your Wisdom modifier (minimum 1), instead of the usual one. While in Overwatch, you can use a reaction to make an opportunity attack against a creature who moves more than 10 feet, makes an attack roll, or casts a spell within your firearm's maximum range. While in Overwatch, your reactions cannot be used for anything except making one of these special opportunity attacks.

Additionally, if an enemy is hit by an overwatch attack, it suffers the following penalties in addition to the ones normally suffered:

  • If a creature is moving, its speed drops to 0 and it can't take reactions until the end of your next turn.
  • If a creature is making an attack roll as a result of a weapon attack, the attack is made at disadvantage.
  • If a creature is casting a spell, it must make a DC 10 Constitution saving throw, as if concentrating on a spell. If it fails the save, the spell fails and has no effect.

Spellshot

This specialization represents the gunslinger who does not wish to stick to lead and steel. This is a magical world, right? Why not make use of it?

The spellshot reinforces her weapon or weapons of choice with magic, allowing her to utilize specially crafted rounds known as spell bullets. Created as a result of a special magical ritual, these bullets concentrate arcane energy that is released on impact.

Usually, spell bullets are fired from revolvers or other smaller, handheld firearms; however, a spellshot who fires rounds from a distance with a rifle can be just as effective, if not more so. Spellshots can take on a support role in a party, especially as the number of spells they can forge into bullets increases, but most find themselves blasting away enemies with powerful evocation magic.

Spellcasting

When you reach 3rd level and choose this loadout, you learn how to augment your gunslinging with magical bullets. In doing so, you learn spells from the wizard spell list. However, your method of casting these spells is far from conventional, requiring special materials and a ritual.

Cantrips. You learn two cantrips from the wizard spell list. You learn an additional wizard cantrip of your choice at 9th level, and another at 17th level. When casting a wizard cantrip you know, you can either cast it normally or utilize your gun, as explained in the Arcane Armament feature.

Preparing Spell Bullets. Instead of casting spells normally, you instead know a ritual that takes spells you know and infuses them into special metal casings known as spell bullets. This ritual requires two hours out of a long rest. If you have any expended spell slots or unused spell bullets before you begin the ritual, you regain those spell slots, and your unused spell bullets lose their magic and become mundane rounds.

The Spellshot Spellcasting table shows how many spell slots you can expend during the ritual to infuse spells into spell bullets.

Spellshot Spellcasting
Gunslinger Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 3 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3 2
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

While undergoing this ritual, you can cast a wizard spell you know of 1st level or higher into a spell bullet by expending a spell slot of the spell's level or higher and providing the verbal, somatic, and material components of the spell. When cast this way, the spell has no effect except to be stored in the spell bullet. Later, you can fire these bullets out of your firearm, releasing the stored spell on impact, as explained in the Arcane Armament feature.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation or transmutation spells on the wizard spell list.

The Spells Known column of the Spellshot Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a transmutation or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 10th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for spells, since they come from a place of scientific experimenation and arcane theory. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.


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

Arcane Armament

At 3rd level when you choose this loadout, you also select a nonmagical firearm that requires manual reloading of its ammunition, such as a revolver, rifle, or any firearm with the loading, long load, or shell loading property. This firearm becomes your arcane armament, and the spell bullets you prepare must be used in that weapon alone. You can select another nonmagical firearm to become your arcane armament at the end of any long rest, during the same ritual in which you prepare your spell bullets.

Spell bullets must be loaded into your arcane armament, requiring you to choose one or more of them when you reload the weapon.

When you take the Attack action with your arcane armament, you can replace one of your attacks with a spell bullet attack, a special ranged spell attack using one of your loaded spell bullets, releasing the spell effect on impact with a creature or hard surface.

A spell bullet attack has the following properties:

  • The effect of the spell in the spell bullet is based on the level at which it was initially cast.
  • The verbal, somatic, and material components for the spell were already fulfilled when casting the spell into the bullet, thus you do not need to provide them again when the spell is released.
  • A spell that requires concentration needs only be concentrated on once it is released from the spell bullet.
  • If the spell has a range of self, the bullet releases its magic as soon as it is fired, allowing the spell's effect to affect you normally.
  • If the spell has a range of touch or greater, the range of the spell becomes equal to the maximum range of your arcane armament.
  • If the spell requires one or more melee or ranged spell attack rolls, you determine if the first attack roll is a success based on whether or not your spell bullet attack hits. On a hit, the first of the spell's attack rolls is an automatic success. Any subsequent attack rolls, be they against other targets or the same target, must be rolled normally. On a miss, the spell fails and has no effect.
  • If the spell targets one or more creatures without requiring an attack roll, you must still successfully make a spell bullet attack against one of the creatures you choose. On a hit, your spell affects that creature, and additional targets can be chosen normally, starting from that creature. On a miss, the spell fails and has no effect.
  • If the spell creates an area of effect, you can choose a point on the ground, wall, or other solid surface within the range of your arcane armament to make the spell bullet attack against. In this case, the spell bullet attack automatically succeeds, and the spell effect originates from that point.

As an alternative to casting a wizard cantrip you know normally, you may cast it as if it were a spell bullet attack, without expending any ammunition. If you choose to do so, it follows the same rules as detailed above.

Explosive Transmutations

At 5th level, you can alter the properties of normally harmless spells cast into your spell bullets. If you create a spell bullet for a transmutation spell that subjects one or more creatures to an effect that does not deal damage (such as the flash of a pyrotechnics spell, the reduction effect of enlarge/reduce, or the binding energy of earthbind), you can choose to have that spell bullet deal damage to one of those creatures.

In addition to its normal effects, the spell now deals 2d6 force damage, plus an additional 1d6 damage for each level of the spell beyond 1st level. If the spell already requires a saving throw, this damage is halved on a successful save. Otherwise, the creature can make a Constitution saving throw to attempt to reduce this damage, taking half damage on a success.

Flexible Preparation

By the time you reach 10th level, your familiarity with the ritual used to create your arcane ammunition has given you the confidence to experiment with it. When you prepare a spell bullet with a spell that deals acid, cold, fire, lightning, necrotic, radiant, or thunder damage, you can substitute that damage with another damage type from this list, altering the spell's properties before you infuse it into the bullet.

Additionally, when you prepare a spell bullet with a spell that would require a Dexterity, Constitution, or Wisdom saving throw, you may choose to change that saving throw to another one from this list, altering the spell before infusing it into the bullet. This change requires expending a spell slot one level higher than usual, but does not increase the spell level of the infused spell.

Broadened Horizons

At 13th level, you begin to see how you can adapt the spellwork of other classes to infuse them into your spell bullets. When you learn new spells as a spellshot, you may now choose the spell from the cleric, paladin, ranger, or wizard spell list. The spell must still be an evocation or transmutation spell. Once learned, it counts as a wizard spell for you, even if it is not on the wizard spell list.

You also have a new option for using your spell bullets. If a spell infused in a spell bullet would create a persistent effect, such as that of spiritual weapon or continual flame, you may activate the spell within it either by loading and firing it or by pressing it against the ground or an appropriate object. In either case, the spell bullet is expended like a regular round.


The Big Kaboom

At 17th level, you can use your action to overload your arcane armament, preparing to unleash a powerful blast of force. When you do this, your action on your next turn must be used to fire the charged energy, making a spell bullet attack against against a point on a solid surface within your arcane armament's maximum range. This special attack expends a spell bullet as normal.

At the chosen point, a gigantic burst of energy surges forth, filling a 20-foot radius sphere. Simultaneously, a shockwave of thundrous power erupts from the same point, out to 40 feet.

The energy blast spreads around corners to fill the area, as with the fireball spell. Each creature and object caught in the 20-foot radius of the energy blast must make a Dexterity saving throw against your spell save DC, taking 8d6 fire and 6d6 force damage on a failed save, or half as much on a success.

Each creature in the 40-foot radius of the shockwave is rocked by the powerful force, requiring them to make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 4d6 thunder and 2d6 force damage; on a success, it takes half as much damage.

The surface struck also is affected by the cataclysmic force of the attack, instantly vaporizing the material and leaving behind a spherical crater or hole up to 20 feet deep and 20 feet wide.

If you start to use this feature and overload your arcane armament, but then fail to use your next action to fire the charged energy, your arcane armament explodes at the end of your turn, destroying it utterly. This causes the energy burst effect described above to occur, but with you as its center.

If you use this feature more than once before the next time you take a long rest, you must spend at least four hours of that rest to repair your arcane armament or apply modifications to a new firearm. This forces you to forego the benefits of a long rest, gaining the benefits of a short rest instead.

 

Altering Spell Examples

While the Flexible Preparation feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you're playing a spellshooter, take a moment to describe how you alter your spells. For example, if you altered the burning hands spell to deal thunder damage instead of fire, perhaps it creates a wide, pulsating shockwave. As another example, a blight spell set for cold damage may cause sharp shards of ice to crystallize in the target.

By that same token, feel free to explain why your modified spells require a different save than usual. Perhaps a fireball that requires a Wisdom save is all in the mind, affecting the creatures without truly existing.

 

Existing Class Adjustments

Unearthed Arcana’s “Modern Magic” subclasses and the Mystic character class are compatible with this compendium, with some exceptions. The articles can be found here: UA Modern Magic; UA The Mystic Class

GM Note: As the game progresses, higher caliber firearms may have a strength requirement to be able to attack using your proficiency bonus.

Barbarian

Barbarians, due to their primal nature and general lack of formal weapons training, do not start with proficiency in firearms unless already given from another class, feat or special training.

Bard

Bards add sidearms, muskets, rifles, carbines, estoc, and boot knife to their weapons proficiencies. A bard may start with the following items, plus anything provided by your background.

  • (a) a rapier, (b) a longsword, (c) any simple weapon, or (d) any primitive sidearm and 20 rounds
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • A dagger, and (a) leather armor or (b) light undercover shirt

Cleric

Clerics start with proficiency in all sidearms and with longarms that have the scatter property. A cleric may start with the following items, plus anything provided by your background.

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, (c) heavy coat, or (d) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts, (b) any simple weapon, or (c) any primitive sidearm and 20 rounds
  • (a) a priest's pack or (b) an explorer's pack
  • a shield and a holy symbol

A cleric may take the City Domain if it is appropriate for the campaign setting but may not prepare any technomagic spells except at the DM's discretion.

Fighter

Fighters have grown their battle prowess with the changing times and in addition to their proficiency with simple and martial weapons they also have proficiency with sidearms and long arms, and may select from the following starting items (if proficient):

  • (a) chain mail, (b) multi-layer vest, or (c) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield, (b) two martial weapons, or (c) a primitive long arm and 20 rounds
  • (a) a light crossbow and 20 bolts, (b) a primitive sidearm and 20 rounds, or (c) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Additionally, fighters can choose from any Gun Tactic in place of a Fighting Style when choosing Fighting Styles. Finally, the Archery Fighting Style applies to sidearms and long arms.

Monk

Monks may take proficiency with primitive firearms, but they do not count as monk weapons, and their starting items do not change accordingly.

The Deflect Missiles feature gained at 3rd level cannot be used against ranged attacks from firearms, unless the monk is wielding a simple melee weapon with which to deflect the attack. Additionally, or as an alternative to the Deflect Missiles feature entirely, a monk can gain this feature:

Bullet Time. Starting at 3rd level, when you are hit with a ranged weapon attack from a firearm, you can use your reaction to expertly weave out of the bullet's path. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can spend 1 ki point to move up to 10 feet without provoking attacks of opportunity.

Mystic

Mystics add primitive firearms and pistols to their weapons proficiencies, and may select from the following starting items:

  • (a) a spear or (b) a mace
  • (a) leather armor, (b) studded leather armor, or (c) light undercover shirt
  • (a) a light crossbow and 20 bolts, (b) a primitive firearm and 20 rounds, or (c) any simple weapon
  • (a) a scholar's pack or (b) an explorer's pack

Paladin

Paladins have used their training in battle to gain additional proficiencies beyond simple and martial weapons and now have proficiency with sidearms and long arms, and may select from the following starting items (if proficient):

  • (a) a martial weapon and a shield, (b) two martial weapons, or (c) a primitive long arm and 20 rounds
  • (a) five javelins, (b) any simple melee weapon, or (c) a primitive sidearm and 20 rounds
  • (a) a priest's pack or (b) an explorer's pack
  • A holy symbol and (a) chain mail, (b) sheet metal vest, or (c) multi-layer vest

Paladins can use firearms for Divine Smite, Improved Divine Smite, and any spells that would require them to take an attack with a melee weapon before taking effect, but you must be within at least 10 feet of the target to do so. Additionally, paladins can choose the Akimbo Shooting, Breacher, Gun Duelist, or Shield Shooting Gun Tactic in place of a Fighting Style when choosing Fighting Styles.

Ranger

Rangers have advanced their ranged fighting capabilities beyond proficiency with simple and martial weapons and now have proficiency with sidearms and long arms, and may select from the following starting items (if proficient):

  • (a) scale mail, (b) leather armor, or (c) light undercover shirt
  • (a) two shortswords, (b) two simple melee weapons, or (c) two primitive sidearms and 40 rounds
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a longbow and a quiver of 20 arrows or (b) a primitive long arm and 20 rounds

Additionally, rangers can choose the Gun Duelist, Riflery, or Sniper Gun Tactic in place of a Fighting Style when choosing Fighting Styles. Finally, the Archery Fighting Style applies to sidearms and long arms.

Rogue

Rogues are proficient with sidearms, muskets, wheellock guns, carbines, and rifles. Additionally, a rogue can substitute proficiency with longswords, rapiers, and shortswords for proficiency with long arms. A rogue may select from the following starting items (if proficient):

  • (a) a rapier, (b) a shortsword, or (c) a primitive long arm and 20 rounds
  • (a) a shortbow and quiver of 20 arrows, (b) a primitive sidearm and 20 rounds, or (c) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

Sorcerer

Sorcerers are proficient with sidearms, and may start with a primitive sidearm and 20 rounds instead of a light crossbow and 20 bolts at the DM's discretion.

Variant: Firearms are Prominent

In a world where firearms are more common, you may (at the DM's discretion) select from advanced sidearms and long arms when choosing starting items.

Additionally, barbarians have proficiency with long arms. A barbarian may start with the following items, plus anything provided by your background.

  • (a) a greataxe, (b) any martial melee weapon, or (c) any long arm
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack, and (a) four javelins or (b) 20 rounds of ammunition

Warlock

Warlocks are proficient with sidearms, and may start with a primitive sidearm and 20 rounds instead of a light crossbow and 20 bolts at the DM's discretion.

A warlock may take the Ghost in the Machine as their patron if it is appropriate for the campaign setting but cannot learn any technomagic spells except at the DM's discretion.

Wizard

Wizards are proficient with sidearms, and may start with a primitive sidearm and 20 rounds instead of a quarterstaff or dagger at the DM's discretion.

A wizard may take the Technomancy arcane tradition if it is appropriate for the campaign setting but cannot learn any technomagic spells except at the DM's discretion.

Gun Tactics

Gun Tactics are gun shooting specializations. They serve as alternatives to Fighting Styles. You can't take the same Gun Tactic more than once, even if you get to choose again.

Akimbo Shooting

When wielding two light firearms, you can add your ability score modifier to the damage of the second attack. You can reload both light firearms at once using a bonus action.

Breacher

When you make an attack with a firearm at a creature within 15 feet of you and you roll a 1 or 2 on the damage die, you can reroll the damage die and must take the new roll, even if the number is a 1 or a 2. The firearm must have the scatter property for you to gain this benefit.

Gun Duelist

When wielding a sidearm in one hand and no other weapons, you get a +2 bonus to your damage rolls with these weapons.

Riflery

When wielding a two handed firearm without the bulky or scatter property, you get a +2 bonus to attack rolls with these weapons.

Sniper

If you make an attack with a two-handed firearm beyond 30 feet, you get a +2 bonus to your damage rolls with these weapons. The firearm cannot have the scatter property and gain this benefit.

Shield Shooting

You can now wield a two-handed firearm with a shield, but must brace it against the shield as a bonus action to fire it.

Warlock Pact Boon: Pact of the Firearm

You can use your action to create a pact weapon in your empty hand. You can choose the form that this firearm takes each time you create it . You are proficient with it while you wield it. This firearm counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This firearm uses a magical reserve of ammunition supplied by your patron that does not run out. You still have to reload it, however.

You can only summon a primitive firearm as your pact weapon until you reach 13th level, when you can now summon firearms.

Your pact firearm disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic firearm into your pact weapon by performing a special ritual while you hold the firearm. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.


Variant Rule: Firearms are Prominent

If firearms are a common sight in your world, you can also summon firearms as well as primitive firearms until you reach level 13.


Pact Boon

If your patron is the Archfey, your weapon might be a shiny redwood rifle decorated in gold plated patterns shaped in complex leaf designs. If you have the Fiend patron, your gun might be a charcoal black shotgun adorned with flames, with an evil dark steel barrel. If you draw your magic from The Great Old one as a patron, your gun might resemble a pepperbox made from ancient stonework, engraved everywhere with glowing, yellow-orange eyes.


Eldritch Invocations

First Impressions

You have a knack for making an impression in combat. Add your Charisma modifier to your initiative rolls.

Blast & Shoot

Prerequisite: Pact of the Firearm feature, eldritch blast cantrip, 5th level
When you cast eldritch blast, you can attack with your pact weapon as a bonus action.

Gunstorm

Prerequisite: Pact of the Firearm feature, 5th level
You can attack twice when you take the attack action on your turn using your pact weapon.

Improved Pact Weapon

Prerequisite: Pact of the Blade or Pact of the Firearm feature, 5th level
Any weapon you create using your pact feature is a +1 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.

Show of Force

Prerequisite: 9th level, Pact of the Firearm or Pact of the Blade feature
You can use your Charisma modifier, instead of your Dexterity modifier, for your attack and damage rolls for your pact weapon.

Superior Pact Weapon

Prerequisite: Pact of the Blade or Pact of the Firearm feature, 9th level
Any weapon you create using your pact feature is a +2 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.

Draining Shot

Prerequisite: 11th level, Pact of the Firearm feature.
When you make a successful shot against a creature with your pact firearm, you can choose to drain that creature of life and transfer it to you. a dark crimson line leads back to the barrel of your gun, give you temporary HP equal to half the amount of damage dealt.

Greater Pact Firearm

Prerequisite: Pact of the Firearm feature, 13th level.
You can summon a special firearm when you invoke your pact weapon as part of your Pact of the Firearm feature. You can change your current weapon to become one of these special firearms when you take this invocation.

Customized Pact Weapon

Prerequisite: Pact of the Firearm feature, 13th level
Any firearm you create using your Pact of the Firearm feature can start with one Attachment or Custom Part of your choice that can be used with it. This invocation doesn't affect a magic weapon you transformed into your pact weapon.

When you reach 17th level, your pact weapon can start with any number of two Attachements or Custom Parts.

Eldritch Strike

Prerequisite: 9th level, Eldritch Blast cantrip
When you cast eldritch blast, you can use a bonus action to make a weapon attack.

Ultimate Pact Weapon

Prerequisite: Pact of the Blade or Pact of the Firearm feature, 15th level
Any weapon you create using your pact feature is a +3 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.

Eldritch Storm

Prerequisite: Pact of the Firearm feature, eldritch blast cantrip 18th level
You can concentrate the eldritch blast cantrip through the barrel of your pact weapon, focusing the crackling beams into one large ray of magical force. Make a ranged spell attack roll. If the attack hits, roll four eldritch blast damage rolls. Add your Dexterity modifier to the damage of this attack.

Sly Sniper

Prerequisite: Archfey patron, Pact of the Firearm feature

You can create an arquebus (or a heavy rifle if firearms are prominent, or when you reach 13th level) forged from a spindly wood, who's barrel is a bright brass adorned with ornate carvings. Vines are wrapped around the gun's length. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional 2d8 poison damage to the target per spell level, and makes the creature charmed by you until the end of your next turn.

Grasp of The Ancient One

Prerequisite: Great Old One patron, Pact of the Firearm feature

You can create a blunderbuss (or shotgun if firearms are prominent, or when you reach 13th level.) made from a black, inky marble and a sickly, green colored steel that seems to glow. Spectral tentacles writhe around the barrel of the shotgun, slurping sounds following every shot you make with it. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional 2d8 psychic damage to the target per spell level, and you can make the creature frightened of you until the end of your next turn.

Wrath of The Inferno

Prerequisite: Fiend Patron, Pact of the Firearm feature

You can create a musket (or a rifle if firearms are prominent, or when you reach 13th level.) forged in the fires of Pandemonium. Its wood is a black, unbreakable charcoal, and its barrel is blood red. Flames seem to surround the trigger that don't hurt you when you put your finger inside it. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional 2d8 fire damage to the target per spell level that ignores resistance and immunity.

Arcane Tradition:
School of Invention

This is a modification of the wizard Arcane Tradition originally published in Unearthed Arcana: Three Subclasses. It includes changes to the class features that makes use of material from this compendium.

The School of Invention claims credit for inventing the other schools of magic - a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse.

Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens.

Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways.

Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics.

Tools of the Inventor

At 2nd level, you gain proficiency with two tools of your choice.

Arcanomechanical Armor

Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor.

Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor - a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage.

The armor is light armor and provides an AC of 12 + your Dexterity modifier. It also has ballistics resistance (BR 1). It weighs 8 pounds.

You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather.

Reckless Casting

Starting at 2nd level, you can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options:

  • Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.
  • Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.
Reckless Casting
 d10  Cantrip
1 acid splash
2 chill touch
3 card throw
4 fire bolt
5 light
6 mindrending bullet
7 poison spray
8 thorn whip
9 wall of denial
10 Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action.
 d10  1st-level Spell
1 burning hands
2 chromatic orb
3 color spray
4 false life
5 ice bayonet
6 jump
7 magic missile
8 poison gas
9 thunderwave
10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
 d10  2nd-level Spell
1 blur
2 darkness
3 enlarge/reduce
4 invisibility
5 levitate
6 scorching ray
7 shatter
8 shackles of pain
9 soften the sword
10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
 d10  3rd-level Spell
1 fear
2 feign death
3 fireball
4 hydraulic beam
5 gaseous form
6 lightning bolt
7 rotting shot
8 searing smoke
9 sleet storm
10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
 d10  4th-level Spell
1 blight
2 confusion
3 drop shield
4 fire shield
5 ice storm
6 phantasmal killer
7 stoneskin
8 vortex
9 wall of fire
10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
 d10  5th-level Spell
1 cloudkill
2 cone of cold
3 conjure firing squad
4 destructive wave
5 hold monster
6 insect plague
7 mass cure wounds
8 wall of force
9 wall of stone
10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

Alchemical Casting

At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.

A 1st-level slot allows you to manipulate the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.

A 2nd-level slot increases the spell’s raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell’s targets (your choice) this turn.

Arcanomechanical Shielding

At 10th level, you improve your arcanomechanical armor to stand up to effects both mundane and magical in nature. As a reaction while wearing your armor, you can expend a 1st-level spell slot to gain resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 minute.

Additionally, while you are wearing and attuned to your arcanomechanical armor, you can expend a 1st or 2nd level spell slot to cast absorb elements. When cast this way, you add the extra damage to the damage roll of your next melee attack, ranged attack, or damaging spell not requiring an attack roll.

Controlled Chaos

At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot.

Backgrounds

When included, backgrounds help you create a more believable character. Work with your DM to determine an appropriate background for your character.

Background: Doctor

Whether you were a tribal witch-doctor, a medicine-man, a holy healer, a military field medic, or a genuine medical professional from an unusually enlightened society, you specialize in the treatment of suffering. You have seen injury, disease, poison, and death, and still you have defied it all, fighting to save every last soul.

As a medical professional, you have sworn the Hippocratic oath and do your best to adhere to its tenets. In so swearing, you have pledged your life to protect life, that all who suffer are your patient, to support other doctors as family, to train any who swear the oath, to practice to the best of your ability, to always improve upon the art, to practice only your specialization, to practice not for your own gain, to practice within the law, and to keep all of your patients' secrets.

Why did you turn away from the medical profession? Or if you haven't, what was it that drew you into the life of the adventurer? What do you think of the oath, or other doctors?

