Kibbles' Compendium of Craft and Creation
Kibbles' Compendium of Craft and Creation
Kibbles' Compendium of Craft and Creation
Credits
Designer: KibblesTasty
Foreward
The how and why of this book getting made, a good story the
epouses my gratitude to all the people that made it happen,
and inspires folks to use the content within with confidence,
enjoy the game, and maybe even make their own stuff for it,
seeing the extensible levers of the game, and the content
provided within. Would be cool to have more art here too.
Particularly so I wouldn't have to write so many words to fill it
out. Short and sweet and all that.
[Placeholder]
4
Chapter 3 | More Stuff
Ranger...................................................................................102
Table of Contents Specialist..................................................................................... 102
Mind Reaper................................................................................ 103
Part I : Character Options....................................................... 6 Rogue ....................................................................................104
Contents............................................................................................ 6 Gadgeteer.................................................................................... 104
Balance............................................................................................. 8 Sorcerer......................................................................................... 106
Kibbles' Note for Players............................................................... 8 Aether Heart Origin................................................................... 106
Kibbles' Note for GMs.................................................................... 8 Planetouched Origin................................................................. 107
Crafting & Balance......................................................................... 8 Warlock.................................................................................108
Inventors in your setting................................................................ 9 The Ancient Intelligence.......................................................... 108
Psionics in your setting................................................................. 9 That Which Is Beyond.............................................................. 110
Inventor...................................................................................10 Wizard ..................................................................................111
Gadgetsmith...................................................................................14 Order of Creation....................................................................... 111
Golemsmith....................................................................................19 Order of the Unknown.............................................................. 113
Infusionsmith.................................................................................23 Backgrounds........................................................................116
Potionsmith....................................................................................27 Apothecary.................................................................................. 116
Thundersmith................................................................................32 Engineer....................................................................................... 116
Warsmith........................................................................................36 Tinker........................................................................................... 117
Fleshsmith......................................................................................42 Races.....................................................................................118
Cursesmith.....................................................................................48 Ironwrought................................................................................. 118
Runesmith......................................................................................54 Farling.......................................................................................... 121
Relicsmith.......................................................................................59 Templates.............................................................................123
Inventor Spell List........................................................................63 Augmented.................................................................................. 123
Psion .......................................................................................64 Feats......................................................................................126
Awakened Mind.............................................................................67 Class Feats.................................................................................. 128
Unleashed Mind............................................................................68 Inventor Feats............................................................................. 128
Transcended Mind........................................................................68 Psion Feats.................................................................................. 128
Shaper's Mind................................................................................69 Racial Feats................................................................................. 129
Wandering Mind............................................................................70 Ironwrought Feats...................................................................... 129
Elemental Mind.............................................................................71 Farling.......................................................................................... 129
Consuming Mind...........................................................................72 Spells.....................................................................................130
Psionic Disciplines................................................................73 Monster Section...................................................................145
Enhancement Discipline.............................................................73 Monsters by CR............................................................................ 145
Projection Discipline....................................................................74 Ancient Sentinel........................................................................... 146
Telekinesis Discipline..................................................................75 Clockwork Drake.......................................................................... 148
Telepathy Discipline.....................................................................76 Unearthed Destroyer................................................................... 150
Transposition Discipline..............................................................77 Silver Relics.................................................................................. 152
Psychokinesis Discipline.............................................................78 The Uncaged................................................................................. 158
Precognition Discipline...............................................................80 Aberrant Abstraction................................................................... 160
Nullification Discipline................................................................81 Adaptive Slime.............................................................................. 160
Consumption Discipline..............................................................82 Rampaging Imprint..................................................................... 160
Psionic Talents.......................................................................83 Eldritch Spawn............................................................................. 162
Psion Spell List......................................................................85 Mind Lurker.................................................................................. 162
Class Toolbox.........................................................................86 Madness Regurgitator................................................................. 162
Inventor Content...........................................................................86 Nightmare Stalker....................................................................... 162
Psion Content................................................................................88 Fear Eater...................................................................................... 164
Building Custom Options............................................................90 Screaming Runner...................................................................... 164
Barbarian................................................................................92 NPCs......................................................................................165
Path of Raging Mind....................................................................92 Crafting.................................................................................174
Path of the Exosuit.......................................................................93 Quick Summary......................................................................... 175
Bard.........................................................................................94 Quick Reference......................................................................... 176
College of Thunder.......................................................................94 Reference Prices........................................................................ 176
Cleric.......................................................................................95 Materials...............................................................................178
Mystery Cult...................................................................................95 Loot & Salvaging........................................................................ 178
Druid.......................................................................................96 Gathered & Harvesting............................................................. 178
Circle of Nightmares....................................................................96 Purchasing.................................................................................. 178
Fighter.....................................................................................97 Types of Materials................................................................179
Tech Knight....................................................................................97 Reagents...................................................................................... 179
Monk.......................................................................................99 Magical Ink.................................................................................. 179
Way of the Soul Blade..................................................................99 Essences...................................................................................... 179
Paladin..................................................................................101 Ingots............................................................................................ 180
Oath of Sanity............................................................................. 101 Hides & Leathers....................................................................... 180
Parts.............................................................................................. 181
Chapter 3 | More Stuff
5
Inventor
A gnome sits hunched over a workbench in a room cluttered
with every sort of tool, carefully drawing the final lines to an
intricate rune. With a crackling hum of arcane energy, the
completed rune flares with power, and she watches
with a smile of pride as the golem comes to life and
stands.
An ogre looms large over a dwarf, saliva slopping
down its chin as it considers its hearty meal, only to
turn to a horrified roar of agony lost beneath the
crushing sounds of thunder as the dwarf unloads a
terrifying blast of power from a small, metal tube. The
ogre flees in terror hounded by rippling cracks of
thunder.
With a thunderous crash of energy a figure lands in the
middle of the battlefield. As the smoke clears, a towering
presence stands amidst the war-torn battlefield clad in
glowing, mechanical plate mail. The luminous visor
swivels to inspect the wreckage. It raises a gauntlet, and
lightning crackles forth.
With a beckoning jesture, the elf summons a swirl of
swords leaping from their sheathes and springing to life.
The bandits start to edge away, breaking into a run as the
swords exuberantly give chase.
Makers of magic-infused objects, inventors are defined by
their innovative nature. Like wizards, they see magic as a
complex system waiting to be decoded and controlled through
a combination of thorough study and investigation.
Inventors, though, focus on creating marvelous, new
magical objects. Spells are often too ephemeral and
temporary for their tastes. Instead, they seek to craft durable,
useful items.
Cunning Creators
Every inventor is defined by a specific craft. Inventors see
mastering the basics of a craft as the first step toward true
progress, the invention of new methods, and innovative
approaches. Inventors are arcane engineers, students of Seeking to push beyond all and striving for the new is the
invention and warfare who craft deadly firearms, ingenious unifying call to inventors, but how jealously they guard their
gadgets, magical armor, and mechanical beings that they can secrets can vary greatly. Some push their knowledge upon the
augment with magic. worlds, while others hoard it.
All inventors are united by their curious and creative nature.
To an inventor, magic is an evolving art with a leading edge of
discovery and mastery that pushes further ahead with each Rivals and Challenges
passing year. Inventors value novelty and innovation. This Inventors often acquire many rivals from both sides—other
penchant pushes them to seek a life of adventure. inventors racing to be the first to unlock the secrets of the
A hidden ruin might hold a forgotten magic item or a world, scrambling to be the one after whom a new magical
beautifully crafted mirror perfect for magical enhancement. theory or scientific breakthrough will forever be named. Theft
Inventors win respect and renown among their kind by and acquisition of stolen ideas run rampant when too many
uncovering new lore or inventing new methods of creation. inventors clash over a field of expertise.
Further, inventors quickly make enemies of those who
would just as soon see the world unchanged, and they are
Boundless Imagination often viewed as dangerous upstarts or radical troublemakers
An inventor is not the sort to be limited by what already exists with their newfangled ways of doing things.
or conventional wisdom. They combine all the tools at their These challenges rarely daunt an inventor for long and most
disposal to go beyond—to discover new boundaries and often simply fuel their continued drive to rise above. Inventors
promptly exceed them. Few things can stand in the path of an are rarely set in their ways, and the hated rival of last week
inventor with a mind to change the world. may be a research associate the next.
The Inventor
Proficinecy Spells —Spell Slots per Spell Level—
Level Features Upgrades
Bonus Known 1st 2nd 3rd 4th 5th
1st +2 Inventor Specialization, Magic Item Analysis — — — — — — —
9th +4 — 7 4 3 2 — — 4
13th +5 — 9 4 3 3 1 — 6
15th +5 — 10 4 3 3 2 — 7
17th +6 — 11 4 3 3 2 1 8
Gadgetsmith
A gadgetsmith is an inventor whose curiosity and inventive
genius have run rampant. While other inventors may spend
their whole career perfecting a single-minded pursuit, a gad-
getsmith believes that quantity is at least as good as quality.
Quick footed and even quicker witted, gadgetsmiths are
never caught without another trick up their sleeve—their
minds always jumping ahead to solve the next problem with a
clever contraption.
A gadgetsmith can come from any walk of life, but they
usually exemplify curiosity and a distaste for the suppression
of knowledge or technology, usually favoring freedom to
experiment and leaning toward more chaotic behaviors.