Specialist

Each doctor must choose a field of specialization to practice within the broader art of medicine.

d6 Specialization
1 Diagnostics
2 Apothecary
3 Surgery
4 Bone Setting
5 Therapy
6 Research

  • Skill Proficiencies: Medicine, Investigation
  • Tool Proficiencies: Medicine Kit
  • Languages: One of your choice
  • Equipment: Doctor's Tools, 2-man tent, bedroll, blanket, Book (About anatomy, disease, apothecary, or surgery), common clothes, five bars of soap, a belt pouch containing 5 gp.

Feature: Burden of Life

Due to your vow, you are expected to cure the ill, regardless of morals or prejudice, even if they are your enemy. Likewise, it is considered a horrid evil to intentionally kill a doctor for no reason. As such, intelligent enemies are less likely to target you, provided they are not overwhelmingly evil or lack a code of honor. Your patients who are enemies will even stay their hand, not attacking you directly while they are under your care. Though... who's to say what happens after they leave your care?

Restored individuals may be grateful, or feel some form of life-debt to you. Enemies may repay you by specifically choosing not to kill you, or they may give free information; a scout you once saved may turn a blind eye to your presence.

Provided you stay true to your vow as best as you can, you can make use of any hospital or medical facility - typically located in churches, noble estates, universities, and other places of higher learning - as temporary residence for yourself, your patient or patients, and your companions if there is room for them. Doctors will put you up at a lifestyle one step below their own if you can maintain a good relationship with them.

However, if ever you are proven to have broken your vow, you will be fully and publicly discredited as a doctor, and other doctors who pay attention to medical society will recognize you as such. You and all who are with you will be turned away from mundane medicine and the places it is provided. Because you swore on your life, breaking your vow is akin to a personal death sentence, though no doctor true to his vows is free to exact it upon you. Even so, more enlightened nations are likely to have laws regarding the treatment of doctors and their vows... and enlightened does not necessarily mean "kind" or "gentle".

Suggested Characteristics

Doctors may come from many walks of life, but all became enrolled in some place of higher learning, or at least were tutored by a renowned doctor, eventually swearing the Hippocratic oath - and that oath is not a light load to bear. Doctors often show their true colors under extreme stress, whether it makes them more studious, intense, and passionate, or clinical, intellectual, and unusually calm.

Many are troubled by harrowing events they bore witness to. Some are shockingly pragmatic, with an "it may not be pretty, but you'll live" approach to problems. Many are seemingly tireless, hard-working individuals. Some can be inspiring souls, with a deep appreciation not only for life itself, but for the people they keep alive as well. There is much debate among doctors as to just what the oath means, and what tenets have priority in any given situation.

 d8  Personality Trait
1 All I think about is saving lives, or I dwell on lives that have been lost that I could have saved.
2 I practice in the name of my religion, nation, or clan.
3 I am cold and calculating in my every word and action, even when furious or frightened.
4 When the bodies hit the floor, my hands go into autopilot.
5 I consider magical healers and healing either to be cheating and unaccountable, or an integral future counterpart of a greater medical art.
6 I am waging a personal war on death itself.
7 I am entranced and inspired by the brilliance and glory of the living body.
8 I am actively involved in the medical society and engage in theoretical discourse and debate.
 d6  Ideal
1 Life. I was put in this world to protect and save life. (Good)
2 Oath. I swore my oath, and now I must live by its tenets. (Lawful)
3 Vigilantism. No man can dictate who shall die, when, or how! (Chaotic)
4 Profit. Is it really too much to ask that all who come to me suffering also come bearing compensation? (Evil)
5 Survival. We are all in this together, for better or for worse. (Neutral)
6 Right. Everyone deserves to live. (Neutral)
 d6  Bond
1 I owe everything to my home village/clan, for pooling their resources to have me educated.
2 I was pushed, or encouraged, into the field by my parents, one of whom may have been a doctor.
3 My professor is the most important person in the world to me.
4 My patients are my everything- losing one of them is like dying, but it never ends.
5 I took up the profession because someone close to me died of something treatable.
6 I started my training alone from texts I obtained by my own means.

 d6  Flaw
1 I took the vow not realizing its full implications.
2 No one can know that I have broken my vow.
3 I feel contempt for many of my patients.
4 I think I am better than other doctors, and other people in general.
5 Sometimes I go too far in my search for knowledge.
6 I am frightened/sickened by human suffering.

Variant Doctor: Veterinarian

Your specialization and training still stand, but instead of treating people, your art is focused on our fuzzy friends. Exchange Investigation for Animal Handling or Nature.

Animals who have been healed do not behave the same way people do. Some more intelligent creatures, such as wolves, may be capable of feeling gratitude, but have limited ability to express such. Monsters however, true to their name, are usually incapable of such emotion and will likely just attack the moment they recover. Other doctors may not take you as seriously as you deserve, but anyone who has an important animal, such as a knight's steed or a caster's familiar, will have deep respect for you, for even acknowledging that their animal is worth saving.

Background: Law Enforcement:

As a child, you dreamed of serving your city with pride and protecting it from evil and injustice. When you were old enough, you headed to your recruiting station to begin the training to become a member of law enforcement. This background is suitable for uniformed police, military or federal police, government agents, and special forces.


  • Skill Proficiencies: Athletics, Insight
  • Additional Proficiency: Sidearms
  • Languages: One additional language of your choice
  • Equiptment: Light pistol, two full magazines, and a police uniform

Feature: Civil Ranking

Being a officer of the law, you gain privileges suitable to your station. If you are within the city that you served in, patrol officers are likely to follow your orders, within logical reason.

Outside of your jurisdiction, you have advantage on Charisma (Persuasion) checks and Charisma saving throws (again, within reason) against law enforcement of equal or lesser rank. You must show your badge, thus identifying yourself as a member of law enforcement, to use this feature.

When choosing this background, roll a d6, or choose a rank from 1-6 from the options below. Players cannot begin at a rank of 7 or higher. Rankings are as follows:

  • Rank 10: Chief of Police, Superintendent, Director, or Commissioner
  • Rank 9: Deputy/Assistant Chief, Superintendent, Director or Commissioner
  • Rank 8: Major
  • Rank 7: Captain or Commander
  • Rank 6: Lieutenant
  • Rank 5: Staff Sergeant, Sergeant First Class, First Sergeant, Master Sergeant, or Sergeant Major
  • Rank 4: Sergeant
  • Rank 3: Corporal or Senior/Master
  • Rank 2: Trooper or Patrolman
  • Rank 1: Cadet, Recruit, Trainee, or Probationary

 d8  Personality Trait
1 I always wear my uniform outside to show that I am here to keep people safe.
2 I am the law. I get to say who walks free.
3 I look for clues and try my best to get the crook.
4 I love making people happy, as long as I am also keeping them safe.
5 I never trust a criminal. Ever.
6 I enjoy a good chase. My heart beating, my legs pumping... It's what I live for.
7 If I'm paid, I'm happy. It doesn't matter who paid me.
8 I will give everything I have to save my people, including my life.
 d6  Ideal
1 Truth. The duty of law enforcement is to seek and lay bare the truth. (Any)
2 Justice. I won't sleep until I catch every dirty criminal I see. (Lawful)
3 Law. What good is the law if it isn't followed? (Good)
4 Glory. I want money and fame more than anything, even if I have to get my hands dirty. (Evil)
5 Merciless. I don't care about the means; as long as the criminal is behind bars it's okay with me. (Chaotic)
6 Aspiration. I want to follow in the footsteps of the officer who saved my life. I'll do anything to be like them. (Any)
 d6  Bond
1 I work to put food on the table and I will work extra just to make sure I do.
2 I truly enjoy being a part of the justice system.
3 These people are my purpose. I can't save them I've failed them.
4 This is just one way that I show my deep devotion to the god I worship.
5 I owe my life to a rookie or officer.
6 I am always on the hunt for a promotion.
 d6  Flaw
1 I get so caught up in work I don't pay attention to the real world.
2 I will beat the answers out of anyone who don't give me what I want.
3 I get drunk on the job but it keeps me going.
4 I have trouble following orders from my superiors.
5 I put too much trust in my fellow officers even dirty ones.
6 I don't make mistakes, I just do things differently.

Background: Mercenary

As a mercenary your services were for hire to anyone who could afford you. What drove you to be a soldier of fortune? Was it to escape poverty? Was it the thrill of battle? Or was it simply that fighting was all you knew growing up?

Who was your battle company, or did you work alone? What made you give it up... or are you still for hire? Did you make any allies or enemies along the way? What wars or battles were you involved in? What were the consequences? Lost allies? War crime charges?


  • Skill Proficiencies: Intimidation, Perception
  • Tool Proficiencies: One type of gaming set, Vehicles (land)
  • Equipment: Proof of the first contract you completed, a set of common clothes, one gaming set of choice, a belt pouch containing 10 gp

Feature: Hired Blade

You are a soldier of fortune, a fighter who sells his services to the highest bidder. You roam towns and cities in search of a place where your unique set of talents are useful; whether for a lord hunting a group of bandits, or a local barkeep tired of the goblin infestation in his cellar, you can always find some work if you look hard enough. The job itself doesn't matter, so long as you get paid - at least, that's what people tend to think. Sometimes, the jobs you find tend to be of the seedier sort, giving you the choice and the problem of figuring a way to compromise between your ethics and your job.

Suggested Characteristics

You are a mercenary who hunted down your employers' enemies for coin. Were you happy in this life? What made you leave it behind to become an adventurer? Did you leave it at all, or is adventuring just another way of putting food on the table?

 d8  Personality Trait
1 I like to show off, particularly if there's a chance at another job.
2 I am always gregarious and cheerful, no matter the situation, as long as my pockets are full.
3 To me, the whisper of steel and the clash of weapons is just as pleasing as any amount of gold.
4 I always train because training leaves the body ready, even in a moment of respite or weakness.
5 I hold myself to a strict code of ideals.
6 I keep my personal possessions in secret places which known only to me.
7 I take special care to protect my weapons and armor, for I know they will protect me in return.
8 I refuse to lift a finger until I hear the jingling sound of coins.
 d6  Ideal
1 Golden Pockets. I fight for money, and nothing else. (Neutral)
2 Great Publicity. I will be known for my deeds, sooner rather than later. (Any)
3 Power or Death. In my line of profession, the strong live and the weak starve. (Evil)
4 Honorbound. I never break my promises. Ever. (Lawful)
5 War and Crime. Whenever chaos flourishes, so too does my work. (Chaotic)
6 Vigilante. I am a sellsword who swings his weapon only against those who deserve it. (Good)
 d6  Bond
1 I became a mercenary to support my family, who would have probably starved in a slum somewhere if not for me.
2 I fight for a lover that knows little if not nothing of me.
3 I was inspired by a great hero to become a mercenary.
4 I treat my valued comrades like brothers, and I will let no insult or injury fall upon them.
5 I am protecting something of great importance to me by keeping it a secret... so you'd better forget what you just heard.
6 I never disrespect an employer, as long as they never disrespect me or stop giving me money.
 d6  Flaw
1 I'll do anything for coin, damn the consequences.
2 As much as I pretend to love fighting, I secretly hate hurting others.
3 I have crippling debts that my work barely pays off.
4 I never fail at my tasks, even if I have to resort to less honourable means to complete them.
5 I would send an innocent to face his death if it means I will win the fight.
6 Someone powerful will do anything to have my head, so I seek to take his or her head first.

Background: Merchant

Whether you spent a few years as an apprentice or you were self-taught, you know your way around a marketplace. It's like a second home to you, where you can talk for hours on end and you know exactly what you can and can't do.


  • Skill Proficiencies: Persuasion, Insight
  • Tool Proficiencies: One gaming set of your choice, cartographer's tools
  • Languages: Two of your choice
  • Equipment: An item you were unable to sell, a few minor souvenirs from places you've been to, a backpack, a set of traveler's clothes, and a belt pouch containing 50 gp.

Feature: Soft Skills

Your know exactly what to say and do to close a sale. Once per day, you can use this feature to gain advantage on a single Charisma check that involves negotiating a deal with others.

Variant Feature: Hard Negotiation. This is not role-playing. When attempting to sell a magical item (as detailed in Xanathar's Guide to Everything's downtime rules), you get a +5 bonus to the Charisma (Persuasion) check required for the Magic Item Offer.

Suggested Characteristics

Travelling around and interacting with people shaped how you act around people, consider the following traits.

 d8  Personality Trait
1 I am very protective of my merchandise.
2 I'm very talkative, and I like to interact with people.
3 I like to take notes about my customer's appearance, disposition, and items they have on hand.
4 I talk very quickly, and always cut to the chase.
5 I like to joke around and tell stories.
6 I speak in an unusual dialect.
7 I give my two cents on everything.
8 I like to dabble in many different cultures. It's all so interesting!
 d6  Ideal
1 Charity. I'm doing what I do so others can benefit from my goods. (Good)
2 Greed. I'm doing this for money. Nothing else matters. (Evil)
3 People. I love to interact with people. That's the most important thing. (Neutral)
4 Change. Change makes the world go round. It's everywhere and needs to be embraced. (Chaotic)
5 Fairness. Everyone deserves equal opportunity. (Lawful)
6 Aspiration. I hope my life and my wares propel me to greatness. (Any)
 d6  Bond
1 My business is my life. I must always make a sale.
2 I am being pursued by a crime boss I can never repay.
3 All I am trying to do is provide for my family.
4 I will do anything for the right amount of gold.
5 Seeing the world is as valuable as gold, I must see it all.
6 My culture and my past keep me on the road, always looking for the next sale.
 d6  Flaw
1 The only thing I trust is gold.
2 No amount of gold is worth my life, I will run when in danger.
3 Making a profit is more important than honesty or integrity.
4 People's feelings mean little to me, they are worth only as much as the gold in their pockets.
5 The mere mention of gold throws all my judgement out the window.
6 If there's a bet, then I'm in. All in. Double or nothing. Don't tell me the odds, just roll the dice!

Background: Philosopher

By u/Ezfi

You have dedicated yourself to the pursuit of answers to life's most difficult questions, ones of existence, morality and meaning, and you have made a name for yourself doing so. Perhaps you were privileged and classically trained, inheriting your theories from the world's greatest minds and making them your own. Or maybe you started the quest for truth from nothing, forming your philosophy by debating with any friend or stranger who would entertain you, and your conclusions have only recently received wide attention and acclaim. After spending a lifetime in the realm of thought, it may be surprising to see you pursue the active and practical life of an adventurer.


  • Skill Proficiencies: History, Insight
  • Languages: Two of your choice
  • Equipment: A book of your thoughts, a quill, a jar of black ink, an small trinket that once gave you a philosophical revelation, a set of common clothes, and a belt pouch containing 10 gp.

Feature: Debate Ethics

Among those who study philosophy, including cultured nobles, academics and other philosophers, there is a chance that at least some of them have heard of your work. Those who respect philosophy will assume you to be a reasonably wise and intelligent person, and they will be more likely to listen to your advice. Using your reputation and experience in debate, you may be able to convince these people that an act which seems evil, wrong, or morally questionable at first glance is, in fact, perfectly fine. While they are not guaranteed to agree with you, they are more likely to give your arguments serious consideration.


Philosophies
 d20  Philosophy
1 Solipsism. Knowledge of anything outside one’s own specific mind is unjustified. The external world and other minds cannot be known and might not exist.
2 Determinism. Every event, including thoughts and behavior, decision and action, is determined by an unbroken chain of prior occurrences.
3 Utilitarianism. The moral worth of an action is solely determined by its contribution to overall utility, that is, what creates the most net happiness.
4 Hedonism. Pleasure is the only intrinsic good. Actions can be evaluated in terms of how much pleasure they produce.
5 Positivism. Knowledge can only come from positive affirmation through a strict scientific method.
6 Absurdism. Any effort to find meaning in the universe will ultimately fail (and, hence, is absurd) because no such meaning exists.
7 Objectivism. Certain acts are objectively right or wrong.
8 Relativism. No belief can have absolute truth, having value only within a certain context or frame of reference.
9 Nihilism. Life is without objective meaning, purpose, value or truth.
10 Existentialism. All philosophical thought must begin with the experiences of the individual, and it is up to them to give meaning to their own existence.
11 Rationalism. The criterion of the truth is not sensory, but intellectual and deductive.
12 Stoicism. Emotional and physical self-control leads to inner peace and strength, allowing one to live a happier life.
13 Aestheticism. Our main efforts in life should be on creating and enjoying beauty, in all of its forms.
14 Collectivism. The greater good is more important than any individual.
15 Egalitarianism. All individuals should be treated as equals.
16 Constructivism. Reality, and the methods we use to understand it, are subjective constructions rather than an objective reading of events.
17 Naturalism. The supernatural and the natural are indistinguishable and can be studied with the same methods.
18 Finalism. Any event is defined by a pre-set final outcome, and all events leading up to the outcome are shaped by it.
19 Cynicism. Selfless qualities like altruism, honest and virtue do not exist. People are only driven by self-interest.
20 I haven't settled on a philosophy.

Personal Philosophy

After spending a lifetime asking and pondering, you have developed a personal philosophical stance. Choose one from the Philosophies table or roll on it to determine what your character is mainly focused on.

Suggested Characteristics

Philosophers are highly concerned with thoughts, theories, and abstract concepts, and tend to view the world in a way that is tinted by this fixation. They may embrace the world around them as a fascinating manifestation of the universe's inner workings, or they may shun it in favor of their internal experience.

 d8  Personality Trait
1 I never stop asking questions. Ever.
2 I am absent minded and easily distracted.
3 I spend several hours each day in quiet introspection.
4 I love seeing how other respond to paradoxes and strange thought experiments.
5 The philosophical conclusions of common people are just as valuable as those from established academics.
6 I enjoy the challenge of explaining complex philosophical concepts in terms that a layman can understand.
7 I am unflappable in the face of tragedy, analyzing the situation in a calm, academic manner.
8 Everything can be seen as a metaphor for the deeper meaning of life.
 d6  Ideal
1 Truth. There are answers out there and I intend to find them. (Any)
2 Indoctrination. I won't be happy until everyone believes exactly what I believe. (Lawful)
3 Virtue. What good is a moral system if you don't put it into practice? (Good)
4 Justification. I use philosophy to excuse my cruel impulses. (Evil)
5 Rebellion. I like thinking and believing differently than everyone else. (Chaotic)
6 Aspiration. I want to be like the great philosophers that I look up to. (Any)
 d6  Bond
1 I have written a book, paper or manifesto on my philosophy and I want to promote it.
2 I need to find meaning in my life.
3 There is a living philosopher that I look up to more than anyone, and I dream of meeting them.
4 My philosophy is just one way that I show my deep devotion to the god I worship.
5 I owe my theories and success to the school of philosophy that trained me.
6 I am always on the hunt for evidence that my philosophy is the correct one.
 d6  Flaw
1 I get so caught up in thought experiments that I don't pay attention to the real world.
2 My philosophy comes with implications that trouble me deeply, and I fear accepting them.
3 I get personally offended when my views are challenged.
4 I'm a hypocrite who can't follow my own beliefs.
5 Practical problems always stump me.
6 I'm not wrong, I just think on such a high abstract level that no one else gets it.

Background: Slave

u/Moses_The_Wise

You are some kind of slave or indentured servant, or you are or were controlled entirely by another person or group of people. You don’t have to be a slave in the traditional sense; an abused and isolated child, a tortured prisoner, or an underpaid servant or worker, any or all of these people could take this background.

Were you a field worker, sweating to bring in harvests? Or were you a house slave who took care of the master and his/her household? Maybe you worked in something similar to a sugar plantation, where the work was highly dangerous and often lethal.

You can choose whether you bought your freedom, were freed by someone else or even your master/mistress, escaped and are on the run, or if you still actually serve them but are travelling on your own for one reason or another.


  • Skill Proficiencies: Deception, Intimidation
  • Languages: One of your choice, which you are illiterate in.
  • Equipment: A pair of manacles you at one point wore, A simple memento from your family or a fellow slave, something you used to do your job as a slave, 5 gp.

Specialty

As a slave, you had a job to do - whether you liked it or not. Roll a d8 on the table to determine that job.

d8 Job
1 Maid/Butler
2 Field Worker
3 Concubine
4 Fisher
5 Miner
6 Assistant
7 Gardener
8 Cook

Feature: Grovel

You are used to bowing, scraping and apologizing for even slight offenses. While more prideful slaves are loathe to do it, you can earn enough through begging to live a Poor lifestyle in most cities, and you can usually find someone who is willing to take you in - though there may be a price, and it may not be gold.

Suggested Characteristics

Slaves will have been shaped by the way they were treated, and what kind of work they did. Their treatment and their relationships to both other slaves as well as their masters/mistresses affect their mannerisms and ideals. Their flaws might be a side effect of the trauma of their slavery.

 d8  Personality Trait
1 I am shy, rarely speak, and avoid eye contact.
2 My manners are spot on; I’m always polite and respectful.
3 I'm sick of biting my tongue, and am purposefully rude to those I dislike.
4 I am rather uncouth, with little understanding of social etiquette.
5 Sometimes I misinterpret requests as orders.
6 I don’t take commands from anyone.
7 I am subservient and servile.
8 I prefer to be in charge.
 d6  Ideal
1 Subservient. Just follow the rules and do what you’re told, and everything will be alright. (Lawful)
2 Release. No one should suffer slavery as I have. (Good)
3 Freedom. Everyone should be allowed to do as they please. (Chaotic)
4 Autonomy. I just want to live my life undisturbed. (Neutral)
5 Power. It would be nice to be the one holding the whip for once. (Evil)
6 Wander. I wish to see the world that I’ve never been able to see. (Any)
 d6  Bond
1 My master treated me well, and I consider them to be my family.
2 I ran away from my old master; they’re still looking for me.
3 I am still in service to my master.
4 Slavery separated me from my family; perhaps I’ll find them again.
5 Someone I love is still a slave; I want to free them.
6 I owe my life, and my freedom, to the one who freed me.
 d6  Flaw
1 I am terrified of authority figures.
2 I often will just do what others tell me to.
3 I refuse to listen to anyone else, or take any advice.
4 My scars, both mental and physical, still cause me great pain.
5 I have little pity for slaves that have accepted their fate.
6 I have an extreme fear of confinement and punishment.

New Spells

This compendium includes new spells that largely reflect the advancement of magic and technology in the world. The spells below are added to the spell list of the specified class, except in the case of the Card Master, whose entire spell list is printed below. It includes spells from this compendium as well as from the Player's Handbook and Xanathar's Guide to Everything.

Artificer

Cantrips (0 Level)

Instant Cover

1st Level

Ice Bayonet

2nd Level

Fortify
Magnetize
Steam Burst

3rd Level

Efficaciousness
Spontaneous Combustion
Warp Metal

4th Level

Bubble Shield
Ghost Bullets
Over Shield

Bard

Cantrips (0 Level)

Mindrending Bullet

1st Level

Daring Ditty
Jinx
Ice Bayonet

2nd Level

Shackles of Pain
 
 
 

3rd Level

Searing Smoke

4th Level

Ghost Bullets
Over Shield

5th Level

Quick Load
Sight Line

7th Level

Averer's Awakening
Power Word Blind

Card Master

Bolded + italicized spells come from this compendium.

Cantrips (0 Level)

Acid Splash
Blade Ward
Card Throw
Fire Bolt
Frostbite
Light
Mage Hand
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Thunderclap

1st Level

Burning Hands
Chaos Bolt
Charm Person
Chromatic Orb


Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Earth Tremor
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Ice Knife
Identify
Poison Gas
Ray of Sickness
Shield
Silent Image
Thunderwave
Witch Bolt


2nd Level

Aganazzar's Scorcher
Blindness/Deafness
Blur
Cloud of Daggers
Crown of Madness
Cryostasis
Darkness
Darkvision
Detect Thoughts
Earthbind
Enhance Ability
Gust of Wind
Hold Person
Invisibility
Levitate
Magnetize
Mirror Image
Misty Step
Phantasmal Force
Scorching Ray
See Invisibility
Shatter
Shackles of Pain
Spider Climb
Suggestion
Warding Wind

3rd Level

Animate Dead
Blink
Clairvoyance
Conjure Animals
Counterspell
Dispel Magic
Erupting Earth
Fear
Fireball
Fly
Gaseous Form
Hydraulic Beam
Hypnotic Pattern
Life Transference
Lightning Bolt
Major Image
Melf's Minute Meteors
Protection from Energy
Searing Smoke
Spontaneous Combustion
Sleet Storm
Stinking Cloud
Water Breathing
Water Walk

4th Level

Banishment
Blight
Charm Monster
Confusion
Conjure Woodland Beings
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Phantasmal Killer
Polymorph
Stoneskin
Vitriolic Sphere
Watery Sphere

5th Level

Cloudkill
Cone of Cold
Conjure Elemental
Control Winds
Creation
Dominate Person
Hold Monster
Immolation
Seeming
Telekinesis
Teleportation Circle
Wall of Stone

6th Level

Arcane Gate
Chain Lightning
Chromatic Wave
Circle of Death
Conjure Fey
Disintegrate
Globe of Invulnerability
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Mass Suggestion
Otto's Irresistible Dance
Sunbeam
True Seeing

Card Master (continued)

7th Level

Conjure Celestial
Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Power Word Pain
Prismatic Spray
Symbol
Teleport

8th Level

Abi-Dalzim's Horrid Wilting
Cryobomb


Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst

9th Level

Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish

Cleric

Cantrips (0 Level)

Black Bullet
Instant Cover

1st Level

Conjure Flak Jacket
Find the Trajectory
Poison Gas

2nd Level

Fortify
Spiritual Firearm
Wall of Denial

3rd Level

Create Fuel
Searing Smoke
Warp Metal

4th Level

Over Shield
 
 
 

Druid

1st Level

Echolocate

2nd Level

Fortify
Ironwood Aegis
Rust Shut

3rd Level

Rime Fang
Tailwind

7th Level

Averer's Awakening

Paladin

1st Level

Ice Bayonet
Find the Trajectory

2nd Level

Fortify
Spiritual Firearm

3rd Level

Create Fuel

4th Level

Bubble Shield

5th Level

Quick Load


Ranger

1st Level

Barlow's Warning Shot
Echolocate
Ice Bayonet
Poison Gas

2nd Level

Hawkeye
Ironwood Aegis  
 
 

3rd Level

Tailwind

4th Level

Over Shield
Ghost Bullets

5th Level

Conjure Firing Squad
Quick Load
Sight Line

 

Sorcerer

Cantrips (0 Level)

Blood-Lightning Bullet
Mindrending Bullet
Instant Cover

1st Level

Echolocate
Poison Gas

2nd Level

Cryostasis
Obfuscate
Rust Shut
Shackles of Pain
Steam Burst
Wall of Denial

3rd Level

Efficaciousness
Hydraulic Beam
Rotting Shot


Searing Smoke
Warp Metal

4th Level

Baleful Eversion
Vortex

6th Level

Chromatic Wave

7th Level

Power Word Blind

8th Level

Cryobomb

9th Level

Glassing Beam

Warlock

Cantrips (0 Level)

Black Bullet
Blood-Lightning Bullet
Mindrending Bullet

1st Level

Barlow's Warning Shot
Jinx
Poison Gas

2nd Level

Shackles of Pain
 
 
 

3rd Level

Rotting Shot

4th Level

Ghost Bullets
Vortex

7th Level

Power Word Blind

8th Level

Cryobomb  
 
 
 

Wizard

Cantrips (0 Level)

Blood-Lightning Bullet
Forceful Bullet
Instant Cover
Mindrending Bullet

1st Level

Barlow's Warning Shot
Conjure Flak Jacket
Echolocate
Ice Bayonet
Poison Gas

2nd Level

Cryostasis
Obfuscate
Rust Shut
Shackles of Pain
Steam Burst
Wall of Denial

3rd Level

Efficaciousness
Hydraulic Beam
Quick Load
Rotting Shot


Searing Smoke
Spontaneous Combustion
Warp Metal

4th Level

Baleful Eversion
Bubble Shield
Ghost Bullets
Vortex

5th Level

Sight Line

6th Level

Chromatic Wave

7th Level

Power Word Blind

8th Level

Cryobomb

9th Level

Glassing Beam

New Spells By Level

Cantrips (0 Level)

Black Bullet (Necro)
Blood-Lightning Bullet (Trans)
Card Throw (Conj)
Forceful Bullet (Trans)
Instant Cover (Abj)
Mindrending Bullet (Ench)

1st Level

Barlow's Warning Shot (Illu)
Conjure Flak Jacket (Conj)
Daring Ditty (Ench)
Echolocate (Div)
Find the Trajectory (Div)
Ice Bayonet (Conj)
Jinx (Ench)
Poison Gas (Necro)

2nd Level

Cryostasis (Evoc)
Fortify (Abj)
Ironwood Aegis (Conj)
Magnetize (Trans)
Obfuscate (Illu)
Rust Shut (Trans)
Shackles of Pain (Necro)
Spiritual Firearm (Evoc)
Steam Burst (Evoc)
Wall of Denial (Abj)
 
 

3rd Level

Create Fuel (Conj)
Efficaciousness (Trans)
Hydraulic Beam (Evoc)
Quick Load (Conj)
Rime Fang (Conj)
Rotting Shot (Necro)
Searing Smoke (Trans)
Spontaneous Combustion

(Trans)
Tailwind (Conj)
Warp Metal (Trans)

4th Level

Baleful Eversion (Trans)
Bubble Shield (Evoc)
Ghost Bullets (Trans)
Over Shield (Abj)
Vortex (Conj)

5th Level

Conjure Firing Squad (Conj)
Sight Line (Evoc)

6th Level

Chromatic Wave (Evoc)


7th Level

Averer's Awakening (Trans)
Power Word Blind (Ench)

8th Level

Cryobomb (Evoc)

9th Level

Glassing Beam (Evoc)

 
 
 

New Spells by
School of Magic

Abjuration

Fortify (2nd)
Instant Cover (cantrip)
Over Shield (4th)
Wall of Denial (2nd)

Conjuration

Card Throw (cantrip)
Conjure Firing Squad (5th)
Conjure Flak Jacket (1st)
Create Fuel (3rd)
Ice Bayonet (1st)
Ironwood Aegis (2nd)
Quick Load (3rd)
Rime Fang (3rd)
Tailwind (3rd)
Vortex (4th)

Divination

Echolocate (1st)
Find the Trajectory (1st)

Enchantment

Daring Ditty (1st)
Jinx (1st)
Mindrending Bullet (cantrip)
Power Word Blind (7th)

Evocation

Bubble Shield (4th)
Chromatic Wave (6th)
Cryobomb (8th)
Cryostasis (2nd)
Glassing Beam (9th)
Sight Line (5th)
Spiritual Firearm (2nd)
Steam Burst (2nd)
Hydraulic Beam (3rd)

Illusion

Barlow's Warning Shot (1st)
Obfuscate (2nd)

Necromancy

Black Bullet (cantrip)
Poison Gas (1st)
Rotting Shot (3rd)
Shackles of Pain (2nd)

Transmutation

Averer's Awakening (7th)
Baleful Eversion (4th)
Blood-Lightning Bullet (cantrip)
Efficaciousness (3rd)
Forceful Bullet (cantrip)
Ghost Bullets (4th)
Magnetize (2nd)
Rust Shut (2nd)
Searing Smoke (3rd)
Spontaneous Combustion

(3rd)
Warp Metal (3rd)
 
 
 
 
 
 
 
 

Averer's Awakening

7th-level transmutation


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (a precious gem worth 5000 gp, that the spell consumes)
  • Duration: Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a construct or plant that is Huge or smaller. The target must have either no Intelligence score or an Intelligence of 4 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know of your choosing. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub, the awakened tree or grove guardian.

The awakened construct or plant retains the loyalties it held before awakening, but is now more capable of following orders or making its own decisions. If the construct or plant is already under the influence of an enemy, awakening it does not change its predilection towards you or your allies, and it may act in a hostile manner.

Baleful Eversion

4th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a wishbone)
  • Duration: Instantaneous

With a burst of transforming energy and a squelch of blood, you turn a creature you can see within range inside out, then immediately back to its previous form. The sudden inversion of their body is painful and disorienting, but causes no lasting damage.

The creature must make a Constitution saving throw. On a failed save, it takes 6d8 necrotic damage and becomes stunned until the start of its next turn. On a success, it takes half as much damage on a success and isn't stunned.

Barlow's Warning Shot

1st-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: M (a spent shell casing)
  • Duration: Instantaneous

A creature within range suddenly hears a gunshot whiz just overhead, compelling it to get out of the way for its own safety. The creature must succeed a Wisdom saving throw or immediately use its reaction to fall prone. A creature that has already used its reaction or cannot take its reaction is unaffected by this spell.


Black Bullet

Necromancy cantrip


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

You conjure and fire a tiny, black orb that clings to its target like a leech, draining some of its vital force. As part of the action used to cast this spell, you must make a ranged attack with a firearm within the spell's range, otherwise the spell fails. On a hit, the target takes 1d4 necrotic damage, and the bullet clings to the target's body until it can be removed.

If a bullet is attached to a creature, it takes 1d4 necrotic damage at the start of each of its turns. Any creature can remove a bullet attached to a creature by spending its action to do so; alternatively, a target affected by a bullet can cause it to wither away by succeeding a Constitution saving throw at the end of its turn.

This spell's damage on subsequent turns increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Blood-Lightning Bullet

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a firearm)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged attack with a firearm against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and blood-red lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the ammunition deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Bubble Shield

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: M (an iron bowl, a leather strap from a shield)
  • Duration: 1 minute

You create a static, impenetrable shield in a 5-foot radius around yourself for the duration of the spell. Any creatures can enter and exit the shield freely.

Attacks, spells, and damaging effects originating from outside of the shield cannot affect anything inside the shield, as they either bounce off of it or are harmlessly deflected away. By the same token, creatures outside of the shield cannot target anything inside the shield with an attack, spell, or ability.

The same is true for attacks, spells, abilities, and effects within the shield attempting to target or affect anything outside of it.

Card Throw

Conjuration cantrip


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

You conjure and then throw a magical card that is filled with energy. Roll a d6 to determine the color of the card, then make a ranged spell attack against the target. On a hit, the target takes damage based on the color of the card:

d6 Result Color Damage Type
1 Red Fire
2 Orange Acid
3 Yellow Lightning
4 Green Poison
5 Blue Cold
6 Violet Psychic

On a roll of 1-5, the amount of damage the target takes is equal to 1d6 + your spellcasting ability modifier. On a roll of 6, the target takes 1d6 damage, then must succeed on a Constitution saving throw or become blinded until the end of its next turn.

The spell creates more than one card when you reach higher level: two cards at 5th level, three cards at 11th level, and four at 17th level. You can direct the cards at the same target or at different ones. Make a separate attack roll and d6 roll for each card.

Chromatic Wave

6th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Instantaneous

You charge up and release a wave of magical energy charged with elemental power.

Choose two damage types from either acid, cold, fire, lightning, poison or thunder. Each creature you choose within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 5d6 damage of the first chosen type, 5d6 damage of the second chosen type, and is stunned until the beginning of your next turn. On a successful save, it takes half as much damage and isn't stunned.


Conjure Firing Squad

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, M (any piece of nonmagical ammunition)
  • Duration: Instantaneous

You place a piece of ammunition on the ground, pointing it towards an enemy. As you do, a number of vaguely humanoid shapes carrying spectral rifles appear, taking aim and firing on your wordless command.

Choose a creature within range. As you do, ten spirits appear and form a line facing the opponent, spreading out to your left and right, leaving you in the center. The line of spirits spreads out to fill a space as wide as 20 feet (10 feet on each side of you); however, the spirits are unaffected if there is not enough room for them all. The spirits are intangible and cannot be interacted with.

The spirits all fire their rifles a single time before disappearing, forcing the target to make a Dexterity saving throw. The target takes 10d6 piercing damage on a failed save, or half as much damage on a successful one.

Conjure Flak Jacket

1st-level conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a chip of ceramic)
  • Duration: 8 hours

You touch a willing creature who isn't wearing armor. Wisps of shadow material pulled from the Shadowfell form and knit themselves into a tough, yet light and flexible vest, fitted perfectly to the creature. The vest is considered light armor with ballistics resistance (BR 3), though proficiency with it is not required to use it. While wearing the armor, a creature's base AC becomes 12 + its Dexterity modifier. The spell ends if the creature doffs the armor or if you dismiss the spell as an action.

Create Fuel

3rd-level conjuration


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

You target a single vehicle within range, magically conjuring enough fuel to bring it to its maximum fuel capacity. If the fuel source is organic material, such as the coal, wood, and oil used to stoke the fire of a steam engine, the required amount appears in clean, organized stacks. If the vehicle's fuel source is nonmaterial or magical in nature, such as a battery, this spell simply recharges that fuel source.

Cryobomb

8th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of dry ice and silver powder worth 25 sp)
  • Duration: Concentration, 1 minute

A glowing bead of ice forms from your finger and shoots out to a point within range, where it remains and grows colder for the duration. When the spell ends, either because your concentration is broken or because you decide to end it on your turn, the bead breaks apart and lets out an ice storm that flash freezes anything near it and spreads around corners. Each creature within a 20-foot radius sphere centered on the point must succeed a Constitution saving throw. A creature takes cold damage equal to the accumulated damage and is paralyzed for a number of rounds equal to the accumulated number on a failed save. If a creature succeeds the save, it takes half as much damage and is not paralyzed. A creature can remake the Constitution saving throw at the end of each of its subsequent turns in order to end the paralysis.

This spell's base damage is 8d6 and its base paralysis time is 1 round. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6 and the paralysis increases by 1 round.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to explode in a freezing storm of ice. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The cold freezes objects in the area and puts out nonmagical flames.

Cryostasis

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a drop of water and fine dust)
  • Duration: Instantaneous

You choose one creature within range. You close your fist and flash freeze the air around them in an attempt to lock their joints up and freeze them in place. The creature must succeed a Constitution saving throw. On a failed save, it takes 2d6 cold damage and has its movement speed reduced to 0 for 1 minute. At the end of each of its subsequent turns, the creature can remake the saving throw in order to end the spell's effects on itself.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


Daring Ditty

1st-level enchantment


  • Casting Time: 1 reaction, which you take when an ally makes a saving throw
  • Range: 60 feet
  • Components: V, M (a musical instrument or speaking cone)
  • Duration: Instantaneous

You play or sing a quick little ditty for a single ally you can see within range. This spell appears to be nothing more than a song unless a creature that can hear it makes a Wisdom (Perception) check against your spell save DC to recognize otherwise.

When your ally hears the song, they are uplifted by the magical music. You can roll a Charisma saving throw, using your bonus to the save, and use the result in place of an ally's saving throw to escape the effect of a spell. If an enemy recognized the song as magical with a successful Perception check, you have disadvantage on this roll.

Your ally must be able to hear you to receive the benefit of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell affects one additional ally for each slot level above 1st. When you do, you make one Charisma saving throw and use it for all creatures affected by this spell.

Echolocate

1st-level divination


  • Casting Time: 1 action
  • Range: Self (10-foot-radius sphere)
  • Components: S, M (the preserved vocal cords of a bat)
  • Duration: Instantaneous

A harmless wave of energy pulses outwards from your location out to 10 feet. The wave traces across the floor and stops when it hits a solid obstacle or a creature, bouncing back to you and revealing the precise location of the obstacle.

Since the wave bounces off of solid objects and doesn't go around corners, creatures behind cover remain undetected by this spell. Invisible objects and creatures, however, are detected. Though they still remain invisible, your knowledge of their position provides enough help that the next melee attack made by you or one of your allies against that creature does not need to be made at disadvantage. This benefit is lost at the start of the invisible creature's next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the sphere increases by 5 feet per slot level above 1st. When you cast this spell using a spell slot of 6th level or higher, the wave goes around corners and thus can detect creatures behind cover.

Efficaciousness

3rd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: M (a few drops of machine oil)
  • Duration: 4 hours

For the duration of the spell, a machine or construct you touch runs as if it is in perfect working order, ignoring such trifles as broken parts, worn gears, or the laws of physics and magic. Additionally, physical flaws such as dents and scratches fade, making the device look like it is brand new.

If you target a living construct with this spell, it gains temporary hit points equal to its current hit points for the duration of the spell.

The spell even allows machines that were improperly constructed in the first place to work, though the duration of the spell in such cases is reduced to 1 hour. Additionally, such a machine may catastrophically fail once the spell's duration wears off.

If you attempt to cast this spell on a machine or construct already under the effects of efficaciousness, the target immediately breaks down and ceases functioning. A construct targeted this way takes damage equal to the amount of temporary hit points it gained from the first casting.

Find the Trajectory

1st-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a handful of white dust or powder)
  • Duration: Concentration, 10 minutes

You mystically sharpen your eye and your mind, able to analyze the aftermath of firefights with ease.

For the duration, you can touch a bullet hole in a structure or a bullet wound on a person and discover where the round was fired from. If you spend an additional minute concentrating on one particular impact site, you can determine the type of firearm used to fire the bullet. If you concentrate on the same impact site for the spell's full duration, you can obtain a vague sense of the shooter's race, gender, and height, as well as gaining enough familiarity with the shooter's weapon to be able to use locate object or similar spells to find it.

Forceful Bullet

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: M (a firearm and a piece of its ammunition)
  • Duration: 1 round

The bullet you touch is loaded into a firearm, where it is fired with excessive force. The next time a ranged weapon attack is made with that firearm, if the attack hits, add a d6 to the damage roll. If the firearm has the reload property, this attack counts as two attacks towards its reload count.

The spell's magic fades if the firearm is not used to attack before your next turn.

The damage die improves to a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level.

Fortify

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a pot of red clay and a handful of earth)
  • Duration: Concentration, 1 minute

You draw runes onto the skin and clothing of a willing creature. The runes glow with protective magic that wards them from debilitating effects. The first time the target would be subjected to the paralyzed, petrified, prone, restrained, or stunned condition due to an attack, spell, or effect, if it is not at 0 hit points, it ignores that condition instead, and the spell ends.

Ghost Bullets

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (pieces of nonmagical ammunition)
  • Duration: 1 hour

By speaking an eerie incantation, you transform up to four nonmagical bullets in your inventory into ethereal projections that pass through inorganic material.

When making a ranged attack using one of these bullets, the target's AC is equal to 10 + its Dexterity modifier, regardless of any cover it has or any armor it is wearing. If it isn't wearing armor and has a racial or class feature that provides a different formula for calculating AC such as Unarmored Defense, it can use that AC calculation instead.

Because of the ethereal nature of these bullets, they are particularly good at striking creatures that do not have a physical form. An attack made with one of these bullets deals double damage to ghosts, spirits, and other creatures without a physical body, such as those that have the Incorporeal Movement feature.

However, since they pass through inorganic material, constructs are not affected by these bullets, and attacks made against them with these bullets automatically miss.

The spell's magic ends on a bullet after it is fired, or fades from it once the spell's duration is complete.

Glassing Beam

9th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S, M (a focusing lens, glow worm powder, an emerald worth 5,000 gp that is consumed when the spell is cast)
  • Duration: Concentration, up to 10 minutes

You call upon a mighty, destructive beam of magical force to destroy your enemies and burn the earth around them until its surface is but glass.

Choose a point within range. You summon forth a large, white-orange pulsating beam in a 30-foot-radius, 50,000-foot-high column centered on that point. Creatures that start their turn within that area or enter it for the first time take 5d10 fire damage, 5d10 force damage, 5d10 necrotic damage, and 5d10 radiant damage. After two rounds, the beam turns the surface struck by it into cracked and jagged glass, destroying plants and objects that aren't being worn or carried. This turns the area into difficult terrain that is extraordinarily painful to cross. Any creature that moves more than half its speed on this terrain takes 2d10 piercing damage. Structures hit by this beam take double the damage from this spell.

You must use your action to maintain the beam; if you fail to do so, your concentration on the spell immediately ends. While you are doing so, your movement speed is 0 and you have disadvantage on Dexterity saving throws. You can use your bonus action to move the beam up to 20 feet in any direction.

Hydraulic Beam

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot long, 15-foot wide line)
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous

You project a large jet of water from your hand or an object you are holding or carrying. The beam shoots forth from you in a 30-foot long, 15-foot wide line in a direction of your choosing. Creatures within the line must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone.

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

Ice Bayonet

1st-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a piece of ice and a two-handed firearm)
  • Duration: 1 minute

You create a shard of ice at the end of the barrel of a rifle, musket, blunderbuss, or shotgun you touch. For 1 minute, you can use this firearm as a finesse melee weapon that deals 1d6 piercing damage and 2d6 cold damage on a hit.

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

Instant Cover

Abjuration cantrip


  • Casting Time: 1 reaction, which you take when either you or a creature you can see within range is targeted by a non-magical attack
  • Range: 10 feet
  • Components: V, S, M (a pinch of brick or mortar dust)
  • Duration: Instantaneous

You cause a shimmering wall of force — 3 feet tall, 5 feet wide, and 1 inch thick — to spring up in an instant, interposed between the source of the triggering attack and either yourself or a creature you can see. The wall provides half cover against the triggering attack before immediately dissipating.

When you reach 11th level, the wall's protection improves, providing three-quarters cover before dissipating.

Ironwood Aegis

2nd-level conjuration


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

Your body becomes suffused with nature's power, granting a fighting chance against improving technology. You gain ballistics resistance (BR 1) for the duration of the spell. This applies even if you are not wearing armor.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the ballistics resistance increases to BR 2. When you use a spell slot of 6th level or higher, the ballistics resistance increases to BR 3.

Jinx

1st-level enchantment


  • Casting Time: 1 reaction, which you take when a creature hits you with an attack
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You place a vengeful curse on a creature as it attacks you. This curse wracks their minds whenever they attempt to strike you. When this spell is cast, and for the duration of the spell, whenever the cursed creature targets you with an attack, it takes 1d4 psychic damage. As a bonus action during your turn or if the cursed creature is killed, you can move this curse to a new target.


Magnetize

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a small bar magnet)
  • Duration: Concentration, up to 1 minute

Choose a creature you can see within range. A unwilling creature may make a Constitution saving throw to resist this spell. You affect the magnetic field surrounding that creature in one of two ways:

  • Attraction. Melee and ranged weapon attacks made against the creature deal an additional 1d4 force damage, provided the weapon used is made of metal.
  • Repulsion. When a melee or ranged weapon attack from a weapon made of metal hits the creature, roll 1d4 and reduce the damage dealt by the result.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by attacks is increased or reduced by an additional 1d4 for every two slot levels above 2nd.

Mindrending Bullet

Enchantment cantrip


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

Your words blend with the gun's loud retort, creating a noise that pierces through the target's psyche. As part of the action used to cast this spell, you must make a ranged attack with a firearm within the spell's range, otherwise the spell fails. On a hit, the damage dealt by the attack is psychic instead of the normal damage type.

This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d4 psychic damage to the target. This increases by 1d4 at 11th level (2d4), and 17th level (3d4).

Obfuscate

2nd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (tiny gears, pieces of copper wire, and a chip of glass)
  • Duration: 24 hours

You place an illusion on an inanimate object you touch that isn't being carried or worn by another creature, causing it to appear far more complex that it should be, plated with brass and covered with buttons, levers, and meaningless indicators.

The illusory controls can be interacted with, but serve no function. Any physical controls on the item are disguised to look like the illusory controls. As a result, the item is incredibly difficult and unwieldy to use.

Any ability checks or attack rolls made to use the item, or even to discern its function, are made at disadvantage.

If you cast this spell on the same object every day for 30 days, the illusion lasts until it is dispelled.

Over Shield

4th-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: M (A vial of iron powder in an oil suspension)
  • Duration: Concentration, up to 1 minute

You channel your protective magics to improve the defensive capabilities of a creature within range, creating a tightly-knitted barrier over their entire body.

A creature you choose within range gains 2d4 temporary hit points. Additionally, choose either acid, cold, fire, lightning, or thunder damage. The creature gains resistance to the chosen damage type.

Both the temporary hit points and the resistance are lost when you lose concentration on the spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the temporary hit points granted by the spell by 1d4 per slot level above 4th.

Poison Gas

1st-level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of nightshade)
  • Duration: Concentration, 1 minute

You toss a small green orb at a point you choose within range that explodes into a toxic cloud. This cloud starts as a 10-foot square centered on the point and expands 5 feet in each direction every round to a maximum of a 30-foot square. Any creature that starts its turn within the cloud or enters its area for the first time must succeed on a Constitution saving throw or be poisoned for 1 minute. A creature poisoned by this spell takes 1d6 poison damage at the start of each of their turns until the effect ends. At the end of its turn, the creature can make another Constitution saving throw in order to end the poison effect on itself.