Gadgetsmith’s Proficiency
When you choose this specialization at 1st level, you gain
proficiency with nets, rapiers, whips, and tinker’s tools.
Essential Tools
At 1st level, you’ve mastered the creation of the essential
reusable tools for surviving the battlefield as a gadgeteer. You
have the following items:
15th-Level Upgrades
Bee Swarm Rockets
You design a type of tiny, firecracker-like device, which can
release rockets in large numbers. You have a maximum
number of rockets equal to your inventor level. As an action,
you can release between 1 and 10 rockets. Each rocket targets
a point you can see within 40 feet of you. Each creature within
10 feet of one of these points must make a Dexterity saving
throw against your spell save DC.
Creatures in the area of effect of multiple rockets make a
separate saving throw for each rocket. For each failed save, a
creature takes 2d6 + 1 fire damage, or half as much damage
on a successful one.
You can replenish your supply of rockets to your maximum
over the course of a long rest.
Bracers of Empowerment
You create bracers that can empower you. You can use these
bracers to cast arcanist’s transformation without expending a
spell slot. Once used, this gadget can’t be used again until you
finish a long rest.
Dimensional Toolbox
You build a toolbox, filling it with the many ideas you’ve had
and discarded, with the magical power of making those ideas
reality when you need them most. As an action, you can reach
into the toolbox and withdraw an Unrestricted Upgrade of
your choice (one with no level requirement) from the
Gadgetsmith list. Gadgets withdrawn from the toolbox are
fleeting, and disappear after 1 minute. Once you have with-
drawn an upgrade from the toolbox, you can’t withdraw
another upgrade from it until you finish a long rest.
Disintegration Ray
You create a Disintegration Ray. You can use this device to
cast disintegrate without expending a spell slot. Once used,
this gadget can’t be used again until you finish a long rest.
Golemsmith
Golemsmiths are inventors who have committed themselves Golem
to creating a true work of artifice, forging a golem. With this Medium construct, unaligned
painstaking life ambition, they plan and design meticulously,
even if, in practice, sometimes compromises on materials Armor Class 14 (natural armor)
must be made. Hit Points 5 + [(the golem’s Constitution modifier + 5) times your
Why a golemsmith embarks on the quest to forge this inventor level]
Speed 30 ft.
artificial construct of life can vary. For many it is the pure
pursuit of forging the perfect creation; while for others, it is STR DEX CON INT WIS CHA
simply so they do not have to carry around their loot, or to 14 (+2) 12 (+1) 12 (+1) 4 (−3) 5 (−3) 1 (−5)
have a loyal companion to count on at all times.
A golemsmith is rarely chaotic, as they are people of great Damage Immunities poison, psychic
care and discipline—those that are not would not have Condition Immunities charmed, exhaustion, frightened, poisoned
succeeded where they have. However, some have been set on Senses passive Perception 7
their path by such events that might drive them to interact Languages understands the languages of its creator but can’t speak
chaotically with society as a whole.
Bound. The golem is magically bound to its creator. As long as the
Golemsmith’s Proficiency creator and it are on the same plane of existence, the creator can
telepathically call the golem to travel to it, and the golem knows the
When you choose this specialization at 1st level, you gain
distance and direction to its creator.
proficiency with smith’s tools and tinker’s tools.
Mechanical Golem
Starting at 1st level, you forge a mechanical golem to carry out
your orders and protect you. The golem is under your control
and understands the languages you speak, but it can’t speak.
The golem obeys your commands as best it can. On your
turn, you can verbally command it where to move (no action
required by you), and you can use your action to command it
to take an action. Additionally, whenever it would be able to
take a reaction, you must use your reaction to command it to
take that reaction. The golem acts on your commands during
your turn. If you issue no commands to your golem, it takes
no actions.
Your golem’s proficiency bonus increases when
yours does. If the golem is killed, it can be
returned to life by normal means, such as
the revivify spell, or you can repair it during
a long rest if you have access to its body. At
the end of the long rest, it returns to life
with half its hit points (rounded down).
If the golem is beyond recovery, you can
recreate it exactly as it was, with four days of
work (eight hours each day) and 100 gp of raw
materials.
Over the course of a short rest, you can restore hit
points to your golem equal to your Intelligence
modifier + your inventor level, or you can fully
repair it to during a long rest, causing it to regain
all its hit points. Any spells you cast that cause the
target to regain hit points ignore any restrictions
against constructs for your golem.
The base statistics of your golem are as
follows:
Animated Weapon
You touch a melee weapon, causing it to spring to life. This
Animated Weapon can be carried or stowed like a normal
weapon, or you can ready it, causing it to float beside you.
While an Animated Weapon is readied, you can make attacks
with it as part the Attack action, sending it out to strike a
target. All attacks made with your Animated Weapon during a
turn must be made against the same target.
This special attack is a melee spell attack with which you
are proficient. You can make this special attack against a
target out to a range of 30 feet away from you. If the weapon
has the heavy or special property, this range is halved to 15
feet; and if the weapon has the light property, this range is
doubled to 60 feet. On a hit, the target takes damage equal to
the weapon’s damage dice + your Intelligence modifier.
Blasting Rod
You touch a nonmagical object—a wand-blank, stick, staff, or
rod—turning it into a Blasting Rod and infusing it with the
ability to cast a cantrip. Select one evocation cantrip from the
wizard spell list that doesn’t require concentration. Thereafter,
as an action, you can use the Blasting Rod to cast that cantrip.
Once per turn, when you deal damage to a creature or
object with your Blasting Rod, you can add your Intelligence
modifier to the damage dealt to that target.
Infused Weapon
You touch a weapon, enchanting it. While this weapon is
enchanted, you (and only you) have proficiency with it.
Infuse Magic near you, and you can make a ranged spell attack with it
against a target within the weapon’s range.
Also at 3rd level, you can use your Spell Manual to infuse
On a hit, the target takes damage equal to the weapon’s
magic items, such as wands, storing magical power for later
damage dice + your Intelligence modifier. The weapon
use. Over the course of 1 minute, you can perform a special
requires ammunition, and it can carry up 30 pieces of
ritual to cast a spell into the item, expending a spell slot as
ammunition at a time. You can reload the ammunition at any
normal. The spell being stored has no immediate effect when
time as an action.
cast in this way.
Thereafter, a creature holding the item that is aware there is
Arcane Armament
magic infused in it can trigger the stored magic, casting the
You master armoring yourself with magical enchantments.
spell. The creature must have an Intelligence of 6 or higher to
You learn the mage armor spell. While under the effect of mage
cast the spell in this way.
armor, you can add your Intelligence modifier to your AC, in-
The spell uses your spell save DC, spell attack bonus, and
stead of your Dexterity modifier. You can only do this if you are
spellcasting ability, but is in all other ways treated as if the crea-
not adding your Intelligence modifier to your AC from another
ture holding it cast the spell. The spell infused in the item fades
source. Additionally, you gain resistance to force damage.
if you finish a long rest and the stored magic hasn’t been triggered.
Loyal Weapon
Extra Attack You can cast the returning weapon spell without expending
Beginning at 5th level, you can attack twice, instead of once, a spell slot, but if you cast it on a second weapon with this
whenever you take the Attack action on your turn. upgrade, the spell immediately fades from any previous use of
this upgrade.
Empowered Infusions Magical Wand of...
By the time you reach 5th level, your Infused Armament grows You create a new wand that you can infuse with a spell of
more powerful. If you infuse or animate a weapon, you can 1st level or higher that you have recorded in your Spell
infuse or animate one additional weapon at the same time Manual. This wand doesn’t require attunement, but can only
(having two Animated Weapons, two Infused Weapons, or one be used by you. The spell must be of a level that you can cast
of each). If you have multiple Animated Weapons, you can as an inventor (as of when you would choose this upgrade).
attack the same or different targets with them during a turn. This wand has three charges.
If you cast a spell of 1st level or higher using an item from You can expend a charge to cast the chosen spell at its
Infuse Magic or an upgrade, or from a magic wand, you can lowest level. The wand regains all expended charges when
cast the cantrip from your Blasting Rod as a bonus action. you finish a long rest.
You can select this upgrade multiple times, choosing a
Benefits of Flexibility? different spell and creating a new wand each time you select
If you choose to have an Animated and Infused weapon, you can
this upgrade.
attack twice with either, but will limit yourself to being able to only
attack one target if you solely rely on the Animated Weapon. If you
animate two weapons, you can split your attacks like normal using Magic Wand Spell Level
one to attack a different creature. Alternatively, you can animate A Magical Wand created using an upgrade slot at level 3 can always
a short-range heavy weapon and a long-range light weapon, giving only ever cast 1st level spells. For example, at level 5 if you have
you more options at different ranges but limiting your ability to two Magical Wand upgrades, you will have one that can cast 1st
target multiple targets at any optimal range. level spells, and one that can cast 2nd level spells. Even if you later
swap the upgrade, the Wand is still an Upgrade from level 3, and
selected as if you are level 3 and only able to cast 1st level spells.
Infused Focus
Starting at 14th level, you can anchor a powerful spell into an Skilled Infusions
item. When you cast a spell that requires concentration, you You manage to make the magic of your Animated Weapons
can anchor it to an object you touch (such as a staff, wand, or or Infused Weapons so potent that attacks made with them
weapon), causing the spell to not require your concentration. gain a fighting style. Attacks made with one handed melee
When you do so, the spell lasts a number of rounds equal to weapons gain Dueling, attacks made with two-handed melee
your Intelligence modifier, after which the spell ends. weapons gain Great Weapon Fighting, and attacks made with
Once you use this feature, you can’t use it again until you ranged weapons gain Archery.
finish a short or long rest.