This spell does not affect creatures that are immune to poison damage or the poisoned condition, nor does it affect creatures have already been poisoned.

A strong wind disperses this cloud after 4 rounds.

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

Power Word Blind

7th-level enchantment


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

You speak a word of power, causing an inky black miasma to fill the vision of a single target you can see within range. If the target has 150 hit points or fewer, it is blinded. Otherwise, the spell has no effect.

The blinded target must make a Constitution saving throw at the end of each of its turns. On a successful save, this effect ends.


Quick Load

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a firearm and at least one piece of nonmagical ammunition)
  • Duration: Instantaneous

You touch a firearm belonging to a willing creature and a number of pieces of nonmagical ammunition equal to the firearm's reload count. The ammunition disappears into time and space in order to appear later. The next time the gun must be reloaded, the affected bullets appear inside the firearm, automatically reloading it.

Rime Fang

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a piece of ice, ingested as the spell is cast)
  • Duration: Instantaneous

Sharp shards of ice fill your mouth, giving the appearance of vampire teeth as you lash out at your enemy. Make a melee spell attack against the target. If the attack hits, the target takes 3d8 cold damage and must make a Constitution saving throw. On a failed save, the creature gains one level of exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d8 per slot level above 3rd.

Rotting Shot

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a piece of mundane ammunition)
  • Duration: Instantaneous

You infuse your next shot with a foul, strength sapping energy. If the next ranged weapon attack you make hits, the target takes 1d8 necrotic damage and must make a Constitution saving throw. On a failed save, they take an additional 1d8 necrotic damage and have disadvantage on Strength ability checks and saving throws for the next minute.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial necrotic damage increases by 1d8 for each slot level above 2nd.

Rust Shut

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a metal bolt and a drop of water)
  • Duration: Until dispelled, see below

You cause a metal joint to build up with corrosion, rendering it difficult to move. When you cast this spell, choose a metal object or construct within range.

Object. You target a moving metal joint, such as the hinge of a door or a metal lock. The spell causes the metal to rust, requiring significant effort to break loose. The rusted joint can be forced open using a Strength check against your spell save DC or a grease spell targeting the area where the joint is located. Once the joint is broken, the spell ends.

Construct. The construct you target must make a Constitution saving throw. On a failed save, the creature is restrained. While restrained this way, it can make a Strength (Athletics) check against your spell save DC at the start of each of its turns, ending the spell on a success.

Searing Smoke

3rd-level transmutation


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

You throw sulfur into the air and convert it to a gaseous cloud that surrounds a point you choose within range. The cloud occupies a 20-foot-radius sphere centered on the chosen point. A creature that starts its turn within the cloud or enters its area for the first time must make a Constitution saving throw, taking 2d8 fire damage and 2d8 acid damage on a failed save, or half that much damage on a successful one. A strong wind disperses this cloud after 4 rounds.

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

Shackles of Pain

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S, M (a small silver chain worth at least 5 gp and a fresh drop of your own blood)
  • Duration: Concentration, 1 minute

As you speak this incantation, a glowing red chain emerges from your chest, lashing out like a snake at your target to bind your essences together. Choose a creature you can see within range. An unwilling creature can make a Constitution saving throw to avoid this spell's effects. On a successful save, the chain misses and the spell ends. On a failed save, the chain attaches to the creature's body. It is ethereal and does not restrict movement, but while it is attached, whenever you take damage, the creature takes the same amount of damage.

At the end of each of the attached creature's turns for the duration, it can try to remove the chain by retrying the Constitution saving throw. On a successful save, the chain is removed and the spell ends.


Sight Line

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: 500 feet
  • Components: S, M (a ruby worth 100 gp)
  • Duration: Concentration, 1 minute

A bright red pinpoint of light appears on the body a creature you can see within range, targeting one of its vital areas. For the duration of the spell, ranged weapon attacks made against that creature have advantage, as long as the attack is made within the maximum range of the weapon used to make the attack.

At the start of the creature's turn, it can make a Perception check against your spell save DC to notice the dot. Once it does, it can use its action to make a Dexterity saving throw to move out of the way of the light, ending the spell on a successful save.

Spiritual Firearm

2nd-level evocation


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

You create a floating, spectral firearm within range that lasts for the duration or until you cast this spell again. When you cast this spell, choose between a pistol, a rifle, and a shotgun. The chosen weapon appears in a space within range and makes a single attack, as detailed below:

  • Pistol. The pistol fires once at a single target. Make a ranged spell attack against a creature within 40 feet of it the pistol; on a hit, the creature takes 1d8 piercing damage.
  • Rifle. The rifle fires a round that shoots through a 90-foot line in front of it, pointed in a direction you choose. Each creature within that line must make a Dexterity saving throw, taking 1d8 piercing damage on a failed save or half as much on a success.
  • Shotgun. The shotgun's blast hits each creature within a 30-foot cone in front of it, pointed in a direction you choose. Each creature in the area must make a Dexterity saving throw, taking 1d6 bludgeoning damage on a failed save or half as much on a success.

As a bonus action on your turn, you can move the weapon up to 20 feet and make another attack with it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by one damage die (1d8 or 1d6) for every two slot levels above 2nd.

Spontaneous Combustion

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self (20-foot-radius sphere)
  • Components: V, S, M (a match coated with rendered animal fat)
  • Duration: 1 minute

You release a burst of energy that rapidly increases the temperature of clothes and skin, causing it to instantly catch fire. Choose up to five creatures you can see within 20 feet of you. Each of them must make a Constitution saving throw. On a failed save, a creature takes 3d6 fire damage and catches fire. On a successful save, it takes half as much damage and does not catch fire.

While on fire, a creature takes 1d6 fire damage at the start of each of its turns. This fire cannot be extinguished normally, but the creature can retry the Constitution saving throw at the end of each of its turns, putting itself out on a successful save.

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

Steam Burst

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (10-foot cube)
  • Components: M (a vial of water)
  • Duration: Instantaneous

You cause a blast of superheated steam to form in an area filling a 10-foot cube in front of you. The steam scalds and burns each creature within the area, forcing them to make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage and must succeed an additional Constitution saving throw or gain one level of exhaustion, as the steam burn causes damage to internal organs. This level of exhaustion is removed once the creature has any amount of hit points restored.

On a successful Dexterity saving throw, a creature takes half as much fire damage and doesn't have to make the Constitution save.

Tailwind

3rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self (60-foot long, 20-foot wide line)
  • Components: V, S
  • Duration: Concentration, 1 minute

The air whips about you, causing a strong air current to form. A gust of wind fills the air in a 60-foot line that is 20 feet wide, originating from you. Ranged attacks from weapons other than firearms within this area are made with a +2 bonus to attack rolls and damage, as long as they are made in the same direction as the blowing wind.

While concentrating on this spell, you can use your bonus action to change the direction of the line of wind.


Vortex

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, M (an amethyst worth 200 gp, a ball of cast iron, a magnet and a dash of glow worm powder)
  • Duration: Concentration, up to four rounds

You snap your fingers and create an arcane vortex in the shape of a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn within the vortex or enters its area for the first time takes 2d10 force damage. The vortex is considered difficult terrain; additionally, creatures within the vortex cannot take the Dash action. Any creature attempting to leave the vortex's area must succeed a Strength saving throw. On a failed save, they are unable to use their movement to leave the vortex's area for the rest of their turn.

Any creature that starts its turn within 5 feet of the vortex must succeed a Strength saving throw or be pulled into an unoccupied space within its boundaries. If there is no unoccupied space in the vortex, the creature is not pulled in.

The vortex dissipates harmlessly if you do not maintain concentration on this spell for the full duration. However, at the start of your turn on the fourth round, the spell ends as the vortex implodes, releasing a massive amount of arcane energy. Anyone within the vortex's area when this happens must make a Dexterity saving throw. On a failed save, a creature takes 4d10 force damage and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.

Wall of Denial

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a small pane of glass and a smear of red paint)
  • Duration: Concentration, up to 1 minute

You summon a 10-foot-wide, 10-foot-tall, and 1-inch-thick wall of magical force that extends from a point you choose within range. Before you cast the spell, choose any number of creatures you can see. The chosen creatures may walk through the wall unimpeded. Anyone else must make a Strength saving throw, passing through on a successful save. On a failed save, a creature is forced to stop and cannot use its movement to attempt to move past the wall for the rest of its turn.

The wall can be attacked and destroyed to allow movement through it. Each 5-foot-square section of the wall has AC 10 and 15 hit points. Reducing a section of the wall to 0 hit points causes that section to dissipate, though the rest of the wall remains standing for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the width of the wall increases by 10 feet for each slot level above 2nd. When you cast this spell using a spell slot of 5th level or higher, you can also choose to form the wall into a hemisphere with a radius of 10 feet.

Warp Metal

3rd-level transmutation


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

You grasp a piece of nonmagical metal such as a sword or a piece of armor and alter its rigid structure, shifting it in your fingers as if it were clay.

If the object you touch is an inanimate object that isn't being worn or carried, you can create a dent or hole in the object up to six inches across in any dimension.

This distortion reduces the effectiveness of metal weapons and armor, weakening their physical structure. If you target a melee weapon with this spell, it deals half its normal damage. If you target a piece of armor, roll 1d4 and apply the result as a penalty to the AC granted by the item. If you target a shield, it only provides a +1 bonus to AC, instead of any other bonus it would provide. Any item with ballistics resistance loses it for the duration of the spell.

If the object you touch is being held or carried by a creature, it can make a Dexterity saving throw to shift the object out of your grasp. If the creature is wearing the object, such as a piece of armor, the creature has disadvantage on this saving throw.

Weapons and Armor

Firearms

In order to put guns in a campaign in a way that makes them more than just reskinned bows, here are a list of basic rules for firearms for Dungeons and Dragons.

General Rules

These are universal rules for every gun found in this book.

Akimbo. If you are proficient with firearms or ranged weapons and are wielding two light firearms or ranged weapons, after you fire one, you can use a bonus action to attack with another light firearm you are holding. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Misfire (Optional Rule). This rule is made only for games where firearms are prominent, and you wish to emphasize inferiority of primitive firearms. These rules only apply to them in this instance.

If you make an attack roll and the roll matches or is lower than a firearm's misfire number (excluding bonuses), your gun jams. You cannot make an attack with it again until you spend an action to clear the chamber. Your firearm's misfire number then goes up by 1, to a maximum of 10. You can spend 1 minute and make a Dexterity (Tinker's tools) or Intelligence (Tinker's tools) check equal to DC 10 + your gun's misfire number to reduce your gun's misfire number back to the original misfire number.

Primitive Guns (Optional Rule). In games where firearms are prominent, you can use this optional rule. Primitive Firearms with the flawed property are not properly built for extended combat. If you make more than two attacks with these weapons in a single round, the firearm's misfire number goes up by 1, to a maximum of 10.

Reload & Long Load. The reload and long load properties specify the number of attacks that can be made with the weapon before it runs out of ammunition. After making the number of attacks specified by the gun's reload/long load number, you must reload the weapon using ammunition on hand before it can be used again.

Ranged weapons with the reload property must be reloaded using an action or bonus action. Ranged weapons with the long load property take an action to reload its ammunition.

If you wield two light ranged weapons with the reload property, you can reload them both at once as an action during your turn.

If you are wielding a light ranged weapon with the reload property in one hand and have your hand occupied by something other than another light ranged weapon with the reload property, the ranged weapon takes an action to reload.

Shell Loading. Firearms with the shell loading property must be reloaded after a certain number of attacks, just like weapons with the reload property. However, reloading must be done by inserting each piece of ammunition in at a time. Fully reloading your gun this way takes an action during your turn. Alternatively, as a bonus action, you can reload up to two pieces of ammunition into the weapon.


Firearm Properties

The following properties will not be featured universally on every firearm and will vary from gun to gun.

Automatic. Automatic firearms can make a separate attack that releases a salvo of bullets per pull of the trigger. As an action, you can force any creatures of your choice in a 25-foot square centered on a point within your gun's maximum range to make a Dexterity saving throw, taking the gun's automatic damage (listed in parentheses) on a failed save, or half as much damage on a success. This action subtracts rounds from your gun equal to the number of creatures affected.

Additionally, guns with the automatic property always expend six rounds per attack.


  • Automatic Save DC (Not Proficient) = 12
  • Automatic Save DC (Proficient) = 8 + your proficiency bonus + your Dexterity modifier

Bayonet. These firearms are built with a blade that can be used for a melee attack. The damage and any other properties of the weapon when used in melee are listed in parentheses. You are not considered proficient in melee attacks made with a bayonet unless you are proficient with improvised weapons.

Bolt-Action. When using a bolt-action firearm, you can fire only one piece of ammunition from it when you make an attack with it, regardless of the number of attacks you can normally make. After making an attack with this weapon, you must use an action or bonus action to clear the spent cartridge from the weapon before you can fire it again.

Burst Fire. Burst fire firearms are able to make a special attack that releases a stream of multiple bullets. As an action, you can force up to 6 creatures of your choice in a 15-foot square centered on a point within your gun's maximum range to make a Dexterity saving throw, taking your gun's burst fire damage (listed in parentheses) on a failed save, or half as much damage on a success. This action subtracts rounds from your gun equal to the number of creatures affected, to a maximum of 6.

Additionally, guns with the burst fire property always expend 3 rounds per attack.


  • Burst Fire Save DC (Not Proficient) = 12
  • Burst Fire Save DC (Proficient) = 8 + your proficiency bonus + your Dexterity modifier

Bulky. Firearms and ranged weapons with the bulky property have to be made stable via going prone or taking a bonus action to stablize it in order to be fired effectively due to their weight. You cannot attack more than once during your turn while wielding a bulky firearm.

Scatter. Firearms with the scatter property have two types of damage, a regular damage roll and a scatter damage roll. When you make an attack roll with one of these guns against a creature, compare your attack roll to the AC of all creatures within 5 feet of the target. If your attack would hit them, deal the firearm's scatter damage roll to the creatures. You do not add your ability score modifier to the damage of this attack, unless that modifier is negative.

Proficiency with Firearms

Firearms are not typical weapons. The nature of their construction and the complexity of their use and care require a special kind of training required to become proficient with them. Unless otherwise specified by the DM, firearms count as a separate proficiency from martial and simple weapons.

There are two types of proficiencies associated with firearms: longarms, which include Two-handed firearms, and sidearms, which include every other kind of firearm. Sidearms can be wielded in one hand.

The general rule of a firearm using Dexterity vs. Strength depends on its weight. If the fire arm weighs 9 lbs. and under it is considered a dexterity Weapon. If the firearm weighs 10 lbs. and over it is considered a Strength weapon.

 

Mundane Ammunition Types
Name Cost Usable with Weight  Properties
Bullets (10) 15 gp Colt Revolver, Magnum, Lever-Action Rifle, Single-Shot Rifles, 1 lb Piercing
Fuel (10) 20 gp Flamethrower 6 lbs -
Gundpowder & Lead Ball (20) 10 gp Arquebuses, Dragoon, Flintlock, Muskets, Pepperbox Wheellock Guns 1 lb Piercing
Pellets Shots (20) 10 gp Blunderbusses, Shotguns 2 lbs Bludgeoning
Slugs (10) 20 gp Shotgun, Sawn-Off Shotgun 3 lbs Bludgeoning (Removes the scatter property)

Primitive Firearms
Name Damage Cost Weight  Properties
Sidearms
Derringer 1d6 piercing 250 gp 2 lbs Ammunition (range 20/40), Flawed, Reload 2, Light, Misfire 3, Hidden
Dragoon 1d8 bludgeoning 300 gp 4 lbs Ammunition (range 30/90), Flawed, Reload 6, Misfire 4
Flintlock Pistol 1d8 piercing 200 gp 3 lbs Ammunition (range 30/60), Flawed, Light, Reload 1, Misfire 4
Pepperbox 2d4 piercing 450 gp 4 lbs Ammunition (range 30/60), Flawed, Long Load 8, Misfire 6
Longarms
Arquebus 2d4 piercing 200 gp 13 lbs Ammunition (range 50/150), Flawed, Two-Handed, Long Load 1, Bulky, Heavy, Misfire 4
Blunderbuss 1d10 bludgeoning 900 gp 7 lbs Ammunition (range 20/50), Flawed, Long Load 1, Misfire 3, Scatter (1d8)
Musket 2d6 piercing 500 gp 10 lbs Ammunition (range 70/200), Flawed, Two-Handed, Long Load 1, Misfire 5
Wheellock Gun 1d10 piercing 400 gp 5 lbs Ammunition (range 40/160), Flawed, Two-Handed, Long Load 1, Misfire 2
Moderate Firearms
Name Damage Cost Weight  Properties
Sidearms
Colt Revolver 1d10 piercing 1,000 gp 2 lbs Ammunition (range 40/100), Reload 6, Light
Magnum 2d6 piercing 1,150 gp 3 lbs Ammunition (range 60/120), Reload 8
Sawn-Off Shotgun 3d4 bludgeoning 1,200 gp 4 lbs Ammunition (range 20/40), Reload 4, Scatter (1d6)
Longarms
Lever-Action Rifle 2d10 piercing 1,500 gp 10 lbs Ammunition (range 100/200), Two-Handed, Long Load 6
Single-Shot Rifle 3d6 piercing 1,350 gp 6 lbs Ammunition (range 150/300), Two-Handed, Reload 1
Shotgun 2d8 bludgeoning 2,000 gp 7 lbs Ammunition (range 30/60), Two-Handed, Scatter (1d8),
Shell Loading 6

For You Technophobic Plebs, Here's Some Crossbow Variants or Whatever
Name Damage Cost Weight  Properties
Martial Ranged Weapons
Repeating Crossbow 1d10 piercing 100 gp 18 lbs Ammunition (range 100/400), Heavy, Two-Handed,
Long Load 4
Automatic Crossbow 1d8 piercing 200 gp 19 lbs Ammunition (range 100/400), Heavy, Two-Handed,
Automatic (d10), Long Load 6
Reloading Hand Crossbow 1d6 piercing 350 gp 3 lbs Ammunition (range 30/120), Light, Reload 4
Flamethrower 3d6 fire 2,500 gp 45 lbs Fuel 5/50 per shot (range 15 ft. cone), Heavy, Two-Handed,
Long Load 1
Advanced Firearm Examples (DM's Discretion)
Name Damage Cost Weight  Properties
Sidearms
Automatic Pistol 2d6 piercing 2,100 gp 3 lbs Ammunition (range 40/120), Light, Reload 18, Automatic (6d4)
Burst Pistol 1d10 piercing 2,100 gp 3 lbs Ammunition (range 30/90), Light, Reload 15, Burst Fire (3d8)
Revolver 2d8 piercing 2,200 gp 3 lbs Ammunition (range 50/180), Light, Shell Loading 6
Hand Cannon 2d6 piercing 2,700 gp 4 lbs Ammunition (range 60/200), Heavy, Shell Loading 6
Longarms
Automatic Rifle 2d8 piercing 3,500 gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24,
Automatic (6d6)
Burst Rifle 1d12 piercing 3,500 gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 18,
Burst Fire (3d12)
Double Barrel Shotgun 2d6 bludgeoning 2,400 gp 11 lbs Ammunition (range 90/300), Two-Handed, Scatter (1d8), Shell Loading 2 , Special
Handheld Cannon 2d12 bludgeoning 6,500 gp 30 lbs Ammunition (range 60/200), Two-Handed, Loading 1, Bulky, Special
Tesla Rifle 2d8 lightning 3,500 gp 8 lb. Ammunition (range 40/120), Burst Fire (4d6), Long Load 10, Two-Handed
Tesla Cannon 3d12 piercing 5,500 gp 18 lbs Ammunition (range 300/1,800), Two-Handed, Long Load 4,
Bolt-Action, Heavy, Bulky
Rifleblade 1d12 piercing 5,000 gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6, shortsword (1d6 piercing), special
Gunlance 2d6 piercing 6,000 gp 16 lbs Ammunition (range 70/230), Two-Handed, Long Load 3,
lance (1d12 piercing), Special
Nock Gun 1d10 piercing 5,500 gp 20 lbs Ammunition (range 70/210), Two-Handed, Shell Loading 7, Bulky, Special

Double Barrel Shotgun Special Rules

Double barrel shotguns can be fired twice per attack. When you make an attack roll with a double barrel shotgun, you can make two attack rolls at the same creature. The second attack roll is made with disadvantage, and on a hit, you do not add your ability score modifier to the damage of that attack, unless your modifier is negative.

Gunlance and Rilfeblade Special Rules

The gunlance and rilfeblade are equipped with firearms built into the weapon itself giving each the ability to be fired similarly to a firearm. If either is fired within melee range you the weapon deals the melee weapon damage along with the base damage as fire damage. After either is fired the weapon must be reloaded before it can be fired again.

Handheld Cannon Special Rules

Rather than make a regular attack with this weapon, you can use an action to fire the cannon with extreme force. The round shoots forward in a line, which is 5 feet wide and has a length equal to half the cannon's maximum range. Each creature in that line must make a Dexterity saving throw. The DC of this saving throw is equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, a creature takes 1d12 bludgeoning damage and is knocked prone. On a successful save, a target takes half as much damage and isn't knocked prone.

Additionally, handheld cannons are considered siege weapon that has advantage on attacks against structurs and always crits on a hit.

Nock Gun Special Rules

You can use your action to fire all 7 barrels of this gun at once. Make an attack roll with disadvantage. If you succeed, roll 7d10 piercing damage. However, the recoil from making this attack deals 7d4 bludgeoning damage to you and forces you to make a DC 10 Strength saving throw or be knocked prone.

Attachments (Gunsmith DC = 8 + Cost/100, Rounded Down)
Name Weight Placement Cost Properties
Attachment Rails 1 lbs Any 100 gp Firearms can now have attachments placed on the rail.
Telescopic Sight 1 lbs Top 500 gp Increases the normal range of a firearm by 20 feet and maximum range by 50 feet.
Longshot Sight 2 lbs Top 700 gp Increases the normal range of a firearm by 30 feet and maximum range of the firearm by 70 feet. This attachment can only be equipped to
Glowing Dot Sight .5 lbs Top 400 gp +1 to attack rolls at creatures within 30 feet.
Foregrip 1 lbs Bottom 300 gp Advantage on ability checks to resist being disarmed/impose disadvantage on disarming strikes. This part can only be added to longarms.
Bipod 2 lbs Bottom + Barrel 200 gp +1 to attack rolls when prone or behind half-cover. This part can only be added to weapons with the bulky property.
Bayonet Varies Bottom + Barrel 100 gp Adds a melee weapon to the barrel of the gun that have the light property, giving it the bayonet property. The part's weight is equal to half the weight of the original weapon.
Beam sight - Sides, Bottom 700 gp You can use a bonus action to mark a creature with the beam that when activated allows you to reroll 1s and 2s on attack rolls.
Glowtorch 1 lb Sides, Bottom 500 gp Adds a magical torch that can be turned on and off as a bonus action. It sheds bright light in a 30 foot cone and dim light in a 30 foot cone.
Canted Sights .5 lbs Top 1,000 gp Grants the benefits of a Telescopic Sight and a Glowing Dot Sight but only one can be active at a time. You can use a bonus action switch between each effect.
Suppressor .25 lbs Barrel 700 gp When you make an attack roll with this firearm while hidden, each creature in a 30 foot radius must make a Wisdom (Perception) hearing check. The DC of this check is 10 + half your attack roll. On a failed check you reamain hidden to any creature that fails the check.
Advanced Suppressor .25 lbs Barrel 1,300 gp Functions as the Suppressor attachment, except the radius for the Wisdom (Perception) hearing check becomes a DC 12 + half your attack roll. Additionally 10 feet.
Attachment Rail Placement Chart
Gun Rail Placement
Primitive Firearms Top, Bottom, Barrel
Advanced and Special Firearms Top, Bottom, Sides (2), Barrel
Crossbows Top, Bottom
Rifleblades, Gunlances Top, Sides (2)

Removing And Placing Attachments

You can remove any attachment from its rail as an action during your turn, and you can place one as a bonus action.

Custom Parts
Name Weight  Usable with Cost Properties
Stock .5 lbs Longarms 3,000 gp Advantage on the first attack roll you make within 30 feet of you if you use a bonus action to brace the firearm against your shoulder.
Pistol Grip - Sidearms 3,000 gp +1 to attack rolls.
Heavy Barrel 2 lbs Rifles, Carbine 4,000 gp Increases the normal range of the gun by 20 feet and the maximum range by 30 feet. This cannot be combined with Light Barrel.
Light Barrel 1 lb Rifles, Carbine 4,000 gp Increases the normal range of the gun by 10 feet and the maximum range by 20 feet. This cannot be combined with Heavy Barrel.
Tight Choke Barrel - Shotguns 4,000 gp Add your ability score modifier to your firearm's scatter damage. This cannot be combined with Wide Choke Barrel
Wide Choke Barrel - Shotguns 4,000 gp The range for your firearm's Scatter damage roll is now 10 feet around the original target. This cannot be combined with Tight Choke Barrel
Sawn Off Barrel (-3 lbs) Shotguns - Removes the two-handed property from the shotgun and changes its classification to sidearm. Lowers the damage die and scatter damage die by one category. (For example, a d12 die lowers to a d10.) Reduces the shotgun's normal and maximum range by 10.
Magazine Capacity .5 lbs All firearms 7,000 gp Increases the ammunition count of longarms by 6, and increases the reload count of sidearms by 8. If firearm has the loading property, it loses that property and gains the reload property instead. (6 rounds for longarms, 8 rounds for sidearms.)
Rifling - Muskets, Flintlock Pistols, Arquebuses, Wheellock Guns 3,000 gp Increases the normal range by 30 feet, and the max range by 10 feet. Weapon now uses rifled bullets instead of round bullets. Some firearms have this built in inherently.
Light Frame - All Firearms 5,000 gp Reduces the firearms weight by half.
Burst Mechanism - Rifles 7,000 gp Turns firearm into Burst Rifle.
Automatic Mechanism - Rifles, Pistols 7,000 gp Turns the firearm into Automatic Rifle or Automatic Pistol.
Recoil Compensator - Firearms with the Automatic or Burst Fire Property 10,000 gp You can add your Dexterity modifier to your Automatic and Burst Fire damage.

Applying And Removing Custom Parts

Any firearm can only have two custom parts at one time. You must build a custom part onto the weapon in order to use it. Doing so takes 1 week of work (8 hours per day) and 500 gp of raw materials. Dismantling a custom part takes one day of work (8 hours) and 10 gp of raw materials. You must dismantle a custom part to build another onto it if your gun is already at its custom part limit.

Crafting Firearms & Firearm Parts

When it comes to crafting a firearm there are many nuancess when creating a firearm that can include.


A Note About Attachments & Custom Parts

Custom parts and attachments are primarily for games where guns are both advanced and commonplace in your worlds. They're made to explicitly make them superior to more primitive weapons. If every character in your current game is not holding at least one gun (excluding Barbarians, Druids, or something equivalent), then it is wise to keep them out or just give those who don't wield guns more magic items and armor to compensate.

Unique Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Garrote Wire 1 sp 1d4 slashing - Finesse, Light, Two-handed, Special
Riding Crop 15 sp 1d4 slashing 1 lb Light
Sap 1 gp 1d4 bludgeoning 2 lbs Finesse, Light, Hidden, Non-lethal
Cestus 5 gp 1d4 bludgeoning 1 lb Finesse, Light, Special
Brass Knuckles 10 gp 1d4 bludgeoning 2 lb Light, Hidden
Stiletto Knife 20 gp 1d4 piercing 1 lb Finesse, Light, Hidden, Thrown (20/60)
Switch Blade 30 gp 1d6 piercing 1 lb Light, Hidden
War Scythe 20 gp 1d10 slashing 6 lbs Finesse, Heavy, Two-handed
Walking Cane 100 gp 1d8 bludgeoning 4 lbs Hidden, Versatile (1d10), Special
Simple Ranged Weapons
Bola 1 gp 1d4 bludgeoning 2 lbs Light, Thrown (50/100), Special
Grenade/Mine 200-1000 gp Varies 1 lb Thrown (range 5 × Strength modifier), Special
Slingshot 5 sp 1d4 bludgeoning 1 lbs Ammunition (30/90), two-handed
Martial Melee Weapons
Buzzsaw 200 gp 2d6 slashing 15 lbs Heavy, Two-handed, Special
Claw Glove 20 gp 1d6 slashing 2 lbs Light
Cutlass 15 gp 1d8 slashing 3 lbs Finesse, Light
Boot Knife 25 gp 1d4 piercing 1 lb Hidden, Special
Ball & Chain 55 gp 1d8 bludgeoning 12 lb. Heavy, Two-Handed, Reach, Special
Sabre 35 gp 1d8 slashing 3 lbs Finesse
Estoc 35 gp 1d8 piercing 2 lbs Finesse, Versatile (1d10)
Sawtooth Sword 50 gp 2d4 slashing 4 lbs Light, Special
Chain Whip 100 gp 1d6 slashing 4 lbs Light, Reach
Gauntlet Blade 150 gp 1d4 piercing 1 lb Finesse, Light, Hidden, Special
Lightning Baton 300 gp 2d6 lightning 3 lbs Non-lethal, Special
Martial Ranged Weapons
Chakram 200 gp 1d8 slashing 4 lbs Thrown (20/60), Special

Unique Weapons

Modern technology is not limited to firearms. Overall improvements in metalworking and engineering have created unique items even for those who shy away from guns.

Weapon Properties

Properties not found in official material are detailed below.

Hidden. A weapon with the hidden property is designed to be easily concealed by the holder. If you have proficiency with a hidden weapon, you also gain advantage on Dexterity (Sleight of Hand) checksto hide the weapon.

Non-lethal. Weapons with this property are designed for subdual, and always deal non-lethal damage.


Special Weapons

Weapons with the special property, as well as items requiring explanation, are detailed below.

Bola. Consisting of a length of cord with weights on each end, this weapon can entangle a target. A Large or smaller creature hit by a bola must succeed on a DC 12 Dexterity saving throw or become grappled until it is freed. A bola has no effect on creatures that are formless, or creatures that are Huge or larger.

A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.

     Ball & Chain. This heavy metal chain is attached to a solid iron ball. It is swung through the air like a flail to deal massive damage. For an additional 10 gp, the ball can be switched out for a blade (slashing) or spike (piercing) .

Boot Knife. This spring-loaded blade is hidden on the sole of a heavy boot or shoe. Once you hit its hidden switch to deploy it (as a bonus action), it can be used as an off-hand weapon, even if you are carrying two weapons or a two-handed weapon. While it is deployed, walking is slightly difficult, and you treat normal terrain as difficult and difficult terrain as impassable.

You can re-arm the blade as an action, pushing it back into your boot where it remains hidden.

Buzzsaw. Consisting of a circular sawblade attached to a handheld motor, this device is typically used to cut wooden planks or metal locks, but is is just as effective on flesh. However, using this weapon causes a great deal of noise; the spinning blade and roaring motor can be heard out to a distance of 60 feet if used outside. This distance reduces to 30 feet if you use this weapon indoors.

Cestus. This is a heavy, padded glove that covers the wielder from mid-finger to mid-forearm. It is made of leather or thick cloth and reinforced with metal plates over the fingers.

A monk wielding a cestus can add its damage to thier unarmed strikes, and it counts as a monk weapon for them.

Chakram. This circular, sharp bladed disc is unique, even as far as uncommon weapons go. It can be used for melee attacks or thrown. When it is thrown, it returns to its thrower, and must be caught using a bonus action.

Garrote Wire. This length of thin, sharp wire can only be used on a Medium or Small creature while the user has advantage on the attack roll. On a hit, the target takes 1d4 slashing damage and is grappled. Until the grapple ends, the target cannot breathe, and allies has advantage on attack rolls against the target.

Gauntlet Blade. This weapon, invented by a secret organization, appears to be simple ornate leather bracer. However, when the wielder presses a secret switch, deploying a blade. The same switch retracts the blade, hiding it from view as a bonus action.

While the blade is deployed, you cannot hold anything in your hand.

Grenades and Mines. These small handheld explosives are used by throwing them as an action. Choose a point anywhere within a maximum distance of 5 times your Strength modifier. When the grenade reaches that point, it detonates, forcing everyone in an area centered on that point to make a DC 15 Dexterity saving throw. On a failed save, a creature takes damage based on the type of grenade used; on a successful save, it takes half as much damage.

Alternatively, a mine can be planted in the ground, hidden from sight and triggered when a creature steps on it. Planting a mine takes 1 minute. A creature moving more than half its speed that moves into the mine's space must succeed a Dexterity saving throw or take damage as above. If a creature is moving at a slow pace, the DC of this saving throw is reduced by their Dexterity modifier.

A creature looking for traps can make an Intelligence (Investigation) check contested by your Dexterity (Sleight of Hand), Charisma (Deception), or Intelligence (Deception), whichever is higher. On a success, your mine is discovered.

A creature aware of the mine after it is discovered takes only half damage on a failed save, or no damage on a successful one.

Lightning Baton. This metal rod has two sharp prongs at its tip and is designed to subdue enemies without killing them. With the push of a button, electricity sparks across the tip of the rod.

If the rod is dropped into water at least ankle-high, each creature in the water must succeed a DC 13 Constituion saving throw or take damage as if critically hit by this weapon. This effect applies automatically if the target is wet.

Sawtooth Sword. This serrated blade causes grievous wounds when used correctly, as its jagged edge shreds and deepens cuts. When you make an attack with this weapon, if you roll a 19 or 20 and hit, the target begins bleeding out, taking 1d4 slashing damage at the beginning of each of its turns until it takes an action to stop the bleeding.

Stiletto Knife and Switch Blade. These are knives with spring-loaded blades. Small, easy to conceal... and illegal in many cities.

Walking Cane. This seemingly normal cane is actually a clever and elegant hidden sheath for a blade. The blade can be unsheathed as part of the action used to attack with this weapon. This blade functions as a mundane rapier or dagger (depending on the construction of the cane).

Grenade Variations
  • Blight Grenade/Mine : (600 gp, Craft DC 16)
    2d6 necrotic, 20-ft. cube
  • Concussion Grenade: (400 gp, Craft DC 14)
    4d6 thunder, 20-ft. sphere, non-lethal
  • Corrosive Grenade/Mine: (400 gp, Craft DC 14)
    2d6 acid, 10-ft. cylinder
  • Drake Grenade/Mine: (700 gp, Craft DC 17)
    3d6 fire, 10-ft. cube
  • Flash Grenade: (300 gp, Craft DC 13)
    4d6 radiant, 30-ft. sphere, non-lethal
  • Frag Grenade/Mine: (200 gp, Craft DC 12)
    3d6 piercing, 20-ft. cube
  • Frost Grenade/Mine: (500 gp, Craft DC 15)
    3d6 cold, 20-ft. cube
  • Gas Grenade: (600 gp, Craft DC 16)
    2d8 poison, 20-ft. sphere
  • Pressure Grenade/Mine: (800 gp, Craft DC 18)
    2d8 force, 10-ft. cube
  • Shock Grenade/Mine: (1000 gp, Craft DC 20)
    3d6 lightning, 20-ft. sphere

Modern Armor
Armor Type/Cost Armor Name Armor Class (AC) Strength Stealth Weight
Light Armor
10 gp Heavy Coat 11 + Dex modifier (BR 1) Disadvantage 6 lbs
20 gp Leather Jacket 11 + Dex modifier 4 lbs
60 gp Light Undercover Shirt 11 + Dex modifier (BR 3) 2 lbs
50 gp Sheet Metal Vest 12 + Dex modifier (BR 2) 8 lbs
70 gp Steel-Plated Coat 13 + Dex modifier (BR 2) 3 lbs
Medium Armor
30 gp Multi-layer vest 13 + Dex modifier (max 2) (BR 3) 4 lbs
100 gp Light Duty Armor 14 + Dex modifier (max 2) (BR 3) 8 lbs
400 gp Tactical Armor 15 + Dex modifier (max 2) (BR 4) Str 10 Disadvantage 10 lbs
Heavy Armor
800 gp Special Response Armor 16 (DR 5) Str 10 Disadvantage 15 lbs
1,500 gp Land Warrior Armor 17 (DR 5) Str 13 Disadvantage 10 lbs
4,000 gp Forced Entry Unit 18 (DR 6) Str 13 Disadvantage 20 lbs
Shields
30 gp Shield +2 AC (BR 2) 8 lbs.
100 gp Tower Shield +3 AC (DR 3) Str 15 Disadvantage 12 lbs.

Creating/Using Crafted Grenades

Grenades are a rare armerment specifically used by military units and armed forces though artisians have figured out how to create such a dangerous weapon. They are extremly difficult and dangerous to manufacture so not many know the ins and outs of these items.

Crafting a grenade is a dangerous thing to do to in your free time. Wit the chance of explosion or a malfunction going off after it is finished grenades are a useful but volitial item to add to ones arsenal. With each grenade is a DC. This DC determines the difficulty of creating a grenade based on the cost of it and the damage type associated with it. To craft a grenade one must be proficiant in either Tinkerer's Tools or Smith Tools though it is variably more difficult with smith's tools over tinkerer's tools (with smith's tool's add a +2 to the crafting DC to create a grenade).

After the completion of crafted grenage, all crafted grenades, when activated, must pass a flat DC check equal to the crafting DC - 10. If the DC fails roll a D100. If the number is 1-50 the greade does not detinate, if the number is 51-100 the grenade is set off upon activation and acts normally. On successful save, the grenade works as intended.


Modern Armor

Ballistics Resistance (BR) and
Damage Reduction (DR)

With the increase in the effectiveness of ranged weaponry, armorers needed to follow suit. Improvements in metallurgy and engineering have created better, stronger materials designed to withstand the force of a bullet.

Armor developers have devised many different ways to minimize the damage from firearms. Some use thicker metal plating; others use multiple layers of thick cloth and tightly woven metal; still others use magical means. Regardless of the method, these improvements are all represented by a new property: ballistics resistance.

Armor with ballistics resistance have the designation BR followed by a number. When an enemy makes an attack with a firearm against you, your get a bonus to your AC equal to this BR number. For example, if you are wearing a Light Undercover Shirt, your base armor class is 11 + your Dexterity modifier. With a modifier of 3, you have an armor class of 14. When you are attacked with a firearm, the shirt's ballistics resistance gives you a +2 bonus, so now your armor class is 16 against that attack. Of course, ballistics resistance doesn't do much against a sword!

Heavy armor does not benefit from ballistics resistance; instead they have a propety called damage reduction, or DR. When hit by a round from a firearm that does not ignore armor, the damage is reduced by an amount equal to the DR number + the wearer's Constitution modifier.

Magic Items

Ammunition, Returning

Wondrous item, very rare
This set of bullets comes in a set of six or more, enough to fully reload a standard firearm. Each shell casing is engraved with a small infinity symbol along its side.

The returning ammunition must be loaded into a single firearm all at once, either into the firearm itself or into a clip, or else its magic is immediately lost. After loading the returning ammunition, the next time that firearm must be reloaded, all of the spent rounds return to the gun, completely intact and ready to be fired again, with no action required.

After the rounds return once, there is a cumulative 20% chance that the bullets do not return the next time the weapon needs to be reloaded.

Ammunition, Tracer

Wondrous item, rare
A box of tracer ammunition glows with unnatural fluorescence, even in bright sunlight. The box contains 1d20 rounds for a given firearm when found, all of which have the same glow.

When a piece of tracer ammunition strikes a target, the next attack made against that target has advantage.

Amulet of Intervention

Wondrous item, rare (requires attunement)
This amulet takes the shape of a large golden square. It has red and green gems inlaid on one side and engraved with the image of a pair of wings on the other side. When worn, it protects you from disaster and wards away death.

Guardian Angel. If you would be subjected to an effect that would reduce you to 0 hit points, the amulet automatically activates. A golden sphere of light bursts forth, negating the damage dealt and rendering you immune to all damage and all conditions. This sphere lasts for up to 1 round before fading away. Once this ability is activated, the amulet loses its magic until the next dawn.

Abyss Ring

Ring, rare (requires attunement)
This silver ring is has shards of jagged obsidian along the outside and has three small rubies inset at equal lengths away from each other that seem to remain dull and dark no matter what lighting conditions are around..

Each gem holds a single charge, for a total of three charges. The ring regains 1d4 + 1 expended charges daily at dawn as long as you are not looking at it when it recharges.

While wearing and attuned to the abyss ring, you can expend a charge to cast invisibility on yourself. Rather than requiring concentration, the spell maintains itself only as long as you can hold your breath. (Follow the rules for holding your breath and suffocation detailed on page 183 of the Player's Handbook.)

Artemis Cannon

Weapon (rifle), very rare (requires attunement)
This weapon is decorated with the holy symbol of Artemis, a bow over the lunar disc, carved deeply and carefully into the stock. The entire rifle feels like it was made for a hunter.

This +1 rifle deals an extra 1d4 force damage on a hit. Additionally, this weapon has 4 charges. You can expend one charge to cast conjure barrage, or you can expend 2 charges to cast conjure volley. The save DC for these spells is 16.

The weapon regains 1d4 expended charges daily at midnight if its holy symbol is held under the light of the moon.

Bandolier of Blades

Wondrous item, rare
This hard leather bandolier is lined with woolen cord. Its pouch glows with a faint yellow light, and has slots for four daggers. A nonmagical dagger placed in this bandolier is infused with magic, and when it is drawn from the bandolier it acts as a +1 dagger for 1 minute. If the dagger is thrown during this duration, it automatically reappears within the bandolier as long as it is on the same plane as the thrower. You can draw a dagger from the bandolier as part of the action used to attack with it.

Bells of the Meticulous Magician

Wondrous item, very rare
Three golden bells sit in a small, leather-bound case that attaches to the waist. The first a pyramid-shaped bell with 4 triangular emeralds. The second is a cylindrical bell with 4 oval sapphires, and the last is a cube-shaped bell with 4 square rubies inset. The gems on the bells give off a faint glow, tinting them green, blue, and red respectively. Each bell holds four charges, represented by each of the four gemstones inlaid into its surface; as a bonus action, you can ring one of the bells, expending one charge. Each bell regains one expended charge daily at dawn.

The sound of a bell can be heard clearly out to 15 feet, and faintly for another 15 feet.

Pyramid Bell. The sharp sound of this bell causes a surface you choose to give off a faint green glow. This glow reveals the presence of hidden objects, fixtures, or passages behind or beneath the surface, but only if the DC for finding the object is 15 or lower. The pyramid bell can only affect a surface no larger than a square 5 feet on a side.

Cylinder Bell. The tinkling chime of this bell sounds like a set of keys. When rung, a single nonmagical lock or simple trap you can see glows a faint blue. If the DC to unlock the lock or disarm the trap is 15 or lower, the bell's magic unlocks or disarms it. The object affected this way can be no larger than 10 feet in any dimension.

Cube Bell. The low drone of this bell seems to resonate with the weave of magic itself. A soft, red glow appears on an object or surface you can see, dispelling a single magical trap or magical lock that has a DC of 15 or lower. The object affected this way must fit within a square 5 feet on a side.


Bola of Anchoring

Weapon (bola), rare
This bola is made of three mirrored steel spheres connected by lengths of steel chain. An abjuration rune is emblazoned on each of the spheres.

The bola functions as a mundane bola, except the save DC to avoid grapple is 15. The bola prevents a creature grappled by it from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. It doesn't prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the bola can use an action to remove it. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the bola.

Clock of Synchrony

Wondrous item, common
This brass pocket watch has three stoppers along its top edge. It keeps good time when wound, and its reverse side is engraved with an image of two chain links linked together.

The item is designed to trigger the movement of up to two devices at the same time. The two devices must have mechanical controls and must be within 100 feet of each other. By pressing either the left or the right stopper while pressing a button, pulling a lever, or otherwise activating a mechanical control, the watch stores that movement and can magically re-trigger it. The watch only stores two such movements at a time, one for the left stopper, and one for the right. Pressing the center stopper while within 100 feet of at least one of the devices remotely triggers both the stored movements at the same time.

Pressing all three stoppers together causes the watch to reset itself.

Compass of Magic Detection

Wondrous item, rare (requires attunement)
The compass points in the general direction of the highest concentration of magic in the vicinity. You can also use this compass to track a "magical trail" in much the same way that you would follow physical tracks. To do so, roll a Wisdom (Survival) check. The DC starts at 10 and increases by 5 for each hour that has passed since the source of magic was present.

Clockwork Wings

Armor (studded leather), rare
This armor has a pair of wings made of clockwork, strong fabric, and metal sheets attached to the back. Though magic provides the power and propulsion, it is the wings that are responsible for the fine control required for continuous, smooth flight.

While you wear this armor, you can use a bonus action to unfold the wings. While they are unfolded, you have a flying speed of 30 feet and full control of your movement. You can use the wings to fly for up to 8 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. However, for every full hour of flight, you must spend time during a short or long rest to perform minor repairs and maintenance to the wings. This maintenance requires tinker's tools to perform, and it takes 15 minutes and costs 20 gp worth of raw materials per full hour of flight used.

If you fly for a total of 8 hours without repairing the wings, they break mid-flight. Roll a percentile dice. On a result of 25 or lower, the wings are locked and immobile. You must use your action each turn to glide at a rate of 30 feet per round, descending a maximum of 10 feet per round until you reach the ground. On a result over 25, or if you do not use your action to glide as above, you fall to the ground and must make a DC 15 Dexterity saving throw to land safely. On a failed save, you take falling damage as normal for your height, landing prone. On a successful save, you take half as much damage and do not land prone.

After the wings break, you must use tinker's tools to spend at least 1 hour and 80 gp worth of parts to restore partial functionality to the device, When partially repaired, the device's flight time is limited to 4 hours and your flight speed becomes 25 feet. Only when you spend a total of 2 hours and 160 gp worth of raw materials repairing it will you restore full functionality.

If you use the wings in combat, your ranged attack rolls have disadvantage unless you are hovering. If you are knocked prone while flying, you can make a DC 15 Dexterity save to avoid falling.


Dawnbreak

Weapon (handheld cannon), rare
Hewn of stone and magically reinforced, this weapon has the shimmering iridescence of pearl, glowing a faint silver from the energy holding it together. The cannon does not use ammunition; instead, it fires pulses of light energy that deal 2d6 radiant damage on a hit. A Large or smaller creature hit by an attack from this weapon must also succeed a DC 15 Strength saving throw or be blown back 15 feet and knocked prone. An undead struck by this weapon takes an additional 1d6 radiant damage and has disadvantage on the Strength saving throw.

Due to the special nature of this weapon's magical discharge, this weapon can only be fired once per Attack action. Any features such as the fighter's Extra Attack, or feats that allow a firearm to be fired as a bonus action, do not work with this weapon.

Demonskin Cloak

Wondrous item, very rare (requires attunement by a by a warlock, sorcerer, or wizard)
This ankle-length hooded cloak looks similar to red leather from a distance. Upon closer inspection, the hood is made up of small, thin scales, and the rest of the cloak is thin and membranous, with thin tubes running down the length of it that give it the look of large bat wings.

This cloak has four charges, and regains 1d4 + 1 expended charges daily at dawn.

While attuned to this cloak, you can use your reaction to expend a charge and cause the cloak to flap up and envelop you. While enveloped, you get a +5 bonus to AC, including against the triggering attack. Additionally, spells and attacks cannot target you or deal damage to you. However, while enveloped, you are blinded and restrained.

You remain enveloped by the cloak until the start of your next turn.

Dragonscale Cloak

Wondrous item, rare (requires attunement)
This beautiful cloak is made from the hide and scales of a dragon. The look and feel (and name) of this cloak depend on the dragon whose hide it is made from. A red dragonscale cloak, for example may feel warm to the touch, or a black dragonscale cloak may appear to be constantly cast in shadow. Using the hide of specific types of dragons also confers some of the elemental resistance the creature had in life; while wearing the cloak, a creature has resistance to the damage type the cloak's namesake had immunity to.

Additionally, the inherent magic captured in the dragon's scales allows the wearer of this cloak to cast mage armor with a target of self. Once you use this ability, you can't use it again until the next dawn.