Soul-Saving Bond
You set up a special magical bond between you and another
Infusionsmith Upgrades creature. When either of the bonded creatures fails an Intelli-
gence, Wisdom, Charisma, or death saving throw, the other
Unrestricted Upgrades creature can make the same saving throw, replacing the
original result with its own. If this ability is used on a death
Animated Archer saving throw, the roll is automatically a 20. Once this ability
You master animation enchantments allowing you to use has been used to replace a roll, it can’t be used again until
your Animate Weapon feature on a ranged weapon and a both bonded creatures have finished a short or long rest.
quiver of ammunition. An animated ranged weapon hovers This bond can be set up with a different creature at the end
of a long rest.
component or spell slot. When cast in this way, the spell Mixed Technique
triggered by contingency must must a 2nd level or lower spell, If you use your action to cast a cantrip with a Blasting Rod,
and ends if you complete a long rest before the contingency is you can make a single weapon attack as a bonus action using
triggered. an Animated or Infused weapon.
Once you cast contingency in this way, you cannot cast it
again until you complete a long rest. 15th-Level Upgrades
Spell-Trapping Ring Advanced Object Animation
You set a powerful magic into a non-magical ring. You can When you cast the animate objects spell, you can use your
use this ring to cast counterspell without expending a spell spell attack modifier for the attack roll of anything animated
slot. When you cast counterspell in this way and it succeeds, by the spell, and the damage they deal is increased by +8
the spell countered is stored in the ring. You can then cast the (divided by the number of things animated - tiny objects gain
stored spell without expending a spell slot, but the spell fades +1, huge objects gain +8).
if it is not used before you complete a long rest.
Once you use this ring, you cannot use it again until you Third Animated Weapon
complete a long rest. Your mastery of weapon animation expands to a greater
breadth of control. If you have two animated weapons, you can
11th-Level Upgrades animate a third weapon with your Animate Weapon feature.
When you take the attack action with your other two animated
Empower Weapon weapons, you can make a single spell attack with your third
When you hit a creature with a weapon, you can infuse the animated weapon as part of the same action.
weapon with arcane energy as a bonus action to deal 2d6
additional force damage. When infusing the weapon in this High-Level Wands & Rods
way you can expend a 1st level spell slot to increase the While it may appear Infusionsmiths lack high level upgrades, high
damage further. The extra damage is 2d6 for a 1st-level spell level wand and rod upgrades can be very valuable options.
slot, plus 1d6 for each spell level higher than 1st.
Enchanted Broom
You can enchant a broom (or broom like object) into a
Broom of Flying. You set the command word for the broom,
and the Broom only obeys you.
Life Infusion
You learn a potent magical infusion that suffuses a creature
with life energy. You can cast regenerate without expending a
spell slot. Once you cast this spell in this manner, you cannot
use it again until you complete a long rest.
Alchemical Infusions
At 3rd level, you have discovered the secrets to drastically
bypass the alchemical brewing process, crafting potent
magical effects through the direct infusion of the potion with
your own magic. When you finish a short or long rest and have
an empty vial on your person, you may choose one or more the
following spells and use spell slots to cast them.
When you cast spells in this way, the spell does not take
effect immediately, but is infused into the potion.
If the spell grants an effect or restores health, a creature can
consume it or administrator it to another creature as an
action.
If a spell targets an area of effect, you can accurately throw
a vial up to 30 feet, dealing no inherent damage, but breaking
the vial in impact. The area of effect takes place when the vial
28
Chapter 1 | Classes
is broken, with the effect centered on where the vial breaks. If Alchemical Acid Instant Reaction
the spell targets a creature, you can treat the vial as a ranged You can produce a reaction causing a caustic acid to form.
weapon you have proficiency with the Thrown (20/60) As an action, you can throw this combination of ingredients at
property. You replace the spell attack with making a weapon a point within 20 feet, causing acid to splatter within a 5 foot
attack made with the vial. radius. Creatures in that area have to make a Dexterity saving
If the spell has a persistent effect that requires throw against your spell save DC, or take 2d4 acid damage.
concentration, it does not require concentration to maintain, Damage from this acid deals double damage against
but its duration is shortened to a number of rounds equal to structures and objects.
your Intelligence modifier. The damage increases by 2d4 when you reach 5th level
A spell that does not require concentration lasts its normal (4d4), 11th level (6d4), and 17th level (8d4).
duration. An infused potion loses its potency if it is not used by Alternatively, you can use a bonus action to prepare it as a
the end of your next long rest. ranged weapon you have proficiency lasting until the end of
You can gain additional spells for your Alchemical Infusions your turn with the Thrown (20/60) and Finesse property that
through your Alchemist upgrades. deals damage equal to failing the save against the effect (but
does not add your Strength or Dexterity modifier).
On Creativity and Catapults
While as per the feature, you can only accurately throw the vial Dragon Draught Instant Reaction (upgrade only)
containing an Infused Potion 30 feet, the trigger merely specifies As an action you quaff a vial of highly reactive liquid, allow
that the effect takes place where it breaks. you to immediately belch a blast of devastating elemental
If you can find another way to deliver the vial, such as the launch energy. You can select between cold, fire, acid, or lightning.
objectK spell (or similar spell) on the Inventor spell list... or, well, an Cold or Fire effect a 10 foot cone. Lightning or Acid effect at
actual catapult, you can apply these methods as well.
15 foot line. Creatures in that area have to make a Dexterity
saving throw against your Spell Save DC, or take 1d8 damage
Practiced Quaff of the elemental type chosen.
Additionally at 3rd level, you gain the ability to consume The damage increases by 1d8 when you reach 5th level
potions and infused potions as a bonus action. (2d8), 11th level (3d8), and 17th level (4d8).
Flaming Grease
Potionsmith Upgrades You tweak your grease formula to be flammable, as grease
should be. When you cast grease or use it to make an
Alchemical Infusion, the effect becomes flammable. If the area
Unrestricted Upgrades of effect is hit with 1 or more point of fire damage, the all
creatures in the area of effect take 2d4 fire damage. The
Alchemical Fire Instant Reaction grease burns for a number of turns equal to your Intelligence
As an action you can produce a reaction causing a searing modifier.
flame. At a point within 20 feet, you can a toss quick Additionally, you when you cast the grease spell or use it as
combination of reagents that will cause searing fire to flare up an Alchemical Infusion, you can instead use it to coat a
in a 5 foot radius. Creatures in that area have to make a weapon. This coating lasts for 1 hour or until ignited by 1 or
Dexterity saving throw against your spell save DC, or take 1d8 more points of fire damage. Once ignited, that weapon deals
fire damage. 1d4 additional fire damage for 1 minute.
The damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8). Fortifying Fumes Reaction Instant Reaction
Alternatively, you can use a bonus action to prepare it as a You formulate a new instant reaction, a powerful fortifying
ranged weapon you have proficiency in lasting until the end of stimulus. Targeting a point within 20 feet, as an action, you
your turn with the Thrown (20/60) and Finesse property that cause fumes to erupt. Creatures within 10 feet of the target
deals damage equal to failing the save against the effect (but point can choose to hold their breath and not inhale, but
does not add your Strength or Dexterity modifier). creatures that inhale the fumes gain 1d4 temporary hit points,
deal 1d4 additional damage on their next melee weapon
Panacea
When you create a Healing Draught, you can add a more
potent concoction. That Healing Draught heals the maximum
value of the dice rolled when restoring health and has the
effect of greater restoration. Once you make an improved
Healing Draught like this, you cannot make one again until
you complete a long rest.
Perfect Reaction
In a moment of perfect focus, you can create a flawless
instant reaction. When you roll damage, hit points restored, or
temporary hit points granted, you gain the maximum value of
the dice, instead of rolling. Once you create a perfect reaction,
you cannot do so again until you complete a short or long rest.
Field Infusion
You can create an infused potion as an action. Once you do
so, you cannot do so again until you complete a short or long
rest
Thundersmith
A Thundersmith is an Inventor who harnesses the primal
force of elemental power, channeling its power into their great
creation: a weapon of unmatched devastation. Spectacular
and terrible, these weapons bring fear to their foes and awe to
their allies.
Why a Thundersmith bends their mind to the task of
making such a weapon are as varied as the creations
themselves. Some are coldly analytical about the destruction
it causes seeking to continually improve it, tweaking it for ever
more optimized destruction, while others view it merely as a
tool, a means to an end; others still revel in the crash of
thunder that heralds the terrifying force of their weapon.
Many look at these weapons as the dawn of a new age, in
truth wielding them is a tricky and arcane art; as complex as
its creation it is only truly understood and mastered by the
one who forged the device - each weapon a unique piece of
devastating art.
Thundersmith’s Proficiency
When you choose this specialization at 1st level, you gain
proficiency with tinker’s tools and smith’s tools.
If your weapon requires ammunition, you gain the
knowledge of how to forge them, and create them with
smithing tools during a long rest. You can create up to 50
rounds of ammunition during a long rest, with materials
costing 1 gold piece per 10 rounds.
Stormforged Weapon
Starting at 1st level, you harness the elemental power of
thundering storms to create a powerful weapon. This weapon
requires attunement, you are proficient with it while attuned,
and you can only be attuned to one Stormforged Weapon at a
time. If you have multiple Stormforged Weapons, you can
change which one you are attuned to during a long rest.