Ethereal Gauntlets

Wondrous item, rare (requires attunement)
These gauntlets appear to be ordinary, nonmagical leather, only revealing their magical properties in the right situation. While attuned to these gloves, if you come in contact with an undead creature immune to the grappled condition, that creature loses that immunity, and you have advantage on Strength and Dexterity checks involving grappling that creature.

Fiddlefen Blasting Rod

Weapon (revolver), uncommon
This revolver has a glass orb in place of the cylinder where bullets would be loaded. The orb is unbreakable, and has a small colored flame inside of it that shimmers different colors depending on how the orb is turned.

This revolver requires no ammunition, though it still has the shell loading 6 property (and thus must be recharged using an action on your turn). When making an attack with it, its damage type is not piercing, but your choice of acid, cold, fire, lightning, poison, or thunder damage. You may change which damage type this weapon deals as part of the same action you use to attack with it.

Ghostflame Candle

Wondrous item, uncommon
When you light this candle and speak its command word, the flame turns a shimmering silver. The silver flame sheds bright light out to a 30-foot radius and dim light for an additional 10 feet. Only the holder of the candle can see this light.

Additionally, the silver flame can be used to light ordinary light sources, such as lanterns and torches. The flame's properties transfer to the new light source.


Hargrave's Helping Hand

Wondrous item, rare (requires attunement)
This device consists of a finely crafted prosthetic arm sewn onto a leather corset. When worn, the arm springs to life, its gears and motors whirring of its own accord.

When wearing and attuned to this item, the arm acts as an extra limb, able to hold and manipulate items as if you were holding them in your own hands. The arm freely moves across the corset to where it can be most convenient, and this movement can be controlled at will.

Curse. The helping hand is an item typically sent to new artificers and wizards as a sort of hazing ritual, seeming beneficial at first, but soon overstaying its welcome. Three days after attuning to the item, the wearer must make a DC 15 Charisma saving throw. On a failed save, the arm springs to life and repeatedly slaps its wearer, making unarmed strike attacks using the wearer's Dexterity modifier. Each slap deals 1d4 damage. The attacks continue until the corset is removed. On a successful Charisma saving throw, the device is fully under the wearer's control.

Heward's Magnificent Multitool

Wondrous item, common
This folded pocket knife has a number of metal compartments with tools that slide or fold out of the body - more than it reasonably looks like it should have. Despite your efforts, you still haven't found the actual knife compartment.

This item can be used in place of tinker's tools, thieves' tools, and two other types of artisan's tools (chosen by the DM), though you do so at a -3 penalty due to the difficulty of finding the right compartment to use.

Lucky Seven

Weapon (any firearm), legendary (requires attunement)
This gun has lines of pure gold swirling across its barrel and green four-leaf clovers etched on its grip. It sparkles dimly in your hands, making every shot feel like you're gambling for something big. You gain a +3 bonus to attack and damage rolls you make with this revolver.

Uncanny Luck. You can call on this weapon's luck to alter fate around you. Immediately upon attuning to the weapon, you gain two luck points, which can be used as described in the lucky feat (Player's Handbook p. 167). As long as you remain attuned to the weapon, any expended luck points are regained at the end of a long rest.

Seven of Clovers. If you roll a natural 7 on an attack roll made with this revolver, you hear the sound of bells and jingling coins as the weapon begins to glow. This attack automatically hits its target, is considered a critical hit, and deals maximum damage. Additionally, for the next minute, any attack made with this weapon deals an additional 7 force damage.

Mask of the Plague Doctor

Wondrous item, uncommon (requires attunement by a cleric, druid, or paladin)
A multicolored leather mask is decorated with an elongated beak, goggles in the eye holes and metal clips. The beak is stuffed with various flora of an alchemic nature. When attuned, the enchantments on the flora in the mask make its wearer immune to disease and poison, so long as the disease or poison is not directly administered to the wearer via injection or wound.

Curse. The mask has no negative benefit while worn, but if it is removed voluntarily, the wearer gains vulnerability to poison damage and the poisoned condition, and his or her hit point maximum is reduced by half until his or her next long rest.

This effect can be suppressed with the use of dispel magic. The dispel DC is equal to the wearer's spell save DC. Once dispelled, the caster takes poison damage equal to half the wearer's current hit points. The curse remains suppressed until the next dawn.


Mirror of True Reflecting

Wondrous item, rare
This small hand mirror has the image of a blindfolded angel engraved on its reverse side. It has five charges, regaining 1d4+1 expended charges daily at dawn.

As an action, you can speak its command word and expend one of its charges to cause the mirror's reflective surface to glow along its edge. For the next minute, you can view creatures and objects reflected in the mirror as if you had truesight.

Rifle of Endless Torrent

Weapon (rifle), very rare (requires attunement)
Forged from shards of a decanter of endless water, this rifle maintains its connection to the Elemental Plane of Water. It does not consume ammunition, instead firing water out of its barrel. It has two settings:

  • Stream. This is a concentrated burst of water that strikes an opponent. Make an attack roll as normal; on a hit, it deals 1d12 bludgeoning damage.
  • Torrent. Before making an attack with this setting, you must use a bonus action to speak the weapon's command word. This attack is a large beam of water that shoots forward in a line 5 feet wide and 30 feet long. Each creature in that line must make a DC 14 Strength saving throw. A creature takes 3d12 bludgeoning damage and is knocked prone on a failed save. It takes half as much damage and isn't knocked prone on a successful save.

Ring of Iron Sight

Ring, rare (requires attunement)
This rusted iron band has a forked protrusion on it shaped like the sights of a gun. While attuned to this item, the maximum range of firearms you wield increases by half.

Additionally, the ring has four charges. While wearing it, you can use your bonus action and expend one charge to sight a target within the maximum range of your firearm. If you do, you do not have disadvantage on the attack roll if the target is beyond the gun's normal range.

The ring regains 1d4 expended charges after a short or long rest.

Ring of Snapback

Ring, very rare
This silver ring is an ornate band adorned with two green gemstones in the shape of an hourglass turned on its side. As an action you can tap the ring, instantly teleporting back to the space you occupied 1 round (6 seconds) ago. If that space is occupied, the creature in it is immediately pushed into the nearest available unoccupied space and must make a DC 15 Constitution saving throw, taking 2d8 force damage on a failed save or half as much damage on a successful one.

Ring of the Ripper

Ring, legendary (requires attunement by a Neutral or Evil character)
This old, golden ring looks as though it may be worth upwards of 10,000 gp. It has a tiny dark red stain on it that can't be cleaned off.

Drain. A phrase, unknown to you, but familiar to someone else, burns in your mind. You can use your action to say this phrase. When you do, the ring burns brightly as that hand reaches out towards your opponent. Make an unarmed melee attack against a creature within 5 feet of you. On a hit, the target must succeed a DC 15 Constitution saving throw or take 6d4 necrotic damage. You regain hit points equal to the necrotic damage you dealt. You must wait one hour before you can use this feature again.

Bloodied Blade. When you make an attack against a creature who is either surprised or unaware of your presence, it deals an additional 1d8 damage if it hits.

Curse. This ring is possessed by the essence of a serial murderer named The Ripper. Donning this ring lets his influence take hold. Once attuned, you may not take the ring off by any means other than the wish spell.

Sentience. The ring is a sentient chaotic evil ring with an Intelligence of 18, Wisdom of 24, and Charisma of 22. It has hearing and darkvision out to 60 feet. It speaks telepathically to its wearer in a deep, smooth baritone with a touch of madness at its edges. It understands and speaks Common, Dwarvish, Elvish, Giant, Gnomish, Primordial, and Infernal.

Personality. The ring takes pleasure only in violence, and its goal is to shape its wearer into a killer worthy of the moniker "The Ripper". It is incredbly talkative and constantly speaks to its wearer, even offering suggestions for courses of action that will encourage more bloodshed. In combat, it often makes comments such as "Yes, more...", "He looks weak, finish the job", etc.

Six of Stars

Weapon (revolver), very rare (requires attunement)
This +2 revolver was forged from the alloy found in a meteor and enchanted with its stardust. It has 6 charges, which can be expended to use the following abilities:

  • When making an attack with this gun, you can expend 2 charges to turn the round into a meteorite. This is identical to a meteor from Melf's minute meteors (save DC 14). You can expend additional charges to increase the damage dealt by 1d6 per additional charge expended.

  • As a bonus action, you can expend 1 charge to infuse the remaining rounds in your gun with magic from the stars. For the next minute or until you reload this gun, your attacks with it deal 1d6 additional force or fire damage (your choice).

This weapon regains 1d6 expended charges whenever you complete a long rest, as long as it has a view of the sky.

Skeleton Key

Wondrous item, legendary
This golden key is sculpted in the likeness of a skull and long bones, with small rubies inlaid in the eye holes of the skull. It magically changes its size, shape, and configuration, allowing you to unlock any lock - including those on a door or chest - without making any tool checks.

Spell Bullet

Wondrous item, rarity varies depending on the spell
This round is a spell bullet that holds a spell of the DM's choice. When fired out of a firearm, the spell is cast following the rules as detailed in the Spellshooter's Arcane Ammunition feature. If you have a class feature that allows you to cast spells, the spell bullet uses your spellcasting ability, spell attack bonus, and save DC; otherwise it is cast using a +5 bonus and a save DC of 13.

Trick-Sleeved Shirt

Wondrous item, rare (requires attunement by a card master)
This white-collared, long-sleeved button down shirt seems to stay immaculately clean, even in the dirtiest and dustiest conditions. Additionally, one of the sleeves holds a very small extradimensional space, accessed by reaching into the space between the forearm and the sleeve. This space has enough room to hold a single card, or an item of a similar shape and size.

A card master attuned to this garment can place a single spell card from their collection in this space as part of the same rest used to prepare their deck. As a bonus action, you can perform a DC 11 Dexterity (Sleight of Hand) check to switch one of the cards in your hand with the one hidden up your sleeve, enabling you to cast that spell as if it were in your hand. Alternatively, you can perform a DC 16 Dexterity (Sleight of Hand) check to simply add the card in your sleeve to your hand.

Weapon, Watertuned

Weapon (any ranged weapon), uncommon
This weapon has had its functional parts magically and mechanically sealed to allow it to function even when immersed in deep water. You may use this ranged weapon normally underwater - that is, your attacks do not have disadvantage when attacking a creature within the weapon's normal range, and your attacks against creatures out to the weapon's maximum range do not automatically miss.

Artifacts

The artifacts presented here are provided as examples. Use them as guides when creating your own artifacts, or modify them as you see fit.

Lycan's Bane

Weapon (longsword), artifact (requires attunement)
This sword was created by the paladins of Lunum, the moon god. This sword was created to fight the swarms of werewolves that were destroying the land. This sword has a gem in its pommel that is clear, round, and glows in a way that emulates the phases of the moon. The blade itself is silver, seeming to glow with faint moonlight.

This longsword deals an additional 2d6 radiant damage when it hits. When used against a creature afflicted with the curse of lycanthropy, attack rolls against it are made with advantage. Additionally, the first time a creature afflicted with lycanthropy is hit with this weapon, it automatically becomes a critical hit.

Silver Weapon. Lycan's Bane is a silvered weapon.

Silver Salvation. Lycan's Bane holds 5 charges. A charge can be expended to activate one of the following abilities:

  • You pray to the moon god Lunum with the blade in hand, and your senses open, allowing you to identify all creatures with the curse of lycanthropy within a 60-foot radius.
  • You hold the flat of the blade to the heart of a willing or incapacitated creature that has the lycanthropic curse, drawing the affliction from their body and curing them. Removing the curse this way takes 1 minute.
  • You hold Lycan's Bane up to the sky, pommel up. The clear gem will shine with a faint white light, turning werewolves nearby. Creatures afflicted by lycanthropy that are within 30 feet of you have disadvantage on attack roll while in this radius. Each affected creature also suffers the effects of the bane spell, and must succeed a DC 16 Charisma saving throw or become frightened of you for 1 minute.

Lycan's Bane regains all expended charges daily at each moonrise.

The sword is powerless on moonless nights. All evil creatures with the curse of lycanthropy that see you with this sword will be openly hostile to you and those in your immediate party.

Destroying Lycan's Bane. The sword can only be destroyed using a dark ritual which can only take place on a moonless night. The ritual involves sprinkling the blood of 3 willing creatures with any type of lycanthropy on the blade while whispering the correct incantations. This ritual leaves the blade magicless and vulnerable, allowing it to be melted down in a fire - though if the sword is recovered before this occurs, a priest of Lunum can restore its magic by conferring his blessing.


Sworn Pactbreaker

Weapon (war scythe), artifact (requires attunement)
Legend says that the Sworn Pactbreaker was wielded by the champion of the Thalyot family for over a century, dispatching justice and freeing enslaved peoples from blood pacts with demons, devils, and other evil outsiders, typically by destroying the demons responsible. This incredibly sleek black scythe sports a sturdy blood red oak shaft, and its blade is made up of a jagged, razor sharp edge that calls to mind the teeth of a fearsome dragon.

Before attuning to the weapon, the prospective wielder must survive three trials.

  • The First Trial. Upon first holding the scythe, a wellspring of voices resonates in the wielder's head, chanting loudly and violently in multiple languages, "Cut the ties. Set them free. Break the bonds." The chanting lasts for up to an hour, starting off barely audible but growing louder with every passing minute. The wielder must make a DC 15 Wisdom saving throw to withstand the overwhelming pressure of these voices. On a failed save, they are deemed unworthy and immediately drop the weapon at their feet; they are unable to wield the Sworn Pactbreaker, let alone touch it. This effect lasts for 1d4 + 2 days, upon which the creature can try again.
  • The Second Trial. Upon successfully passing the first trial, a single, sharp voice will speak directly to the wielder, asking them what the purpose of the Sworn Pactbreaker is. Only the correct answer - judged by the DM - will allow them to succeed the trial, though if the wielder is of evil alignment, there is no possibility of a correct response. An incorrect response will cause the wielder to be deemed unworthy, suffering the effects as above.
  • The Third Trial. The scythe speaks to the wielder again, giving them a mission to free a citizen from their bond with a lesser demon. The wielder must kill or banish the demon to pass the third trial; only then will they finally attune to the weapon and unlock its full potential.

Once attuned, the wielder of the Sworn Pactbreaker gains the following benefits:

Righteous Judgment. The Sworn Pactbreaker deals an additional 2d10 radiant damage on a hit. If the target is of evil alignment (lawful evil, neutral evil, or chaotic evil), it deals another 1d10 radiant damage on a hit.

Champion of the Pactbreaker. Your Strength and Dexterity scores each increase by 2, to a maximum of 20.

Sentience. The weapon is imbued with the consciousness of its previous wielders. The collective consciousness speaks to the current wielder, teaching and guiding their actions to make them truly worthy to hold the blade.

Destroying the Sworn Pactbreaker. Only a Demon Lord can truly destroy the Sworn Pactbreaker. This can be done by defeating its wielder in combat, then lighting it ablaze with hellfire.

Armor Set of the Tyrant

Ages ago, a man called Cyprus the Divine ruled over a vast human kingdom. He possessed a great power that seemed to come from the divine, allowing him to very nearly match them in power. He was named the God King, and he was an unstoppable general, generous leader and a humble man. Countless races and factions banded together to attempt to overthrow Cyprus and obtain his overwhelming power for themselves, but every army that came was defeated before they could even reach him.

While he was seen as a god, he was still mortal and human. He eventually grew old, and the constant war made him paranoid. He foresaw the existence of Ascendants, people prophesied by the gods to succeed Cyprus in his rule. Fearing the loss of his power and return to mortality and death, he searched frantically for these Ascendants, claiming the gods decieved him and that they would destroy him and his kingdom. His methods grew increasingly brutal, including mass executions and razing of villages, killing every Ascendant he could get his hands on save for one - his son, Alexander, the man Cyprus saw fit to properly succeed him after his passing.

Alexander came of age some time after Cyprus's death, and sought to become the next to be called Divine, like his father. To accomplish this goal, he learned that an Ascendant had to "become one with all... to give up everything, and take everything." He tried, as did other Ascendants who survived Cyprus's wrath, and all have failed. What the old king failed to mention was that the key to manifesting his power lay in the armor that he had always worn. With its pieces scattered to the winds, Alexander began his new quest, leading an army of magisters on a hunt for his father's legendary suit of armor.

Stride of the Tyrant

Wondrous item, artifact
These black and silver armored boots carry the weight of a terrible power with each stride. While wearing these boots, your Constitution score increases by 2, as does your maximum for that score.

Curse. When wearing these boots, you feel that your steps are being pulled in another direction. Your speed is reduced by half while wearing these boots. Additionally, during a short or long rest, roll a d100. On a roll of 90-99, you wake from your rest 1d10 x 100 feet away from where you made camp in a random direction. On a roll of 100, you wake 1 mile from your camp in a random direction without making a sound.

Eyes of the Tyrant

Wondrous item, artifact
This black and silver helmet has a visor that shields your face. When you look through it, your eyes appear to have turned a fiery red. While wearing the helmet, your Strength score increases by 2, as does your maximum for that score, and you gain resistance to fire damage.

Curse. While wearing this helmet, you feel your body temperature begin to rise. The heat is unnerving, but becomes natural the longer you wear the helmet, to the point that being without that heat physically harms you. You gain vulnerability to cold damage. If you remove the helmet, your cold vulnerability remains for 1d4 days.


Tracks of the Tyrant

Wondrous item, artifact
This set of silken garments is enchanted to remain perfectly clean and sizes perfectly to fit your body. Despite this, wearing it causes a shiver to run through your entire body. While wearing the helmet, your gain resistance to lightning damage and your speed increases by 10 feet.

Curse. Despite the lightness of the garment, it feels as if wearing it makes you feel like something is missing. You gain one level of exhaustion while wearing it. This level of exhaustion cannot be removed except if you possess two more pieces of the Tyrant's armor. A spell such as greater restoration can suppress this level of exhaustion for 4 hours.

Heart of the Tyrant

Armor (half plate), artifact
This black and silver armor fills you with immense heat and power as you don it, as every movement threatens to unleash it upon your foes. Your melee attacks deal 1d6 additional fire damage on a hit.

Curse. This fire is hard to control, and bursts painfully from your body without warning at the slightest disturbance. Whenever you are hit with an attack or spell, you take an additional 1d6 fire damage.

Dukes of the Tyrant

Wondrous item, artifact
These black and silver gauntlets fill you with an oddly comforting warmth, despite their harsh appearance. There is a small notch on the ring finger of one of the gauntlets, and the longer you stare at that spot, the more you feel that something is meant to fit there. While wearing these gloves, you lose vulnerability to cold damage and gain resistance to cold damage.

Curse. The warmth, though beneficial at times, seems to turn your stomach. You are permanently subjected to the poisoned condition. This condition cannot be removed except by obtaining the Ring of the Tyrant or by a wish spell.

Ring of the Tyrant

Ring, artifact
As you don this ring, you feel as if a terrible weight has been lifted. You stand up, filled with renewed vigor. You feel... that you could conquer the world. While wearing this ring, your Constitution score increases by 2.

Curse. While you wear the ring, you find yourself unable and unwilling to take it off. It cannot be removed except by the wish spell. Additionally, you find yourself driven to find the other pieces of the Tyrant's armor, if you do not have them already. Finally completing the set fills you with the power and spirit of a long-deceased warlord who ruled entire realms. The curses from the other pieces of the Tyrant's armor no longer affect you, as long as you are wearing the entire set. However, if you lose a single piece of this armor, all of your ability scores are reduced to 10 until you reclaim the missing piece. Additionally, you gain the following flaw: "My armor is more valuable than my life. I must protect it at all costs."

New Feats

Akimbo Master

You master the art of wielding two firearms at once. You gain the following benefits:

  • You can wield two sidearms at once, even if they do not have the light property.
  • You can draw or holster two sidearms when you would normally be able to draw or holster only one.
  • Before you make an attack roll, you can choose to fire both guns as part of a single attack, taking a -5 penalty. If the attack hits, roll damage for each of your firearms and add +5 to each damage roll. If you use this feature for any of your attacks, you cannot use your bonus action to make an attack with your offhand firearm in the same turn.

Artilleryman

Prerequisite: 16th level, Strength 15 or higher
You have the strength and control required to use large and unwieldy firearms more effectively. If you are wielding a weapon with the bulky property, you do not need to use your bonus action to stabilize the weapon. Additionally, if you are able to make more than one attack wih the Attack action, you may ignore the limitation to one attack per Attack action normally imposed by the bulky property.

Bayoneteer

Prerequisite: Proficiency with firearms
You have mastered the art of fighting with weapons attached to the barrel of your gun. You gain proficiency with improvised weapons if you don't have it already, and if you make an attack with a weapon attached to the barrel of your gun, you may add a +2 bonus to the damage roll.

Additionally, if you would be hit with a melee attack, you can use your reaction to assume a parrying stance with the bayonet, adding your proficiency bonus to your AC against a single melee attack that would hit you, potentially causing the attack to miss.

Close Quarters Shooter

You have trained yourself in the delicate art of using ranged weapons in close quarters combat. You get the following benefits:

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • If you would have disadvantage on a ranged attack roll you make against a creature within 10 feet of you, instead you do not. However, you cannot gain advantage on that attack roll.
  • You can use your reaction to make an opportunity attack with a ranged weapon. Your reach when trying to determine if a creature's movement can trigger this reaction is 5 feet.

Dirty Fighting

A side effect of a less than honorable upbringing, you are willing to do anything to win a fight. Anything is fair game, from a clever distraction to a well placed kick to the unmentionables. After all, all's fair in love and war. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency with improvised weapons.
  • When a creature fails to hit you with a melee weapon attack, if the attack missed by 5 or more, you can use your reaction to make one unarmed strike or improvised weapon attack against the creature that missed you. The attack deals no damage, but can cause the target to fall prone or suffer some other ill effect agreed upon by both you and the DM.

Draconic Fervor

Prerequisite: Kobold, 4th level
The blood of the mightiest of dragons fills your veins. Choose one of the following benefits:

  • Breath Weapon. You gain the ability to cast the spell dragon's breath, targeting yourself. Once you use this feature, you can't use it again until you complete a long rest.
  • Dragon Claws. Your fingers end with sharp claws that can be used in your unarmed strikes. Your claw attack deals slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Firemind. When you use your Gear-smith racial feature to create items, you can create a number of them up to your Intelligence modifier (minimum 2). Additional items beyond these require a DC 20 artisan's tools check.

You may take this feat multiple times, choosing a different benefit each time.

Dueling Expert

Prerequisite: Duelist fighting style or Gun Duelist gun tactic
You have mastered the art of dueling with gun and sword, and gain the following benefits:

  • If you have a one-handed melee weapon in one hand and a light firearm in the other, when you make an attack with either of those weapons, you can use your bonus action to attack with the other.
  • Wielding a light firearm or finesse melee weapon in your offhand does not count against the Dueling fighting style or Gun Duelist gun tactic.
  • You can ignore the loading time and reload action for a light firearm in one hand if you are holding nothing in the other hand.

Firearms Enthusiast

You have trained in the proper stance and technique to effectively wield a variety of firearms. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency in four firearms. At least one of these firearms must be a sidearm, and at least one of these must be a longarm.

Fossilized

Prerequisite: Awakened undead (skeleton)
You have researched the necromantic magics holding you together, and have altered them to reinforce your body against certain types of attacks. You gain resistance to piercing and slashing damage. However, you gain a vulnerability to bludgeoning damage.

Ghostly Magic

Prerequisite: Awakened undead (ghost)
Your soul is especially powerful, and you may channel its power into a semblance of mortal magic.

When you take this feat, choose either Charisma or Wisdom. You may use this feature up to three times to cast a spell from the following list: blink, catapult, charm person, fear, and invisiblity (self only). Use the chosen ability as your spellcasting ability for these spells.

You regain unspent uses of this feature at the end of a long rest.

Gremlin

You're particularly good at seeking out and finding the weakness in gears, drive mechanisms, and the like, and can confidently disable a mechanical device with a single fell swoop, if you so desire.

As a bonus action, you may make an Intelligence (Investigation) check to attempt to identify the weakness of a mechanical device or construct. If you can find such a weakness, you may make a Sleight of Hand check, attack roll, or other similar means to attempt to take advantage of this weakness, at the DM's discretion.