If you lose your Stormforged Weapon or wish to create
additional ones, you can do so over the course of three days type, and select the same or different upgrades.
(eight hours each day) by expending 200 gold pieces worth of Select one of the following and consult the Stormforged
metal and other raw materials. When you make a new Weapon table for its statistics.
Stormforged Weapon, you can make the same or different
Stormforged Weapons
Weapon Name Damage Weight Type Properties
Ammunition (range 60/180), Two-Handed, Loud†,
Thunder Cannon 1d12 piercing 15 lbs. Ranged
Stormcharged*
Ammunition (range 30/90), Light, Loud†,
Hand Cannon 1d10 piercing 5 lbs. Ranged
Stormcharged*
1d10 bludgeoning +
Kinetic Hammer 10 lbs. Melee Two-Handed, Heavy, Loud†
1d4 thunder
1d6 slashing + 1d4
Charged Blade 3 lbs. Melee Finesse, Loud†
lightning
1d8 piercing + 1d4
Lightning Pike 10 lbs. Melee Reach, Two-Handed, Loud†
lightning
(*) Stormcharged. When you use an action, bonus action, or reaction to attack with a Stormcharged Weapon, you can make
only one Attack regardless of the number of attacks you can normally make. If you could otherwise make additional attacks with
that action, the weapon deals an additional 3d6 lightning or thunder damage per attack that was foregone.
(†) Loud: Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack.
Lightning Burst Thundermonger. You don’t add your ability modifier to the
You upgrade your Stormforged Weapon to discharge its damage of the bonus attack, unless that modifier is negative or
power within a 5-feet wide and 60-feet long line. If you have you have the Two Weapon Fighting Fighting Style.
not dealt Thundermonger damage since the start of your turn, While dual wielding Stormforged Weapon, you can load a
as an action, you can make a special attack. Each creature Stormforged Weapon without a free hand.
must make a Dexterity saving throw against your Spell Save
DC or take damage equal to the bonus damage of Weapon Improvement.
Thundermonger as lightning damage on a failed save, half as Your Stormforged weapon gains a +1 to attack and damage
much on a successful save. rolls. This does not stack with any benefit gained from Arcane
This counts as discharging your Thundermonger damage. Retrofit, and this upgrade can be replaced as part of applying
Firing in this way does not consume ammo. a bonus to your Stormforged Weapon via Arcane Retrofit.
Thunder Jump
Build a quick release for the arcane thundering energy that
fills your Stormforged Weapon. As an action you can channel
it to cast thunder step without expending a spell slot. This
counts as discharging your Thundermonger damage.
Once you use this ability, you cannot use it again until you
complete a short or long rest.
Warsmith Armor
Strength
Armor Name AC Weight Stealth Properties
Requirement
Heavy Armor,
Warplate 18 65 lbs. — Disadvantage
Powerful Build
14 + Dex
Warsuit 20 lbs. — — Medium Armor
Modifier (max 2)
Warskin 12 + Dex
13 lbs. — — Light Armor
(War Suit) Modifier
14 + Dex Medium Armor,
Integrated Armor N/A — —
modifier (max 2) Powerful Build
(*) Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or
lift.
Accelerated Movement You can apply this upgrade twice. Fortified Brace Prerequisite: Warplate
You reduce the weight of your armor by 15 lbs. While You build in systems to maximize defensive potential. As a
wearing your armor your speed increases by 10 feet. This reaction to taking damage, you can brace your armor, locking
applies to all movement speeds you have while wearing your it in a defensive position. Until the start of your next turn, you
armor. gain resistance to all damage and any subsequent attacks
made against you are made with disadvantage. On your next
Arcane Visor You can take this upgrade multiple times turn after taking this action, your movement speed is reduced
selecting a different option each time. by half and you cannot take an action (you can still take a
You magically enchant your visor. You gain one of the bonus action).
following effects while wearing your armor; you pick the effect
when selecting the upgrade. Iron Fortitude Prerequisite: Integrated Armor
• You gain darkvision to a range of 60 feet. If you already You gain an unnatural durability. When damage reduces you
have darkvision, the range of that darkvision is increased to 0 hit points, you make Constitution saving throw with a DC
by 60 feet. of 5 + the damage taken, unless the damage from a critical hit.
• You can ignore Sunlight Sensitivity. On a success, you drop to 1 hit point instead.
• Divination spells no longer require your Concentration to
maintain. You can only use this effect one spell at a time. Grappling Reel Prerequisite: Warplate or Integrated Armor
Your Warsmith’s armor gains an integrated grappling reel
Regardless of the selection, you have advantage on saving set into your gauntlet. As an attack or as an action, you may
throws against being blinded while wearing your armor. target a surface, object or creature within 30 feet. If the target
is Large or Smaller, you can make a Grapple check to pull it to
you and Grapple it on success. Alternatively, if the target is
Large or larger, you can choose to be pulled to it, this does not
grapple it. This movement generates attack of opportunity as
normal movement would.
Optional Control
With Assume Control upgrade, the armor taking control on
Emergency Protocol becomes optional, though if you do not
choose for it to activate, it cannot activate later unless the
condition was previously specified (i.e. “take control if I fail two
Death Saving throws”).
Thesis of Flesh
At first level, you select an approach to your work, a
specialization to your art form. Select one the following
options:
Perfection of Form
Nature had its chance to make your form, now it’s your turn
to improve it. When you take this path, you gain the
Fleshcrafted Mutation upgrade, and it does not
count against your upgrade total. Additionally,
when an upgrade calls to use your spell save
DC, you can instead use 8 + your
Constitution modifier + your proficiency
bonus.
When you take the Attack action, you can
use your bonus action to make a single additional attack with
this upgrade. You can make this additional attack a number
of times equal to your Inventor level. You
regain all uses at the end of a long rest.
Perfection of Mind
You know that perfection is an aspect of knowledge, a
perfect understanding of the mechanics of the Body, inside
and out. But particularly inside. You gain expertise in
Medicine. Additionally, you gain the Dissection upgrade, and it
does not count against your upgrade total.
You have a pool of d8s equal to your Inventor level. When
you restore hit points to a creature or use an Intelligence
(Medicine) check to deal damage to a creature, you can
expend these d8s to restore additional health or deal
additional damage. You can spend a number equal to
Proficiency bonus at a time. You regain this pool of d8s at the
end of a long rest.
Dissection
Fleshsmith Upgrades If you are holding a melee finesse weapon you have
proficiency with, as an action you can make an Intelligence
(Medicine) ability check against a creature within reach with a
Unrestricted Upgrades DC equal to its armor class. If you succeed the check, you can
deal damage to that creature equal to your weapons damage
Acid Gland
dice plus your Intelligence modifier. On a roll of 20, the roll
Realizing that putting something that oozes acid inside
weapon damage dice are doubled.
yourself could not possible go wrong, you do just that. As an
If you could normally make more than one weapon attack as
action, you can spew acid, making a ranged spell attack
part of the Attack action, you can deal a number of additional
against a target within 30 feet. On hit, you deal 3d8 acid
dice equal to the number of attacks you could normally make
damage.
as part of an attack action when taking this action (for
Alternatively, as an action, or as an attack as part of the
example, if you have the Extra Attack feature and take this
Attack action, you can spray all creatures in a 30 foot cone.
action with a dagger, you would deal 2d4 + your Intelligence
Each creature in the area must make a Dexterity saving throw
modifier damage).
against your spell save DC, taking 3d4 acid damage on failed
save.
Expertise to Hit
Once you use either option, you cannot use this upgrade
Dissection can generate very high hit chance due to its nature, but
again until you complete a short or long rest. The damage
deals less damage than attacking twice with Extra Attack would (as
increased by one die at 5th level (4d8 or 4d4), 11th level (5d8 it only adds your modifier once), making it a trade off.
or 5d4), and 17th level (6d8 or 6d4).
Crushing Grip
Adorable Critter You don’t let things go once you have them in your grip.
You experiment on creating an adorable critter. You create Creatures that are grappled or restrained by you have
- or modify - a CR 0 tiny creature. This creature serves as a disadvantage on attempting to escape the condition.
Additionally, you can choose to apply damage equal to your Fleshcrafted Enhancement Prerequisite: Applicable
Strength modifier to any creature that starts its turn grappled Fleshcrafted Mutation
or restrained by you. You use the knowledge of inhuman anatomy or twisted
powers you gain from to formulate an unnatural enhancement
Extra Eyes of your Fleshcrafted Mutation, granting it an additional power.
Why only see one direction? You add extra eyes. You gain The table below shows which enhancements can be applied to
proficiency in the Perception skill. If you are already proficient which mutations.
in the skill, you add double your proficiency bonus to checks Each enhancement has an empowered effect. An
you make with it. In addition, you have advantage on Wisdom empowered effect automatically occurs when you roll a 20 to
(Perception) checks that rely on sight. hit with your natural weapon on an attack with the
enhancement, or once per turn on your turn, you can manually
Flaying Hook activate the empowered condition by expending a 1st level or
A metal hook attached to a chain. You a proficient with this higher spell slot.
weapon, and it has the Special property. It deals 1d6 piercing
damage. One Enhancement
Special: This weapon has a range of 20 feet. When you hit Note that unless otherwise specified, an upgrade can be take
at a target that is more than 5 feet away from you, if the target only once. In this case, all the enhancements are effectly
is medium or smaller, you can make a Strength (Athletics) mutually exclusive.
check contested by its Strength (Athletics) to pull the target
toward you. On a successful check, a smaller or smaller target Empowered Relentless Attacks:
is pulled to you, and a medium target is pulled half the Your Empowered Relentless attack will deal either the natural
distance (rounding up) toward you. The creature takes 1 weapon die of the natural weapon, or the weapon die of a weapon
additional damage for each 5 feet it is pulled. held in an extra arm. This can be a two handed weapon only if you
If the creature is medium or larger, when hit a target more have two extra arms.
than 5 feet away from you you can pull yourself up to 10 feet
toward the target.
Spiked Chain Prerequisite: Flaying Hook Devouring Maw Prerequisite: 9th level Artificer
You lace the chain of your Flaying Hook with spikes. When Due to the inefficiency of having only one intake port, you
you attack a creature within 5 with your Flaying Hook, you can build an additional one, properly equipped with razor sharp
opt to make a Spiked Chain attack. This attack deals 2d4 fangs and a special property. This maw becomes a natural
piercing damage on hit, and has the Special property. weapon that deals 1d10 piecing damage.
Special: When you hit a creature with this weapon, that If you hit with an attack with this maw, you can chose to
target loses 10 feet of movement (hindered by the chain) and make a Grapple check against the target as a bonus action.
takes 1d4 damage each time they move 5 feet, up to 2d4 Targets grappled by this maw take 1d4 piercing and 1d4 acid
damage (for 10 feet of movement). You cannot use your damage at the start of their turn.
weapon against another creature until the start of your next Attacks with this Maw are made with advantage against
turn, but have advantage on attacks of opportunity against the targets it is Grappling, but it cannot attack other creatures
that target. If it does not move before the start of your next while grappling a creature.
turn, you reel your chain back in, dealing 1d4 slashing damage You can take apply a Fleshcrafted Enhancement to this
to that target. Maw instead of Extra Fangs when taking that upgrades; this
Maw can have a different upgrade than your Extra Fangs if
you have both.
5th Level Upgrades
Extreme Mutation Prerequisite: Mutation Mastery
Corrosive Critter?! Prerequisite: 5th level, Perfection of You can push your mutation to the limits and well beyond
Creation using a touch of magic. You learn the spell polymorph, but
Your adorable critters natural weapon deals an additional unless you know this spell from another source, you can only
1d6 acid damage on hit. target yourself. Additionally, you can cast this spell without
expending a spell slot, but once you do so, you cannot do so
Life Merchant again until you complete a long rest.
You can share your considerable vitality with other
creatures. You are a generous person, after all. You learn the Life Void Prerequisite: Life Merchant
spell invest life, and you can cast life transference without You hunger for missing vitality. After casting life
expending a spell slot. Once you cast in this way, you cannot transference the first time you damage a living creature within
cast it again with this upgrade until you complete a short or the next minute, you deal an additional 3d8 necrotic damage,
long rest. and regain hit points equal to the necrotic damage dealt.
Dark Miracle
When you use an action that restores health another player, Uncanny Strength Prerequisite: 18 Strength You can take
you can expend up to 4d4 of your own hit points to increase this upgrade twice
the amount of health restored by that much. Creatures that You don’t see what the big deal is with two handed weapons.
receive this strange surge vitality have advantage on their next After some small improvements to one of your arm and grip,
attack or saving throw. you can hold a two handed weapon in one-hand in the
upgraded hand.
Unrelenting Predator Prerequisite: Fleshcrafted
Enhancement Rules Tip: Two Weapon Fighting
Activating your Fleshcrafted Enhancement no longer Note that this does not grant them the Light property, so two-
requires a spell slot, though can still only be done once per weapon fighting will not inherently work with them, though with
turn. the Dual Wielder feat, they would.
Adaptive Response
You attain full mastery of your body and its functionality,
able to detect when it malfunctions. As a reaction to failing a
saving throw against becoming paralyzed, blinded, deafened,
poisoned or infected by a disease as the result of failing a
constitution saving throw, you can end the effect, even if you
would normally not be able to take reactions due to the effect..
Once you do this, you cannot do this again until you
complete a short or long rest.
Autoimmune Response
You attain full mastery of your body and its functionality,
able to detect when it malfunctions. As a reaction, you can end
a condition or disease affecting you as the result of failing a
Empowered Artifact
The weapon hums with great power. When you roll damage
with an attack made with the weapon, you can reroll one of
the weapon’s damage dice. When attacking objects or
structures, you can instead maximize its die.
Abhorrent Life
Your Forbidden Artifact takes a life of its own, writhing and
lashing on its own at your mental direction. You can apply
your Intelligence modifier to the to attack and damage roll of
the weapon where you usually apply your Strength or
Dexterity modifier.
Grasping Form
You Forbidden Artifact can twist around binding targets.
When you hit an attack with it, you can attempt to grapple the
target as a bonus action. If you have the Abhorrent Life
property, you can make an Intelligence (Athletics) check to
initiate or contest the grapple. You cannot attack other
creatures while grappling a creature with this weapon.
Curse Eater
Cursed Path You consume your forbidden artifact, destroying it and
Starting at 3rd level, the path you’ve chosen begins to claim afflicting yourself with a terrible curse. You gain a natural
your body and soul - some could call it a curse, some could weapon as the manifestation of this cursed power. On hit, this
call further opportunity. Select a path from the following. weapon deals 1d8 damage of your choice of bludgeoning,
piercing, or slashing damage (selected when you gain this
Curse Bearer feature), and 1d4 necrotic damage. All effects that apply to a
You soul can carry great burdens. When you are under the Forbidden Artifact apply to this natural weapon.
effect of bane, you can chose to ignore the effect for a roll. You can awaken the power gained from the weapon to your
Once you choose to ignore the effect, you cannot do so again natural weapon as well as the effect of the Forbidden Artifact
until the start of your next turn. curse.
Additionally, when you suffer the effect of any curse effect of Additionally, you can absorb any item you create with this
one of the upgrades granted by this class, you can suppress subclass, innately gaining its effect and curse. At the start of
the effect ignore the negative consequence of the effect. You your turn while you are not incapacitated you regain
can do this a number of times equal to your proficiency bonus, temporary hit points equal to 1 + the number of cursed items
regaining all uses on a long rest. If the curse is an ongoing you have consumed with this ability. If you are under the effect
effect, suppressing it suppressing it until the start of your next of bane, this becomes 1d4 + the number of cursed items you
turn. have consumed with this ability.
Additionally, when you gain temporary hit points from this
Other Curses feature, you can instead regain hit points, regaining hit points
At your DMs discretion, you may be able to use this feature to equal to the temporary hit points you have gained. You can do
shrug off the effects of other lesser curses. regain hit points this way a number of times equal to your
proficiency bonus, regaining all uses on a long rest.
When you select this path, you learn the following spells at When you select this path, you learn the following spells at
the following levels. These spells do not count against your the following levels. These spells do not count against your
spells known, and are Inventor spells for you. spells known, and are Inventor spells for you.
Spells Inventor Level
3rd protection from evil and good Spells Inventor Level
5th warding bond 3rd inflict wounds
9th protection from energy 5th darkness
13th death ward 9th mutateK
17th dispel evil and good 13th ichorous bloodK
17th devouring darknessK
Curse Bringer
When spread the burdens you carry. When you make an Damned Affinity
attack roll while under the effect of bane, if you hit the Additionally at 3rd level, magical items granted by this
creature after rolling a 3 or 4 on bane, the target suffers the subclass that require attunement do not count against your
effect of bane until the end of your next turn. This effect is attunement total if that item is cursed.
extended if you hit them your Forbidden Artifact again while
Extra Attack Curse: When you activate this helm, your AC and bonus to
saving throws is reduced by 5 until the start of your next turn.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Helm of Omniscience You can only wear 1 Helm at a time.
Attunement, Cursed.
Unlimited Power You make a helm granting your unlimited knowledge. As a
Starting at 14th level, when you use Soul Investiture, you can bonus action, you can gain the effect of foresight until the start
double the amount of damage dealt bonus gained, but take of your next turn. Once you use this helm, you cannot use it
necrotic damage equal to the penalty taken at the end of each again until you complete a short or long rest.
of your turns as it continues to consume your soul. This Curse: When you activate this helm, your mind becomes
damage bypasses immunity and cannot be resisted in anyway. overloaded, causing you to take 1d6 psychic damage when you
make a roll that benefits from foresight until the start of your
next turn.