Handled with Care

You understand the delicate machinery and overall limitations of primitive firearms and know how to handle them to avoid excessive wear, even in the heat of combat. When you make more than two attacks with primitive firearms during your turn, the firearm's misfire count does not increase by 1.

Hooligan

With the skills you have obtained with concealed weaponry, you can turn an ordinary encounter into an assassination. Once per encounter, if you have not taken an action or bonus action to attack, and if you are carrying a weapon with the hidden property that you are proficient with, you can use your bonus action to deploy it and make an attack with it. If you do not already have the Sneak Attack class feature, then the attack deals an extra 2d6 damage.

Lucky Card

Prerequisite: Charisma 13 or higher
You have stumbled across a card that seems to have a magical connection to you. This card is a spell card, meant for a card master, though you show some aptitude for card magic.

If you have no levels in the card master class, you learn the cantrip card throw, using Charisma as your spellcasting ability for it. Additionally, when you take this feat, choose a 1st level spell from the card master spell list. You can use your lucky card to cast this spell. Once it is used, you can't use it again until after you complete a long rest.

If you have this feat, then gain a level in the card master class, or if you are already a card master when you take this feat, you do not gain the benefits listed above. Instead, when constructing your deck, add 5 points to your Deck Points total.

Mechanical Advantage

Prerequisite: one or more limbs replaced with a prosthetic
You have turned your unfortunate circumstance into a mark of pride. You gain the following benefits:

  • When grappling another creature of your size or smaller, you may use your action to lock your prosthetic limb in place, forcing their Athletics or Acrobatics check to escape your grapple to be made at disadvantage.
  • When grappled by another creature, you may use your action to disengage your prosthetic limb from your body and automatically succeed the attempt to escape grapple. (You will, of course, need to retrieve your prosthetic afterwards...)
  • If your prosthetic is concealed, you may choose to reveal it to a creature and gain advantage on a single Persuasion or Intimidation check against that creature. Whether the check succeeds or fails, you cannot use this benefit against that creature again.

Meticulous

You keep yourself neatly groomed, your manners are perfect, and your affairs are always in order. If you spend at least one hour after a long rest to prepare yourself for the rest of the day, you may choose one skill from either Investigation, Persuasion, or Survival. You get advantage on checks using the chosen skill until your next long rest, provided you stay within the limits of a city or other sort of civilization.

Modern Medic

Prerequisite: proficiency with doctor's tools or pharmacist's supplies
You have studied medical journals and kept an ear out regarding the latest advancements in health care, and are quick to apply your studies to your adventuring career. Your incredible skill with the tools of your trade grant you the following benefits:

  • At the end of any short or long rest, you can make a DC 15 Wisdom (doctor's tools) or Wisdom (pharmacist's supplies) check. On a success, you create a healer's kit good for one use.
  • As an action, you can stabilize a dying creature. When you do so, make a DC 15 Wisdom (doctor's tools) or Wisdom (pharmacist's supplies) check; on a success, the creature also regains 1d4 hit points.

Morbid Curiosity

You grew up hearing tales of Victorian horrors, and instead of recoiling in fear, you developed an interesting fascination with them. You get the following benefits:

  • You gain proficiency in the History skill.
  • You get advantage on any Intelligence (Investigation) check used to determine the presence of an aberration, monstrosity, or undead creature.
  • You have advantage on saving throws against any effect that would cause you to become charmed or frightened, so long as that effect is coming from an aberration, monstrosity, or undead.

Mounted Shooting

While you are riding a mount or driving a vehicle and aren't incapacitated, you gain the following benefits:

  • You get a +1 bonus to attack rolls with firearms.
  • Being within 5 feet of a hostile creature when making an attack roll with a firearm does not impose disadvantage on the attack roll as long as the creature's size is smaller than your mount.
  • You have advantage on attack rolls against any unmounted creature smaller than your mount within your firearm's normal range.

Musketeer

You have trained yourself to specialize in the use of weapons that require time to reload after each shot. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in firearms with the long loading property, and may ignore the long loading property of those firearms when using them and replace it with the reload property.
  • After making an attack with a firearm with the long loading property using the Attack action, you may use your bonus action to make a second attack with that weapon.

Pistol Whipper

You are skilled in using guns as melee weapons, on the off-chance that using them for their intended function is ill-advised. Increase your Strength or Dexterity by 1, to a maximum of 20.

Additionally, you are now considered proficient with firearms you use as melee weapons. Light firearms deal 1d6 bludgeoning damage and are considered finesse weapons, two-handed firearms deal 1d8 bludgeoning damage, and heavy firearms deal 1d10 bludgeoning damage.

Riot Breaker

Prerequisite: Proficiency with shields
You have become quite adept at crowd control using your shield. As long as you are wielding your shield, whenever you make an attack against a creature, you are considered to have half cover if that creature attacks you. Additionally, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage dealt by that creature.

The benefits of this feature last until the start of your next turn.

Scattershot Master

You have mastered getting the most effect out of firearms with the scatter property. You get the following benefits:

  • When you make a scatter attack, if three or more enemies are in the affected area, add +1 to the attack roll.
  • When you roll a 1 or 2 on a damage die for a scatter attack, you can reroll the die and must use the new roll.
  • You can load all of the ammunition for shell loading firearms with the scatter property using a bonus action.

Shar's Favor

Prerequisite: Shadar-kai
The tenebrous magics of the Shadowfell surge within your body. You gain the ability to cast darkness, without using any material components. You can use this ability a number of times equal to your Constitution modifier (minimum 1). You regain any spent uses whenever you complete a long rest.

Superior Marksman

You have perfected the art of the patient, precise kill. When you wield a heavy firearm that has either a telescopic sight or longshot sight equipped on it, you get the following benefits:

  • If you use a bonus action to steady your aim with your firearm, you can choose to make an attack roll that can neither have advantage or disadvantage. On a hit, if you roll a 1 or 2 on a damage die, you can reroll that die and must use the new roll.
  • If you make a ranged attack roll with advantage, you can reroll one of the attack rolls once.

Tinkerer

You are inquisitive and insightful when it comes to looking at and modifying a device's inner workings. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You become proficient with tinker's tools. If you were already proficient, you can apply double your proficiency bonus to tinker's tools checks to work with a mechanical object.
  • If working on an item or performing a crafting task during a long rest, you can choose to treat the results of a given tinker's tools check as if you had rolled a 20. If you use this feature, you do not gain the benefits of along rest, gaining the benefits of a short rest instead.

Vengeful Blade

Prerequisite: Awakened undead (revenant)
Fate has seen fit to further equip you for your quest to right the wrong that felled you. You may use this feature as a reaction to get advantage on an attack roll you make against the target of your revenge, or to cause an attack roll made by that creature against you to be made at disadvantage.

You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain any expended uses after completing a long rest.


Vicious Augmentation

Prerequisite: one or more limbs replaced with a prosthetic, proficiency with tinker's tools (or access to a qualified craftsman)
You've modified your prosthetic limb, making it into a viable item in melee. When you take this feat, choose one of the following benefits:

  • Mental Link. Choose Charisma or Wisdom. Your unarmed strikes and melee weapon attacks may use the chosen ability in place of Strength or Dexterity when determining bonuses to attack and damage rolls.
  • Power Fist (Arm/hand prosthetic only). The damage of your unarmed strike increases to 1d6 + your Strength modifier. Additionally, before you take the Attack action on your turn, you may take a bonus action to charge power in your fist. If you do so, the damage of your unarmed strike improves again to 1d12 + your Strength modifier until the end of your turn.
  • Spring-Recoiled Sprint (Leg/foot prosthetic only). When a creature misses an attack against you, you may use your reaction to move up to 10 feet without provoking an attack of opportunity.

You may take this feat up to twice, choosing a different benefit each time.

Wheelman

Prerequisite: proficiency with land vehicles
You can tame a powerful car or a roaring steam train with the same ease that a druid can calm an animal. You get advantage on any skill checks required to maneuver a land vehicle out of danger or cause it to stop entirely, so long as the vehicle itself has mechanical controls that have not been completely disabled.

Will of Iron

Prerequisite: suffered and recovered from long-term madness or insanity
You have seen things beyond mortal understanding and lived to tell the tale. You now remain resolute when facing these dangers again. You have advantage on Charisma and Wisdom saving throws to resist madness-inducing effects. Additionally, if you are afflicted with a long-term madness effect, you can make a Wisdom saving throw to cure yourself of the effect every 24 hours. The DC of this saving throw starts at either 15 or the DC of the effect that inflicted madness upon you, whichever is higher, and reduces by 1 for every subsequent failed save.

New Technology

Steampunk Tools

The following is a list of new tools that a steampunk adventurer could choose to be proficient in. You can add these tools to the great tools already in the Player’s Handbook like Smith’s Tools and Tinker’s Tools.

Proficiency with any of these artisan’s tools lets you add your proficiency bonus to any ability checks made using the tools of your craft. Each type of artisan’s tools requires a separate proficiency. Each of these kits provide the tools needed to pursue a craft or trade.

Artisan's Tools Cost Weight
Chemist’s supplies 50 gp 8 lbs
Doctor’s tools 50 gp 8 lbs
Investigator’s supplies 50 gp 8 lbs
Pharmacist’s supplies 50 gp 8 lbs

Chemist’s supplies. This kit includes the tools and components necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical compounds. This portable chemistry lab includes an assortment of glass flasks and beakers, a lighter, a miniaturized blowtorch, and a few vials of pure water, control compounds, and solvents.

Doctor's tools. These tools come in a flat-bottomed black or brown leather bag with a metal-frame closing mouth. This bag includes a needle and fine wire or thread, a hinged splint or brace, a small steel cone (that serves as a low-tech stethoscope) , a small mirror, tools for clamping and binding open wounds to prevent blood loss, and two additional small tools relevant to the practitioner's specialty.

Investigator’s Supplies. This slim case holds the tools and components necessary to collect and analyze evidence in the field. Its contents include materials such as clean containers, labels, gloves, tweezers and swabs.

Pharmacist’s Supplies. This kit contains items used in the preparation and dispense of medicinal compounds, such as a small scale, a pill cutter, and labeled containers of chemicals.

Steampunk Adventurer's Gear
Item Cost Weight
Compass 100 gp 1/4 lb.
Vehicle Fuel 20 gp per gallon 6 lbs
Goggles 1 gp 1/2 lb.
Fancy Hat 1 sp to 5 gp 1/2 lb. to 2 lb.
Ink Pen 1 gp 1/8 lb.
Ink Cartridge 5 sp 1/16 lb.
Lighter 8 gp 1/2 lb.
Matchbox 4 gp 1 lb.
Parasol (Silk) 5 gp 4 lbs.
Pocket Watch 5 gp to 20 gp 2 lbs.
Photographic Camera 50 gp 4 lb.
Photo Plate (1 sheet) 1 gp 2 lbs
Smokestick 14 gp 1/2 lb.
Steamer Trunk (Large) 5 gp 20 lb.
Tool/Utility Belt 2 gp 2 lb.
Wristwatch 5 gp 1/2 lb.

    Compass. This is a tiny metal and glass compass with a magnetic pointer that always points north. All Wisdom (Survival) checks made to determine location and direction are made with advantage when using a compass.

Goggles. A pair of goggles can block out the soot and wind while traveling or protect the vision of the wearer from smoke, sparks and other hazards. They also help your character look the part.

Ink Pen. This pen does not require constant dipping of ink, as the ink is stored in lightweight cartridges in the body of the pen itself.

Lighter. A lighter holds a small amount of a flammable substance ignited by a flint striking metal. Its flame lights a 5-foot area as a candle does but it burns for 3 hours. A single flask of oil can refill two lighters.

    Match. An alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a match is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder, although not as fast as with a lighter.

Photographic Camera. A handheld device with a protruding lens on the front. It is used to capture a static image of what is in the view of the lens onto a plate.

Photo Plate. A metal plate that holds a special paper used to capture what is exposed by the photographic camera lens. The captured image provides an accurate depiction of what opening the lens revealed, but without color. To develop a photo plate you must be proficient with alchemist's supplies.

Pocket Watch. A circular device stored in a metal case used to provide the exact time of day, linked to a chain that is stored in a waist pocket of a jacket or vest.

Smokestick. A wooden stick that is chemically treated to instantly create thick, opaque smoke when ignited. It emits a cloud of smoke in a 10-foot radius. The stick burns and releases smoke for a full round, and the smoke disperses after another round.

Tool/Utility Belt. A sturdy belt made from leather with numerous covered pockets to hold small tools and supplies, making it easy to keep about 10 pounds of items on hand.

Wristwatch. A device worn on the wrist used to provide the exact time of day.

Unique Items / Gear

They say that any sufficiently advanced technology is indistinguishable from magic. These items are unique enough in this highly technological age that they might as well be magic. Many of these unique are highly mechanical and have a lot of moving/working parts requiring delicate maintenance.

These items and weapons are complex and unfamiliar, requiring special training to use - which is indicated by proficiency with exotic weapons, items, and armor.

3-Dimensional Maneuver Gear

Armor (light), Very Rare


  • Weight total: 10 lbs (50 lbs on a full tank)
  • Cost: 10,000 gp

This device allows players to grapple on to walls and hard surfaces within range. It is controlled using a specially built weapon that triggers a gas release mechanism. The item includes three pieces: the gas release, grappling hooks, and weapon control.

Grappling hook. The gas-powered hook launcher and rope is the defining feature of this device. The crossbow-bolt-like hook is attached to a cable made of tough, high-tension cables that are 200 feet long. Six rope-and-grapple assemblies are stored in the device, ready to be deployed. The grapples and ropes contribute 10 pounds to the weight of the maneuver gear.

Deploying the hook requires either your full movement or your action. Choose a point on a wall or surface within range; if its hardness is less than 10, the hook embeds itself completely into the material, anchoring itself to that spot.

In a precarious situation, the hook launchers themselves can be used as a weapon; however, due to their size and design, an attack made using the launchers is made at disadvantage and only deals 1d4 piercing damage on a hit.

Gas release. The gas release is a small fan and high-speed pulley in the back, attached to the ropes and used to either reel in or release them at will for the sake of maneuverability. If you have already deployed the grappling hook, as part of your attack action, you can trigger the gas release to move up to 60 feet along the length of the cable towards the end of your hook.

The gas used for propulsion is held in canisters attached to the release. A canister holds 40 pounds of fuel when full; each time this ability is triggered, it consumes 1 pound.

The gas release nozzle can also be utilized to increase speed and maneuverability. Once per round, if you're not moving using the maneuver gear, you can expend 0.5 pounds of fuel to move 10 feet in the direction you are facing.

Reloading an empty gas canister takes a full hour. Reloading the mechanism with a new gas canister takes 2 rounds.

    Weapon control. The weapon you control the gear with must be specially fitted to the gear itself. When you obtain the gear, choose one of the following weapons: light mace, longsword, rapier, shortsword, scimitar, or sickle. You can also choose a shield this way, following the rules for using it as an improvised weapon if you attack with it.

    As part of the construction of the maneuver gear, the chosen weapon is attached to it with an array of light cables. You use controls on the weapon to activate the hooks and gas release, which allows you to attack and maneuver using the gear simultaneously. You can be disarmed, but picking the weapon up only requires a bonus action and does not provoke attacks of opportunity.

Control during cabled flight. While maneuvering using the gear, as part of your movement, you can shift your body weight, displacing yourself in any direction up to 10 feet. This shift of weight requires a successful DC 16 Acrobatics check. The DC of this check is reduced by 2 if you are using two maneuver gears in conjunction. Your destination remains the same.

Releasing the cables prior to landing. You can disengage the grappling hook before you land as a bonus action. If you do this in midair, you are now in free fall and have little control over your landing location. You will still keep your momentum, flying in the same direction as before unless you succeed a DC 20 Acrobatics check to displace yourself 5 feet. After this movement, you fall (and take damage) as normal.

Landing horizontally. If you are traveling horizontally when you reach the hook's destination, you must make a DC 16 Athletics check, taking 3d6 bludgeoning damage per 50 feet traveled.

Jet Pack

Armor (light) Legendary


  • Weight total: 15 pounds (20 pounds with full tank)
  • Cost: 15,000 gp

The jet pack allows players to move in three dimensions at high speeds. Unlike the 3-Dimensional Maneuver Gear, it requires no support, meaning that the player doesn't need to have ground or structures near them to fly with full maneuverability.

Jet Propulsion. A pair of exhaust vents are located on the bottom of the jet pack. The high-speed gouts of superheated air that come out of them are the primary force used in the generation of lift, giving the wearer a flying speed of up to 40 feet, with complete maneuverability.

Fuel Supply. The jetpack has a high-speed intake fan along its top edge that takes in air to help ignite the fuel to generate large amounts of power. This ignition requires a special kind of fuel, which is held in a single tank fuel cell.

Fuel for the jetpack comes in a solid form that costs 50 gp per pound, and the jetpack's fuel cell holds 5 pounds of fuel at a time.

Every 100 feet of movement using the jet pack consumes one pound of fuel. In an emergency case where you run out of fuel while in the air, there is a secondary thruster and backup fuel source that allows an additional 50 feet of movement and helps slow your descent.

Landing. Landing safely requires a DC 16 Dexterity (Athletics) check if you are traveling more then 10 feet vertically at an altitude of over 10 feet. On a failed check, you take 3d6 bludgeoning damage per 50 feet traveled. If you fall, you take damage as normal.

Power Armor

Armor (heavy), Legendary


  • Weight total: 250 pounds
  • Cost: 150,000 gp

A hulking colossus of iron and steam. The power armor is a modern marvel only few have the knowlege, skill, and determination to create. Made of iron, copper, steel and nother alloys, while wearing it one feel nigh impenetrable.

While wearing this armor, you gain the following benefits:

  • Your armor class is now equal to 13 + your Consitution modifer + your proficiency bonus.
  • Your Strength score increases by 4 to a maximum of 20.
  • Your Constitution score increases by 6 to a maximum of 24.
  • You gain a resistance to non-magical bludgeoning, piercing, and slashing damage. Additionally you gain resistance to one oy your choice between acid, cold, fire, lightning, poison, or thunder damage.

While you gain benfits from wearing the armor, it comes with its own uniique detrimental effects while you wear the armor:

  • Your Dexterity score decreased by 4 to a minimum of 10 as well as disavantage on all Dexterity saving throws.
  • Your movement speed is reduced by half.
  • You gain vulnerablity to force damage.

Battery Life. The power armor runs on a protected enchanted crystal that fits into a specialized slot in the back of the armor. This crystal's magic lasts for a total of 24 hours of continued use before it shatters and the armor is rendered immobile. The armor gives off a series of faint pulses when the crystal's magic is reduced to only 4 hours remaining.

A replacement crystal can be purchased for 2,200 gp. Alternatively, if you are a spellcaster, you can use your action to expend one 3rd-level spell slot, two 2nd-level slots, or three 1st-level slots to instantly recharge the battery to full capacity.

Power Armor Options

Depending on where and how it appears in the adventure, you might wish to modify the features of the power armor.

Attached Weapons For an additonal 3,500 gp the power armor can outfited with an array of attached weaponry. These weapons can be equipped as a bonus action and sheathed as a bonus action.

Melee weapons that can be used are any simple or martial weapons. With fireamrs only sidearms, the gunlance or rifleblade can be attached. Only up to two weapons can be attached to the power armor at a time

Rebreather. For an additional 5,000 gp when you purchase this armor, it can be fitted with an oxygen rebreather that gives the wearer the amphibious trait. Additionally the rebreather gives the wearer advantage against saving throws needed for poisonous gases.


Regenerative Injections. For an additional cost of 8,000 gp you can add a three syrum inside the suit that as an action you can activate and gain the benefits of the regeneration spell for 1 minute.

To replace the it will cost 2,000 gp to have three new syrums replace the used cartrages.

Stasis. For an additional cost of 10,000 gp whenever a creature wearing the armor drops to 0 hit points, the armor places that creature into a state of stasis. While in this state, the creature is stable and does not make death saving throws

Prosthetics

The adventurer’s life is not an easy one, and odds are that sooner or later, someone is going to be missing something.

There are many ways in which a character can lose a limb (such as an attack from a sword of sharpness) but not all are described in detail. It is mentioned that someone who is turned to stone, damaged, and then turned back to flesh suffers the same “deformities” that were suffered while petrified. Presumably this would mean a missing arm or leg. Others are more vague, but the description of the regenerate spell clearly states that it regenerates lost limbs, indicating that such a thing can happen.

Additionally, some third party material spells out the possibility of loss of limbs - usually products that detail critical hits and fumbles.

While magical healing is an amazing thing, the truth is that most parties aren’t going to have a healer of sufficiently advanced level to cast regenerate to reattach that missing limb. At lower levels, the amount of money required for such healing may be unattainable. In short, there are going to be times when someone’s going to need an artificial replacement for their own flesh and blood, at least in the short term.

There are several different levels and types of replacements for a missing limb, from the incredibly basic, such as hook hands and peg legs, to mechanical and magical replacements that are nearly as capable as the genuine article.

Armor for Prosthetics

Armored prosthetics are easily achieved by adding armor-grade leather or steel to a prosthetic. A character with funds to spend can choose to add mithril or adamantine armor to a prosthetic. Typically, only full-length prosthetic arms or legs are armored. Rather than granting an armor class bonus (as armor worn by a character would), armor for prosthetics instead increases the hit points of the prosthetic, making it less vulnerable to damage from an enemy’s blade.

Loss of Limb

The discussion of prosthetics requires a discussion on the penalties a character would suffer as the result of losing a limb. The Injuries variant rule (found in the Dungeon Master's Guide) denotes the following:

Losing an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.

Losing a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.

Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp.


Types of Prosthetics

There are 4 main types of prosthetics, differing from the quality of the materials, the craftsmanship and functionality: Basic, Intermediate, Mechanical and Magical. There are also 2 sub-types, which are add-ons to prosthetics, which are combat and cosmetic.

Combat add-ons are pieces of tech that replace parts, or add combat centered mechanics and functions such as blades, ranged weapons, etc.

Cosmetic add-ons are just pieces that are added to one's prosthetics to change its appearance, either making it more natural looking, disguising it, or by making it more menacing looking.

Basic prosthetics. Cheap, bare-boned (no pun intended), semi-functional replacements. From hooks to peg legs to crutches. They are simple, easy to make and very cheap.

Cosmetic prosthetics. A Basic or better prosthetic can be crafted in a way as to disguise the fact that it is there at all, though the tradeoff between appearance and usefulness is very steep.

Intermediate prosthetics. More intricate and adequate replacements for limbs, giving the owner more freedom of movement, allowing them to move and perform basic tasks without many issues. They also come with placements for attachments. They cost more than the basic prosthetics, but they give the use most their previous functions back.

Mechanical prosthetics. By using clockwork mechanisms, powered by the owner's body, this type of prosthetic gives the user his or her lost functionality back, and more besides, from weapons or mechanisms that enhance one's strength, resilience or mobility. The only lingering regret after getting a prosthetic such as this would be the lack of sensation in the missing limb, be it pain or simple touch.

These are some of the more expensive kinds of prosthetics, but also one of the most customizable and well made. It is rather difficult to find places with engineers and craftsmen good enough to create these kinds of prosthetics, unless in a capital or a university of sorts that focuses on this sort of engineering.

Combat prosthetics. An Intermediate or Mechanical prosthetic can be specially crafted to serve as a weapon, sacrificing appearance and function for lethality.

Magical prosthetics. These are very special and rare. They usually aren’t sold off-the-rack, and are typically specially crafted for their user. These sort of prosthetics are enchanted and made from special magical materials that give the user additional abilities - additionally, they might also give a user all the functions of a normal functioning limb, including the feeling of touch and pain.

The bespoke nature of these type of prosthetics, including their research, development, and enchantment, drives the cost well beyond the means of most people.