Unrestricted Upgrades
Dark Magic
Abhorrent Split: Prerequisite: Forbidden Artifact with You record some of the foulest effects your experiments
damage die of d8 or higher have had, codifying them into magical spells. You learn the
When awakened, your Forbidden Artifact splits into multiple following spells. They are Inventor spells for you, but do not
writhing branches. The weapons damage dice convert to count against your spells known.
smaller increments based on the table below: Spell Level Spells Learned
Damage Dice Awakened Damage Dice
1st crippling agonyK
1d12 or 2d6 3d4 2nd blindness/deafness
1d10 1d6 + 1d4 3rd rain of spidersK
1d8 2d4 4th blight
It can attack other creatures even while grappling or 5th contagion
restraining a creature with the Grasping Form artifact
property, but loses one damage die (starting with its smallest) You can cast crippling agonyK without expending a spell slot,
for each creature it is grappling or restraining. after which you must complete a long rest before you can cast
it without expanding a spell slot again. Starting at 5th level,
Blood Rites you can choose to cast blindness/deafness without expending
Delving your dark path, you formulate a way to form a spell slot instead.
temporary containers of magical power using blood. Select
three ritual spells from the Wizard spell list; you gain the Ring of Dark Investment
ability to cast these spells as Ritual Spells. You can only take You create a ring that can store a fragment of corrupted
spells of a level you could normally cast at the level you take power. As an action, you can infuse an Inventor spell you know
this talent. (including spells gained from upgrades) with a casting time of
To cast these spells as rituals, you require fresh blood; this 1 action into the ring. You cast the spell as normal (expending
can be provided by an creature that has been slain in the last the spell slot if it is 1st level or higher) but the spell does not
hour, or by a creature (including yourself) providing it at a cost take effect, and is stored in the ring for later use. When you
of 1d4 slashing damage. take the Attack action while a spell is stored in your ring, you
may replace one attack with the stored spell. You may also
Helm of Invulnerability You can only wear 1 Helm at a time release the stored spell directly, casting it at its normal casting
Attunement, Cursed. time. A stored spell fades if you remove the ring, or if it is
You forge a helmet, making yourself invulnerable... almost. unused at the end of a long rest.
As reaction to taking to bludgeoning piercing or slashing Curse. When you store a spell in your ring, your current and
damage, you can become immune to bludgeoning piercing maximum hit points are reduced by 1 + the level of the spell (1
and slashing damage until the start of your turn. Once you use for a cantrip).
this upgrade, you cannot use it again until you complete a
short or long rest. Ring of Gilded Lies
Curse: Whenever this helm prevents damage, you take Attunement, Cursed.
necrotic damage equal half the damage you would have taken. You create a ring that magically enhances your social
This damage cannot resisted. abilities. Some of them. When your roll Deception or
Performance, you gain the effects of guidance for the roll.
Helm of Madness You can only wear 1 Helm at a time Curse: When you roll for Persuasion, roll a d4 and subtract
Attunement, Cursed. it from the result.
With great madness comes great power. As a bonus action,
you can allow the madness to take your mind. You can Shadowed Shades
immediately move up to your movement speed and make a You make a set of specticles. While wearing them, you can
single weapon attack. Once you use this upgrade, you cannot see normally in darkness, both magical and nonmagical, to a
use it again until you complete a short or long rest. distance of 120 feet.
equipment into the ring. When you do so, it gains weight equal Ring of Nightmares
to one tenth of your weight (including your equipment). Attunement, Cursed
While another creature is wearing the ring, you can attempt You forge a ring of, well, pure evil. It can bring the horrifying
to posses them. They make a Charsima saving throw. Your nightmares to life in reality in a way that you don’t quite
body vanishes and you become incapicated for the duration, understand, but is very effective. When you invoke a
and they become under the effect of dominate monster. A nightmare, you can cast hunger of hadar, rain of spiders,
creature can choose to fail their save against this. summon lesser demons, or enemies abound without
expending a spell slot. Once you use the ring to invoke a
Vicious Effigy nightmare, you cannot use it until you complete a long rest.
You learn the cruel puppetry spell and can cast it once Curse: You cannot choose the nightmare invoked. When you
without expending a spell slot. Once you use this upgrade, you invoke a nightmare, roll 1d4 (1: hunger of hadar, rain of
cannot do so again until you complete a long rest. spiders, 3 summoner lesser demons, 4 enemies abound)
Exude Darkness
You allow the power of your artifact to leak out. Whenever
you cast a spell of 1st level or higher, you heavily obscured by
dark shadowy flames for a number of rounds equal to the level
of the spell (for example, a 1st level spell the flames shroud
you until the start of your next turn). Any creature that hits you
with an attack while within 5 feet of you takes 2d8 necrotic
damage while you are shrouded in flames. This effect does not
require concentration to maintain.
True Artifact
So long ago you forged great power. Now you realize its full
potential. Your cursed weapon becomes a true artifact, any
bonus to attack and damage rolls lower than +3 it has is
replaced by a bonus of +3, it gains two additional properties
from the following list:
• While attuned to this artifact, you are immune to disease.
• While attuned to this artifact, you can’t be charmed or
frightened.
• While attuned to this artifact, you can cast a 1st or 2nd
level spell of your choice once per short rest without
expended a spell slot (spell chosen when this upgrade is
selected).
• While attuned to this artifact, you can treat a 1 on a Death
Saving throw as a 20.
• While attuned to this artifact, one of your ability scores
Runic Effects
Each rune grants a passive ability based on what is marked
on that enhances the ability of what it is marked on, and has
an active ability that can be activated as an action or in place
of an attack as part of the Attack action while it is marked. A
rune can only be activated in this way once per turn.
Additionally, you can cast any spell with a range of self that
rune grants as if you were in the space occupied by a creature Target Effect
bearing the rune that enables that spell.
Marking this one a weapon adds or removes
the heavy property. If you remove the heavy
Example: Runic Lightning Bolts
Say for example you are a Runic Sage with Greater Rune Magic
Weapon property from a melee weapon with this
and a Rune of Lightning marked on your party's Rogue. This rune, you can also remove the two-handed
would mean that when you cast Lightning Bolt from Greater Rune property.
Magic, you could cast that Lightning Bolt either from your current Any time the affected creature would be
position, or from the Rogue's position, giving you great flexibility. moved against their will, they can use their
Armor
reaction to stay where they are, as long as
Mark of Shielding the movement is not falling.
As an action, you can place a special mark on a creature or
All creatures within 20 feet of the affected
armor. This mark lasts until you mark it again or take a long
Active (Pull) creature are dragged 5 feet toward the
rest. While the mark is on that creature, you can cast shield,
affected creature.
effecting the creature marked.
Rune of Returning
Glyph Magic
A weapon you mark with this rune is under the effect of
You gain the ability to cast glyphs. You learn the following
returning weapon spell. This rune does not count against the
spells at the following levels. These spells are Inventor spells
runes you can mark, though you can only have it marked on
for you, but do not count against your spells known.
one weapon at a time.
Perfected Form
The number of runes you can mark at the same time
increases by one.
Ingenious Reliquary
Starting at 3rd level, you integrate your reckon into another
item, selecting one of the following for your Relic. Your Relic
retains all the properties it normally has, and gains new
properties based on the selected item. Once selected, you
cannot select a different options, but can replace the weapon
your relic is incorporated to during a long rest.
Melee Weapon
You integrate your divine relic into a melee weapon. The
weapon taps directly into the relics power. If you use your
Divine Relic to ignite it, it adds an additional 1d6 fire damage
(instead of 1d4). Setting a weapon integrated with your relic
ablaze can be done as part of the attack action.
Ranged Weapon
You integrate your divine relic into a ranged weapon, giving an
unlimited supply of sacred power to use as ammunition. It no
longer consumes ammunition and instead fires radiant bolts
Dueling. When you are wielding a melee weapon in one hand Extra Attack
and no other weapons, you gain a +2 bonus to damage rolls
Beginning at 5th level, you can attack twice, instead of once,
with that weapon.
whenever you take the Attack action on your turn.
Mixed Weapons. When you take the attack action with a one
handed melee weapon with the light property, you can make Justicar Savant
immediately make a single weapon attack with a one-handed Starting at 14th level, your understand of the paths of faith
ranged weapon as a bonus action. You ignore the reload broadens and matures into a more holistic and naunced
property of ranged weapons. understanding. You can select an additional Ordained Path.
Additionally, when you select this path, you learn the
following spells at the following levels. These spells do not
Relicsmith Upgrades
count against your spells known, and are Inventor spells for
you. Unrestricted Upgrades
Spells Inventor Level
Burning Justice
3rd divine favor Prerequisite: Path of Justice
5th branding smite When you deal fire or radiant damage, you gain temporary
9th crusader's mantle hit points equal to your proficiency bonus. When you cast a
spell that deals fire or radiant damage, the amount of
13th guardian of faith temporary hit points gained is increased by the level of the
17th destructive wave spell.
Reach of Penance
Prerequisite: Path of Penance 9th Level Upgrades
You can modify any whip to be longer, though only you have
proficiency with these extended whips. The reach of a whip is Angelic Eyes
increased by 5 feet for you. You forge a set of spectacles granting you vision the pieces
Additionally, you can make an attack of opportunity with a the darkness. You can see normally in darkness, both magical
whip when a creature moves 5 or more feet within your reach. and nonmagical, to a distance of 120 feet, and have advantage
on ability checks to piece the illusions of fiends.
Sacred Garments
You craft holy scripture that channels divine energy through Condemnation of Fire
an article of clothing you wear. While wearing this item, you You invoke the power of your relic to attempt to purge a
can add your Intelligence modifier to any Wisdom or creature. The target creature must make a Strength saving.
Charisma saving throw you make against a magical effect, or On a failure it becomes restrained by chains of fire and set
the ability of undead or fiend creature. ablaze. While restrained, it takes 2d6 fire damage at the start
of each of its turns. It may repeat the saving throw at the end
Salvation's Shield of each of its turns, ending the effect on a success.
Prerequisite: Relic Lantern Once you invoke this ability, you cannot do so again until
While carrying the relic latern in your hand, you are under you complete a short or long rest.
the effect of shield of faith.
Holy Hand Grenade
Torch of Conviction You build a sacred device of dispensing justice. You can use
You empower a torch to burn with undying flame. This torch it to cast flamestrike without expending a spell slot. Once
has an unlimited duration, and deals 1d6 fire damage on hit. used, you cannot use it again until you complete a long rest.
You have proficiency with this weapon and it has the light
property for you. While carrying this torch, in place of making Inscribed Prayer
an attack with it as part of the attack action, you can cast During a long rest, you can inscribe a special divine
create bonfire. scripture. This serves as a scroll of mass healing word. You
can use this scroll without a check. This scroll lasts until used
or until you create another divine scripture.
Emblem of Faith
You forge a special emblem that serves as the bane of
extraplanar creature. You can cast dispel evil and good once
without expending a spell slot. Once you use this to cast the
spell, you cannot do so again until you complete a long rest.
Flagellant's Brand
You carve a holy mark onto yourself. Before you make a
saving throw, you can add a number of d6s up to your
Constitution modifier to the roll. You take fire damage equal
twice the value rolled on the d6s. This damage bypasses
resistances and immunity.
Piercing Light
Any bright light you generate with a class features or spells
is considered sunlight.
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Psion
A large orc is flung across the room, smashing
through tables and chairs before hitting the wall with
a thunderous crash, collapsing dazed. A human, her
eyes still glowing
with unearthly power, tosses a few extra coins on
the bar. "Sorry for the mess. If he wakes up, tell him to
try picking
on someone his own size next time".
The prisoner's expression turns from defiant to
puzzled as the interrogator asks no questions, merely
stares at them silently. His puzzled expression turns
worried as he finds himself, unbidden, recalling where
he stashed the loot. "Under the stables behind the
Rusty Hook Inn" the interrogator finally speaks, as the
thief's expression becomes terrified.
"Ain't you... cold or somethin'?" the dwarf asks the
elf as they trudge through the snow, eying her simple
robe and bare feet. "I just think 'warm'" the elf replies
with a distracted air. The dwarf snorts, a puff of chilled
air. Typical elf nonsense. Except... they haven't frozen
to death yet. "Say... could you think some 'warm' this
way?" the dwarf asks hopefully. To the dwarf’s
surprise, the chill of the snow fades away completely.
"That's downright creepy... hey don't stop now! Was
jus' sayin' it was creepy."
Psions are those who have tapped into a special
otherworldly force, with the ability to actualize the
power of their mind to accomplish impossible feats.
Reading minds, lifting vast weights, and transcending
physical limitations, they tend to inspire awe and
terror in equal measure.
The exact nature of what psionic power is might be
a question answered in your setting, or it might not be.
Most view psionic power as coming from within,
though other answers exist - anything from the leaking
power of the Far Realm, to an alternate way to express
magic, to an actualization of an individual's will upon
the world. Misunderstood Power
In a world of widespread magic, many will assume a psion
Powerful Minds to be a type of Sorcerer or Wizard, mistaking their powers for
the common applications of magic. The common villager
Since a psion's weapon is their mind, they are always a keeps only one mental category for the supernatural and
careless thought away from harming those around them. For a creepy people that bend reality to their will. But even among
psion, the line between thinking and doing can be very thin, magic users, a psion's powers will frequently be found
forcing them to keep their thoughts and emotions in check, unnerving.
lest their powers run amok. This leads to many of them It is often those who do understand magic that find a psion’s
developing odd behaviors or mannerisms to help them control abilities the most aberrant. A force that intersects the magical
their state of mind, frequently seeming quite eccentric to an weave rather than obeys it, the nature of the power that the
outside observer. psion wields one can only contemplate with unease.
Consider how your psion keeps their powers in check, and
how much their power bleeds into their everyday life. How Psionics & Magic
reading minds may affect their body language or habits. Do The mechanical interactions between magic and psionics are
they add wood to the campfire from the comfort of their covered in the psionics feature, but may vary depending on your
bedroll, or do they restrain themselves from using their power GM and setting. Psionics are still an expression of the supernatural,
for trivial matters lest they slip up? and may still be affected by effects that suppress magical effects,
but are often mysterious and baffling to those familiar with magic,
being a more raw interaction of the mind and weave.
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The Psion
Proficiency
Level Psi Points Psi Limit Features Psionic Talents
Bonus
1st +2 1 1 Psionic Archetype, Psionics --
7th +3 7 4 -- 4
9th +4 9 5 -- 5
20th +6 20 10 Ascension 8
Creating a Psion
When creating a psion, consider your character's Class Features
background. How did you become a psion? Were you born Hit Dice: 1d6 per psion level
with latent powers? Or did something happen to you granting Hit Points at 1st Level: 6 + your Constitution modifier
your powers? Or did you intentionally train yourself through Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
rigorous mental exercise to leverage them? Consider how modifier per psion level after 1st
developing a rare and mysterious power would have affected
your interactions with people. Proficiencies
Consider what your purpose is with your newfound powers, Armor: Light armor.
or how you plan to use your powers. Do you intend to be taken Weapons: Simple weapons.
for a Wizard casting magic, or are you freely open about being Saving Throws: Wisdom, Intelligence
of a... different nature? Skills: Psionics, and choose two from Deception, History,
Insight, Intimidation, Investigation, Medicine, Perception, or
Religion.
Quick Build
You can make a psion quickly by following these Equipment
suggestions. First, make Intelligence your highest ability You start with the following equipment, in addition to the
score, followed by Dexterity or Constitution. Second, choose equipment granted by your background:
the acolyte, far traveler or hermit background. • (a) a quarterstaff, (b) a dagger, or (c) a martial weapon (if
proficient)
• (a) leather armor or (b) scale mail (if proficient)
• (a) a scholar's pack or (b) an explorer's pack
66
Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
12th, 15th, and 18th level. When you level up, you can replace
Psionic Archetype a psionic talent you have previously selected with a different
At 1st level, you pick the archetype of psion you embody, option.
choosing from Awakened Mind, Unleashed Mind,
Transcended Mind, Shaper's Mind, Wandering Mind, or
Consuming Mind, each of which are detailed at the end of the Second Discipline
class description. Your choice grants you features at 1st level, When you reach 3rd level, you can select a second Psionic
and again at 3rd, 6th, 10th, and 14th level. Discipline from the list of Psionic Disciplines. You cannot
select a Discipline you already know. You gain all features of a
Psionic Discipline when selecting it.
Psionics
Psionic Disciplines Ability Score Improvement
You are granted access to a psionic discipline (such as
When you reach 4th level, and again at 8th, 12th, 16th, and
Telepathy or Telekinesis) by your chosen archetype. A psionic
19th level, you can increase one ability score of your choice by
discipline comes with a passive feature that expands your
2, or you can increase two ability scores of your choice by 1.
character's capabilities and an active psionic power that can
As normal, you can't increase an ability score above 20 using
be modified and empowered with psi points. Additionally you
this feature.
can use your discipline in more detailed applications to
recreate the effect of certain spells, listed at the end of the
discipline description. At 3rd level you can select a second Psionic Mastery
discipline, and 18th level you can select a 3rd discipline.
When you reach 5th level, you gain mastery of your psionic
Psionic powers are suppressed by anti-magic field and can
powers. At the start of your turn you get 1 free psi point. This
be dispelled with dispel magic, but are only affected by
can be spent to empower psionic disciplines, but not to
counterspell if recreating the effect of a spell. Any check
recreate spells or fuel Psionic Talents. If you have any unspent
required to dispel magic, counterspell or identify a spell being
free psi points granted by this feature left at the end of your
cast with psionics is made at disadvantage unless the caster
turn, then they are lost.
also has the psionics feature. The spell detect magic will
At 11th level, this is increased to 2 free psi points, and at
detect the usage of psionics, but not their nature - it will show
17th level, this is increased to 3. Points can be split between
up as a mysterious untyped power, even if being used to
different abilities.
generate the effect of a spell.
When recreating a spell through a psionic effect (using a
psionic discipline to cast the spell) the spell has no material or Innate Psionics
verbal components, but using any psionic ability requires
At 11th level, you gain the ability to exert great feats of
somatic components and causes the psion to vibrantly glow
psionic power. Choose one 6th-level spell from the psion spell
with the otherworldly psionic energies they are controlling.
list as an innate ability. You can use this innate ability to cast
that spell once. You must finish a long rest before you can do
Psi Points so again. At higher level, you gain more innate abilities of your
Starting at 1st level, you gain access to psi points used to fuel choice that can be used in this way: one 7th level spell at 13th
psionic discipline powers and effects. You have a number of level, one 8th level spell at 15th level, and one 9th-level spell at
psi points equal to your psion level, and regain all spent points 17th level. You regain all uses of your Innate Psionics when
after completing a short or long rest. You can spend a number you finish a long rest.
of psi points equal to half your Psion level (rounded up) at a Innate Psionics are well beyond the normal scope of your
time (for example, at level 5, you can spend 3 psi points on powers and are not restricted by what disciplines you have.
psionic power or cast a spell with a cost of 3 psi points). Unlike psionic disciplines, they require any component the
spell requires.
Psionic Ability
Psionic powers, Psionic Talents, and spells gained through Third Discipline
this class use your psionic ability. When you reach 18th level, you can select a third psionic
discipline from the list of psionic disciplines. You cannot select
Psionic ability save DC = 8 + your proficiency bonus a discipline you already know. You gain all features of a
+ your Intelligence modifier Psionic Discipline when selecting it.