Prosthetic Limbs
Type    Cost    Description
Basic Prosthetics
Blunt Fist 50 gp A blunt fist is a solid ball of metal, or sometimes it is shaped like a fist or hammerhead. It is typically little more than a tool, as its construction is ill-suited for combat.
Blunt Foot 50 gp A solid wooden sphere with the base shaved flat, the blunt foot increases its wearer's walking speed by 10 feet (though it is still reduced by half before this increase). The wearer's speed cannot be increased beyond this limit, either by abilities, feats, or magic. Additionally, the wearer can make a DC 15 Dexterity check to avoid falling prone after taking the Dash action.
Crow’s Foot 60 gp Y-shaped with built in stump grip, the wooden crow’s foot returns the feel of a normal foot to the wearer, allowing Strength (Athletics) checks that would normally be made with disadvantage due to the missing foot to be made with a -2 penalty instead. In all other ways it is identical to the blunt foot.
Crutch 5 gp A Y- or T-shaped implement of wood used to help support one’s weight when one’s leg cannot. A character’s speed is reduced by 5 feet while using a crutch. The crutch can be used as a club, but attacks with it are made with disadvantage unless the wearer is proficient with improvised weapons.
Gaff Hand 25 gp A simple metal gaff hook, like those used by sailors and longshoremen, mounted on a harness that fits over the character’s stump. It is only capable of the crudest manipulation and does not have a grip. It is impossible to hold a tool or weapon with this hand, but it can be used for opening doors or loosely holding onto things. It is otherwise similar to a sculpted hand. A character wearing a gaff hand gets advantage on Charisma (Intimidation) checks so long as the hand is used as part of the intimidation.
Cosmetic Prosthetics
Sculpted Foot /Sculpted Leg 80 gp This prosthetic is a wooden or stone foot which resembles a real foot. Sculpted feet are often painted in flesh tones to match the skin of the character wearing them and can only be identified as a prosthetic with a successful DC 13 Wisdom (Perception) check. If the character is wearing socks, shoes or boots, no one can identify the prosthetic. The sculpted foot or leg is not at all fully functional. It is otherwise similar to a blunt foot.
Sculpted Hand /Sculpted Arm 80 gp This prosthetic is a wooden or ceramic hand, usually in a generally relaxed pose, which looks real at first glance. Sculpted hands are often painted in flesh tones to match the skin of the character wearing it and can only be identified as a prosthetic with a successful DC 13 Wisdom (Perception) check. It can hold mundane objects weighing 10 pounds or less, such as cups and pouches, between its opened fingers, but cannot be used to wield weapons. Any Strength or Dexterity checks made that involve the prosthetic are made with disadvantage.
Ornate Arm 400 gp An expertly crafted arm that is covered in finely curved goldenrods that engulf it with porcelain covering the base prosthetic. You can show off its fine craftsmanship to another person to gain advantage on a single Charisma check against that person. However, due to the nature of the prosthetic, any Strength or Dexterity checks made that involve the prosthetic are made with disadvantage.
Ornate Foot 350 gp This is a porcelain foot covered in gold rodding. You can use it to gain advantage on a single Charisma check as with the Ornate Arm, but your movement speed is reduced by 10 feet (to a minimum of 10 feet) on difficult terrain.
Ornate Leg 500 gp This elaborate prosthetic functions like the Ornate Foot.
Ornate Hand 300 gp This prosthetic is a replacement hand, but otherwise functions like the Ornate Arm.
Prosthetic Limbs, continued
Type Cost Description
Intermediate Prosthetics
Hinged Calf 75 gp This tight jointed prosthetic is made of leather and metal, and mimics the knee-to-ankle area of the leg. Ankle/foot prosthetics can be attached to its ankle end. The hinged calf improves mobility to the point that your speed is no longer halved, though you now walk with a limp (see the Loss of Limb sidebar above).
Hinged Forearm 75 gp This tight jointed prosthetic mimics the elbow-to-wrist area of the arm. Wrist/hand prosthetics can be attached to its end. The hinged forearm is made of leather and metal. Strength and Dexterity checks involving the prosthetic are made normally, though with a -2 penalty.
Pocket Shaft 120 gp A pocket shaft gives every impression of being nothing more than a hinged forearm without a wrist attachment. However, a pocket shaft actually contains a hidden repository. The pocket can hold as much as a belt pouch, and is padded to muffle the sound of items moving inside. Discovering the existence of the pocket shaft requires a DC 25 Wisdom (Perception) check. In all other ways it is identical to a hinged forearm.
Shin Sheath 120 gp The distance between the knee and the ankle is exactly the same length as the average dagger. Resembling a hinged calf, the shin sheath is the dream of any rogue who has lost a leg. Finding a dagger hidden in a shin sheath requires a DC 25 Wisdom (Perception) check. In all other ways it is identical to a hinged calf.
Talon 65 gp A modified fork or hook, with three metal digits that can open and close, allowing them to hold objects somewhat well. The claws are manipulated by using the muscles of the upper arm and turning the remnants of the limb. Some look like a set of simple metal hooks capable of pivoting, while others are more ornate, shaped to resemble the talons of predatory birds. The talon hand can be used as a weapon, delivering 1d6 points of slashing damage. It is treated as a light simple weapon. It is otherwise identical to a gaff hand.
Wooden Leg 95 gp A simplified and not very life-like wooden leg which has a hinged knee and jointed ankle. The wooden leg allows the character to walk stiffly. It is otherwise similar to a hinged calf.
Mechanical Prosthetics
Boneless Leg 1,200 gp This prosthetic is made of high-impact, lightweight materials, allowing for greater freedom of movement. Your do not suffer penalties to your speed with this prosthetic, and your movement speed increases by an additional 5 feet. However, a well-placed attack could break the prosthetic, as the material is more brittle than that of regular prosthetics.
Clamp 65 gp A spring-loaded, metal, crab-like claw originally designed by gnomes to improve their grip. The clamp can hold items like a normal hand, though it cannot be used to wield a two-handed weapon. Strength and Dexterity checks involving the prosthetic that would normally have disadvantage are instead made normally with a -2 penalty. Additionally, the clamp can be used as an improvised club, which the wearer is proficient with.
Clockwork Arm 500 gp The clockwork arm appears to be a normal arm sleeved in plate armor, but when one listens closely the sound of gears whirring and clicking can be heard whenever the arm moves. First perfected by gnomes, clockwork arms are now built by several master smiths. The clockwork arm provides a near-perfect semblance of full functionality, but is quite expensive. Wearing a clockwork arm negates the penalties from the wearer's missing limb and further grants a character a +2 bonus to Strength when determining lifting/carrying capacity, as well as for attacks and damage rolls for weapons wielded by the clockwork arm (the bonus does not apply to weapons wielded by the other arm, except for two-handed weapons), as well as for grappling.
Clockwork Leg 800 gp Similar to the clockwork arm, the clockwork leg appears to be an armored leg that clicks and whirs as it moves. The clockwork leg was another gnomish invention. The leg provides a near-perfect return to full functionality and mobility for the wearer, but is very expensive. The clockwork leg negates the wearer’s penalties for losing a leg at the knee.
Haft Lock 150 gp A vice that provides a great deal of grip, but unlike the clamp, the haft lock must be adjusted manually to achieve the proper tension. As a prosthetic, it allows the wearer to wield a weapon two-handed. Adjusting a haft lock takes an action. It is otherwise identical to the clamp.
Iron Arm 2,500 gp A very strong prosthetic and durable prosthetic made entirely of metal. It is hollow on the inside but its weight still the wearer to have a minimum Strength score of 14. While wearing this you get a +1 bonus to AC, but when in water deeper than your height you sink to the bottom and can't swim.
Rabbit’s Foot 2,000 gp This lightweight, durable leg prosthetic increases your the height of your high jump to a minimum of twice your current height.
Prosthetic Limbs, continued
Type Cost Description
Combat Prosthetics
Hook Hand 25 gp This basic prosthetic deals 1d4 piercing damage when used in combat, and is considered a light simple weapon.
Bladed Arm 2,000 gp The spring-loaded blade on this prosthetic is treated as a one-handed weapon with the light and finesse properties. It deals 1d8 slashing damage on a hit. While armed with this it can be put away and hidden slightly but not fully.
Bladed Leg 3,000 gp The calf and foot of the missing leg is replaced with a heavy, yet sharp blade that you walk upon. You can make an off-hand attack with a bladed leg even if you are carrying an item in each hand. It deals 1d8 slashing damage and is considered a light martial weapon, but if you don't have martial weapon training it is considered an improvised weapon.
Crossbow Arm 1,100 gp The crossbow arm is a light crossbow designed to be loaded and fired with one hand. The crossbow folds into the main body of the prosthetic when at rest. Bolts fired from the crossbow arm deal 1d6 piercing damage.
Dart Launcher 900 gp The dart launcher is an arm prosthetic that fires standard darts (1d4 piercing; finesse, thrown (20/60)). This is considered a light simple weapon.
Spiked Limb 750 gp The spiked limb is a solid piece of oak covered in metal spikes. An ever-present weapon, it deals 1d6 bludgeoning and piercing damage on a successful strike, and is treated as a light simple weapon. It is otherwise identical to a blunt hand.
Magical Prosthetics
Brute's Arm 1,200 gp When equipped with this enchanted limb your Strength score increases by 2, as does your maximum for that score. Additionally, your carrying capacity triples, as does the weight you can push, drag, or lift. It otherwise functions as a normal arm.
Dexterous Leg 1,100 gp A leg prosthetic that increases your Dexterity score and its corresponding maximum by 2 and increases your movement speed by 10 feet, it otherwise functions as a normal leg..
Energy Palm, Cold N/A A glowing blue evocation rune is scribed onto the palm. While wearing this prosthetic, a nonmagical melee weapon wielded with that hand deals an additional 1d4 cold damage on a hit. You also learn the frostbite cantrip (save DC 13).
Energy Palm, Electricity N/A The glowing yellow rune scribed on the palm allows this prosthetic to function as Energy Palm, Cold, though the additional damage is lightning instead of cold, and you learn the shocking grasp cantrip. You cast this cantrip with an attack bonus of +5.
Energy Palm, Fire N/A The glowing red and orange rune scribed on the palm allows this prosthetic to function as Energy Palm, Cold, though the additional damage is fire instead of cold, and you learn the produce flame cantrip. If you attack with the flame from this cantrip, you do so with an attack bonus of +5.
Morphic Arm N/A This black, almost oily-looking prosthetic shifts and morphs at its wearer's will, allowing it to take the form of any one-handed melee weapon or simple tool the wearer is proficient with. Changing the form of the morphic arm takes one action.
Wizard’s Hand 3,000 gp Being made of a special and rare material, it is a prosthetic for magic users that lost a limb. When worn by a magic user, it serves as as their spellcasting focus. Additionally, it is a magic weapon that can be used to make a melee spell attack, dealing 1d8 bludgeoning damage on a hit.

Madness

This is the Madness Variant Rule found in the Dungeon Master's Guide (p. 258).

In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.

Going Mad

Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.

Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.

Madness Effects

Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness. A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.

A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.

A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.

Short-Term Madness

    d100     Effect (lasts 1d10 minutes)
01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
takes any damage.
21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31-40 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41-50 The character begins babbling and is incapable of normal speech or spellcasting.
51-60 The character must use his or her action each round to attack the nearest creature.
61-70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71-75 The character does whatever anyone tells him or her to do that isn't obviously self-destructive.
75-80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81-90 The character is stunned.
91-100 The character falls unconscious.

Long-Term Madness

    d100     Effect (lasts 1d10 × 10 hours)
01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11-20 The character experiences vivid hallucinations and has disadvantage on ability checks.
21-30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.
31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.
41-45 The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.
46-55 The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56-65 The character is blinded (25%) or deafened (75%).
66-75 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.
76-85 The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.
86-90 Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.
91-95 The character loses the ability to speak.
96-100 The character falls unconscious. No amount of jostling or damage can wake the character.

Indefinite Madness

    d100     Flaws (last until cured)
01-15 "Being drunk keeps me sane."
16-25 "I keep whatever I find."
26-30 "I try to become more like someone else I know--adopting his or her style of dress, mannerisms, and name."
31-35 "I must bend the truth, exaggerate, or outright lie to be interesting to other people."
36-45 "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it."
46-50 "I find it hard to care about anything that goes on around me."
51-55 "I don't like the way people judge me all the time."
56-70 "I am the smartest, wisest, strongest, fastest, and most beautiful person I know."
71-80 "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time."
81-85 "There's only one person I can trust. And only I can see this special friend."
86-95 "I can't take anything seriously. The more serious the situation, the funnier I find it."
96-100 "I've discovered that I really like killing people."

Curing Madness

A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.

Mounts and Vehicles

Over the past centuries of technological improvements, advancements have been made to mounted and vehicular travel. Vehicles such as the bicycle and hot air balloon are joined by cars, motorcycles, and airships - though some still prefer the traditional horse and buggy, either out of stubbornness or fear. Even with these new options available, one thing remains unchanged in travel: you still have to treat your "mount" right.

Travel Speed and Pace

Speeds of vehicles below are provided in feet per round, similar to movement speed on foot. Multiplying this speed by ten will give an equivalent speed in feet per minute. And, for the sake of convenience, dividing this speed by 10 will give a rough estimate of speed in miles per hour (mph) - which can then be used to determine how many miles the vehicle travels in a day.

Speed can be doubled to begin traveling at a fast pace, or halved to travel at a slow pace. Traveling at a fast pace incurs a -5 penalty on passive Wisdom (Perception) scores, causes active Wisdom (Perception) checks to be made at disadvantage, and has the potential to cause damage to your vehicle beyond normal wear and tear. Traveling at a slow pace, by contrast, allows the possibility of stealth, though significantly impacts your resource consumption, as getting to your destination takes twice as long.

Wind Speed

Some vehicles move through the air as easily as others do on land or water. These vehicles rely partially on the speed of the wind to determine their rate of travel. The DM can roll 2d10 to determine the current wind speed (in feet per round), and then roll a d8 to determine the direction:

d8 Direction
1 North
2 Northeast
3 East
4 Southeast
5 South
6 Southwest
7 West
8 Northwest

An air vehicle is moving with the wind as long as its direction of travel is either the same or one step away from the wind's direction (i.e. a vehicle traveling north is moving with the wind if the wind is moving north, northeast, or northwest). It is moving against the wind if it is more than
two steps away from the wind's direction.

An air vehicle moving against the wind has its travel
speed reduced by the wind speed, to a minimum of half of its normal speed. Similarly, an air vehicle moving with the wind will have its speed increased, to a maximum of 1.5 times its normal speed.


Land Vehicles
Item Cost Speed Capacity
Caravan 100 gp 30 ft. 500 lbs., including passengers
Carriage 100 gp 30 ft 4 passengers
Cart 15 gp 40 ft 300 lbs.
Monowheel 1,000 gp 60 ft 1 passenger
Small Car 750 gp 100 ft 4 passengers,
or 2 with cargo
Large Car 2,000 gp 200 ft 8 passengers,
or 6 with cargo
Clockwork Tank 100,000 gp 50 ft 6 crewmen
Steam Tank 7,200 gp 30 ft 8 crewmen
Steam Engine 10,000 gp 180 ft 300 passengers

Caravans, Carriages, and Carts. These simple vehicles are pulled by draft horses (or similar animals). A caravan is designed largely for holding a large amount of cargo, while a carriage is designed to comfortably house a number of passengers.

Cars and Tanks. These modern vehicles are fitted with engines consisting of heavy boilers and condensers. The power of the vehicle is intrinsically tied to the size of the boiler. A larger boiler is heavier, but produces more power.

The machinery of a steam-powered car is intricate and prone to damage at higher speeds, and the wheels and axles are not tuned for 'off-roading'. Cars travel at half speed when not traveling on an appropriate surface (i.e. pavement or tight-packed earth). Tanks do not suffer this penalty, as they run either on treads or on spiderlike clockwork legs and are better able to overcome difficult terrain.

Monowheel. This is a one-wheeled single-track vehicle similar to a unicycle. However, instead of sitting above the wheel as in a unicycle, the rider sits within it. Steering is accomplished by leaning within the moving vehicle, though this is difficult to do at speed or on difficult terrain.

Steam Engine. This vehicle is a train that runs on a very powerful steam engine, designed for passengers and their cargo. The size of its engine allows for a much higher theoretical speed, but since it runs on specially built rails, its speed is contingent on the quality of the wood and metal construction of these rails.

Air Vehicles
Item Cost Speed Size Fuel Usage Capacity
Standard Air Vehicles
Cargo Ship 30,000 gp 20 ft (flying) 50 ft x 260 ft 5,000 Tons
Carrier Ship 23,000 gp 20 ft (flying) 35 ft x 250 ft 1,700 Tons
Explorer's Ship 20,000 gp 40 ft (flying) 60 ft x 30 ft 500 Tons
Feathered Galley 63,000 gp 40 ft (flying) 35 ft x 80 ft 100 Tons
Longship 16,000 gp 40 ft (flying) 35 ft x 150 ft 1,200 lbs
Personal Vessel 5,000 gp 30 ft (flying) 30 ft x 15 ft 300 lbs
Merchant Ship 12,000 gp 20 ft (flying) 25 ft x 50 ft 1,250 lbs
Skyboard 2,000 gp 20 ft (flying) 5 ft x 5 ft 1 passenger
Warship 30,000 gp 50 ft (flying) 25 ft x 80 ft 300 Tons
Sky Yacht 40,000 gp 30 ft (flying) 35 ft x 80 ft 1,500 lbs
Zeppelin 45,000 gp 40 ft (flying) 20 ft x 150 ft 1,000 Tons
Zeppelin, War 70,000 gp 40 ft (flying) 20 ft x 150 ft 800 Tons
Unique Air Vehicles
Aerial Screw 500 gp 15 ft (flying) 5 ft x 10 ft 300 lbs
Alchemical Dragon 100,000 gp 60 ft (flying) 20 x 75 ft 100-800 lbs
Glider 150 gp 40 ft (glide only) 10 x 10 ft 300 lbs
Ornithopter 500 gp 15 ft (flying) 5 ft x 5 ft 1 passenger
Zephyr 50,000 gp 40 ft (flying) 10 x 70 ft 500 lbs

    Cargo Ship. These bulky vessels are designed for the transit of large amount of heavy cargo, typically for commercial purposes. They have a large rear hatch that folds down into a broad ramp, and typically carry enough equipment - rope, pulleys, carts and dollies - to ease the loading and unloading of the ship. Though they are slow moving, they are designed to protect the cargo they are transporting.

Carrier Ship. Essentially "longer longboats", carrier ships are designed with a long flat area and covered shelters positioned abovedeck. This design provides a long runway for the launching of the many flying mounts that are stored in the shelters, as well as a mobile supply station for airborne troops.

Explorer’s Ship. These light, maneuverable ships are designed to accommodate a small crew for both short scouting ventures and long away missions exploring uncharted areas. Their cabins are designed to accommodate multiple possible uses.

Feathered Galley: This sleek galley features sails made of feathers. The figurehead depicts a beautiful harpy flying above the jaws of a snapping sea drake.

Longboat. Ships designed exclusively for carrying men quickly. Often little more than just platforms and sails, these ships may not even use a balloon and may use sails angled to provide lift. These ships are only lightly armed, but are fast and maneuverable.

Merchant Ship. Designed for transit of moderate, easily accessible loads, these ships often double as a traveling storefront. Ships such as these can act as traveling restaurants if equipped with a well stocked galley. They have a collapsible ladder and boarding plank to be used to conduct business while in the air. These ships are not especially fast or maneuverable, but offer a smooth, comfortable ride, and are armed for self-defense.

Personal Vessel. A smaller ship, designed to be easily controlled and sailed by a small number of operators. These ships are simple and unarmed, and do not hold much personnel or cargo. This category of ships includes fishing boats and small caravels.

Skyboard. This is a flat longboard with a sail attached. It hovers in the air using special enchantments and is pushed either using wind power or boosters, depending on the model. The skyboard comes in many different styles, and is target towards younger audiences seeking aerial stunts and acrobatics.

Warship. These airships are designed to be the pinnacle of aerial combat. They are fast, maneuverable, and well armed. Large fleets of warships are typically owned by governments, but lone ships can typically be found sailed by pirates, merchants and adventurers.

    Sky Yacht. Luxury vessels designed for the rich. These ships are for comfortable, luxurious travel and not much else. These ships prioritize comfort over any kind of defensive capability, but are typically fast enough to make a getaway at the sign of trouble.

Zeppelin. These airships are blimps built for cruising and luxury. They are crewed by around 15 aeronauts and boast comfortable seating and scenic views.

Zeppelin, War. This massive rigid skinned blimp is built for combat up to 3000 feet in the air. The gas bags are divided into multiple compartments so that a single puncture will not deflate an entire balloon. The war zeppelin is commonly crewed by 18 aeronauts (captain, commissar, chief engineer, cook, signals officer, navigator, and 12 non-commissioned crew). In addition to its weapon armament, it often is crewed with an additional 16 armed soldiers equipped with gliders or jetpacks.

Aerial Screw. Built of soarwood and canvas, this flying marvel has a rapidly turning rotor that keeps it airborne. There are no blades but rather a large, fairly flat apparatus of spiraling sail that thrusts air downward to generate lift.

Alchemical Dragon. This ship is made of wood and is usually crafted in the shape of a dragon. It is held aloft purely by its alchemical engine, a complicated and dangerous device that has a tendency to explode when the vehicle becomes wrecked. If an alchemical dragon crashes, the DM can choose make a DC 24 Constitution check using the Constitution modifier of the pilot. If the check fails, the alchemical engine explodes, dealing 10d10 points of fire damage to all objects and creatures within a 60-foot radius of the alchemical engine. A creature can make a DC 17 Dexterity save to try to halve this damage.

Glider. A glider is basically a large piece of sail stretched out with a frame and connected to a handhold and straps. The only way to get a glider flying is to jump off a steep incline, allowing the glider to pick up the air current. Gliders have no power of their own, and must rely on these currents to remain aloft. When moving with the wind, a glider loses 5 feet of altitude for every 40 feet of movement. Against the wind, the glider loses 5 feet of altitude for every 10 feet of movement. In either case, gliders cannot ascend on their own.

Ornithopter. These devices are typically powered by
intricate clockwork mechanisms that simulate the
flapping of a bird's wings. Powered by one man (with
some rudimentary enchantments, of course), these
devices compete with skyboards for domination of
the recreational flight market.

Zephyr. A massive balloon containing a bound air
elemental is connected by chains to the ship below.
This ship is similar to a sailing ship, complete with
an open top, and is propelled by commanding
or persuading the elemental to move.


Propulsion Methods

  • Arcane Engine. A unique blend of science and magic created this powerful engine. Arcane engines do not produce heat in the same way alchemical or steam engines do, and their fewer moving parts lead to fewer breakdowns, but maintenance requires the constant attention of powerful spellcasters, and a midair collision between two vehicles running arcane engines is far more disastrous.
  • Alchemical Engine. Powerful but high on fuel consumption, these engines burn a very precise blend of chemicals to generate power. The fuel must be created by skilled crafters knowledgeable in the alchemical arts. Its production requires a successful DC 20 Intelligence (Alchemist's tools) check. On a failed check, the fuel is either completely nonvolatile or could cause the ship's engines to fail or even explode catastrophically.
  • Steam Engine. The most basic of all the engines, this engine is the namesake of the current age. It is powered by two things - water and heat. Regardless of configuration, steam engines consist of a large boiler filled with water, hundreds of pounds of coal to bring the water to temperature, and a condenser to minimize the loss of energy to the open air. Steam-powered vehicles typically require a full crew to power and steer, and their construction has many points of failure requiring skilled technicians to repair.
  • Solar Sails. These sails are made using powerful enchantments and are much more expensive than your average canvas, costing up to 5,000 gp a sail. Despite the cost, many a sailor will argue their incredible utility, as the sails themselves absorb solar energy and output power, eliminating the need for an engine almost entirely.

Credits

Documents Used

Art Credits

Credits Cont.

  • K9000 Gun, Lucky Revolver, Mysterious Revolver: Bethesda Software
  • Ice Sniper: Source Unknown
  • Swordsplosion: Gearbox Studios
  • McCree's Revolver (Golden Skin): Blizzard Entertainment
  • Khvostov 7G-0X: Bungie Studios
  • Elemental Gunslinger: Source Unknown
  • Multiple use of Paizo Publishing LLC
  • Bioshock Francises
  • Riot Games/Leauge of Legends
  • https://fontmeme.com/cool-fonts/
  • Guild Wars Francises
  • James Flaxman Concept Art
  • /u/mrvalor.
  • Ironclad Game Corporation

Additional Resources