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When you take this from your current and maximum hit
points becomes that of the ghost while you are in the form, if
you have less than 10 psi points when you would assume this
form, you have 10 psi points. While in this form you cannot
rest to regain spent abilities. If you exhaust all Psi
Points or the ghost is destroyed, you die as a normal
creature would.
Psionic Archetypes
Awakened Mind
An Awakened Mind is a psion who had their psionic power
awakened within them by an encounter, event, or
circumstance. Perhaps their powers were latent or perhaps
their destiny had been that of a normal creature until powers
were suddenly thrust on them. Perhaps they brushed the Far
Realm in a vivid dream, perhaps they wandered the Feywild
and came back warped, perhaps they merely glimpsed the
eyes of a creature that did not belong walking down the street.
An awakening is often somewhat traumatic. Psions are not
well understood and the first power they manifest - telepathy
- is one of the most feared and shunned abilities.
An Awakened can be either empathetic or cruel, good or
evil. Knowing what is on the minds of others affects people in
different ways, driving some away from society as they see its
true face, while others feel drawn to help the problems only
they can see.
Opened Mind
At 1st level when you select this archetype, your mind
awakens the ability to directly connect to the minds of other
creatures, granting the psionic discipline of Telepathy.
Overwhelming Power
Additionally at 1st level, you gain the ability to cast
thaumaturgy with your psionic powers. When you cast in this
way, you have an additional options:
• You cause up to 10 pounds of loose objects within 10 feet of
you to start floating for 1 minute.
• You can force all targets within 5 feet to make a Strength
saving throw, or be pushed 5 feet away from you.
Rampaging Power
Starting at 3rd level, you gain a d4 rampage die. Once on each
of your turns when making a damage roll, you can add this
rampage die to the damage roll. If you dealt damage during
your last turn, your rampage die becomes a d6, increasing
with each subsequent turn you deal damage by one step, up to
a d12; if you did not deal damage during your last turn or
become incapacitated, it becomes a d4 once more. If you
maintain a continuous d12 rampage die for more than one
minute, you gain one level of exhaustion.
Empowered Psionics
Starting at 6th level, when you deal damage with a Psionic
Discipline power you can add your Intelligence modifier to the
damage dealt.
Uncontrollable Mind
Starting at 10th level, the strength of your rampaging mind is
such that others' attempts to control it are futile. You gain
immunity to the charmed, and frightened conditions, as well
as effects that would control your mind while your rampage
die is a d8 or more.
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Shaper's Mind
A Shaper is a Psion that specializes in the materialization of
their imagination, projecting it out into the world. No mere
conjurers borrowing the powers of other planes, a Shaper
manifests things from nothing but their own mind, weaving
their creations into existence through the exertion of raw
psionic power and imagination.
A Shaper's mind is a tool of nearly unrivaled power
possessing both boundless creativity and inexorable will, but if
that will is overrun, the world would do well to fear a Shaper's
nightmares.
Creator's Mind
At 1st level when you select this Archetype, you gain the ability
to will the contents of your mind into the world, granting you
the psionic discipline of Projection.
Imaginary Army
Starting at 14th level, you can allow your mind to run wild,
letting an astral army spring forth into reality. When you use
Replicate, one additional Astral Construct is created and can
be controlled with the same action (commands still only affect
one Astral Construct of your choice). This additional construct
lasts until the start of your next turn and cannot be sustained.
Once you create an additional duplicate, you cannot do so
again until you complete a short or long rest.
Wandering Mind
A Wandering Mind is among the more mysterious incarnates
of psions, these are individuals that just aren't quite rooted in
the same reality everyone else is... they find it more pliable and
slippery, and prone to jumping right through it on occasion.
How they get their powers varies. Some were born in the
ethereal plane or went through a portal while young.
Sometimes it is just that their mind just works along an axis
most people cannot understand. No matter its source, they
manifest a truly unique ability to treat certain aspects of the
metaphysical with a certain mundanity, and are prone to
treating their powers as absolutely natural things as one might
treat an arm or leg. Curious Mind
Starting at 3rd level, your wandering mind adapts to new
Spatial Manipulation situations constantly. At the end of a long rest select two skills
At 1st level when you select this archetype, you mind you do not have proficiency in, until the end of your next long
grows a greater perspective on the nature of space rest, you can add half your proficiency bonus (rounded down)
and dimensions, allowing you to manipulate it and to ability checks for those skills.
your relation to it, granting you the psionic discipline
of Transposition. Phase Dancer
Additionally, your connection to your transdimensional Starting at 6th level, once per turn, you automatically gain one
powers are such that you can slide through the spaces you see illusory duplicate as per the blurring modifier when you use
in dimensions as another might slip through a tight space, your Phase Rift power. Additionally, your first attack roll
without conscious thought or effort. You can use your before the end of your turn after using Phase Rift gains
Dexterity ability score in place of your Intelligence ability advantage.
score calculating the DC or attack roll modifier of
Transpositional powers, alternate effects, or talents that
require the Transpositional discipline. Flickering Presence
Starting at 10th level, your unspent Psionic Mastery points
are not lost until the start of your next turn, but can only be
Nomad's Gear used to cast flicker.
Additionally at 1st level, you gain proficiency with martial Additionally, when you roll for the effect of flickerK or blink
weapons and medium armor. you can expend 1 psi point to reroll the result. You can select
which of the two results you would like to use.
Cunning Strikes
Starting at 3rd level, you gain the Rift Strike talent. If you Planeswalker
already have the Rift Strike talent. It does not count against Starting at 14th level, your understanding of how to traverse
your Psionic Talents known, but cannot be switched out on space expands to a previously incomprehensible scale. You
leveling up. gain the ability to cast planeshift and teleport. You can cast
one of these spells per day once without expending a spell slot
Talent: Rift Strike pgTBD or use of innate psionics. Once you do this, you must complete
Prerequisite: Transposition Discipline
a long rest before you can use them again, or use your 7th
When you use your Phase Rift power as an action, you can make a
level or higher use of Innate Psionics instead of the spell
single weapon attack as a bonus action.
selected for that level to cast these spells again before
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completing a long rest. If you already have one of these spells Controlled Power
selected for your 7th level Innate psionic power, you can select When you use a spell or power that targets an area, you can
a new 7th level spell from the psion list for that slot. Material select a number of creatures equal to the psi points spent in
components are still required for casting plane shift this way. the area of effect for the spell or power to be ignored. The
power passes harmlessly around these creatures, they
Winding Paths automatically succeed on their saving throw against the effect,
Additionally at 14th level, your phase rift no longer has to go and they take no damage if they would normally take half
in a straight line, though it can only pass through a creature's damage on a successful save against the effect.
space once.
Raging Power
When you use a spell or power, you can let it rage out of
Elemental Mind control. When you roll damage for the power or spell, you can
Elemental Power reroll 1 + the number of psi points spent on the power or spell
At 1st level when you select this archetype, you gain a deep dice. You must use the new roll.
intrinsic tie to elemental power, granting you the ability to
manipulate it. You gain the psionic discipline of Empowered Psionics
Psychokinetics. Starting at 6th level, when you deal damage with a Psionic
Discipline power you can add your Intelligence modifier to the
Primordial Aspect damage dealt.
Additionally at 1st level, as an action or when you deal fire,
cold, lightning or force damage (no action required), you take Full Manifestation
on an aspect of that element until the end of your next turn or Starting at 10th level, when you enter a primordial aspect, you
until you take a new primordial aspect. can expend 1 psi point to fully manifest that element,
replacing the primordial aspect with the following effect. If
• Cold: You gain an icy shell, reducing any non-magical you are specialized in that element, it does not require a psi
bludgeoning, piercing or slashing damage taken by your point to fully manifest the power.
proficiency bonus.
• Fire: You gain a fiery aura, once per turn, a creature within
5 feet that hits you with a melee attack takes fire damage
equal to your proficiency bonus.
• Lightning: You flicker with lightning. Your walking speed is
increased by 5 feet for the duration.
Aspect Appearance
The appearance of the aspect manifesting itself may vary, perhaps
your hair becomes fire and radiates heat, or your skin takes on an
icy sheen, but whatever the nature and consequence of the
aspect is apparent to observers.
Living Power
Starting at 3rd power, your powers become a living
extension of your mind, weaving an extension of your will
into reality, allowing you to manipulate your powers in more
advanced ways. When you use a power or alternate effect of
Psychokinetics, you can apply one of the following modifiers:
Shaped Power
When you use a power or spell that makes a ranged spell
attack, you can convert it to a melee spell attack (such as
forming it a weapon shape), and when you would make an
attack that would make a melee spell attack, you can instead
form it into a shape and hurl it at a target within 15 feet
making a ranged spell attack.
• Cold: Your movement speed becomes zero until the end of from your Intelligence (Deception) roll result (concealing
your next turn, but you have resistance to all damage types greater uses of psionics being more difficult).
beside fire and force.
• Fire: Fire fills a 10 foot radius around you. When the
creature enters the area for the first time on a turn or
Ravenous Powers
Starting at 3rd level, you gain the Psionic Talent Mind
starts its turn there, it takes fire damage equal to 1d4 +
Devourer; this talent ignores the normal level restriction, and
your proficiency bonus.
does not count against your Psionic Talents known, but
• Lightning: You can use your movement speed to teleport a
cannot be switched out on leveling up.
distance equal to your movement speed for the duration.
Additionally, you can gain the benefit of this Talent from a
range of 30 feet when the creature is killed by one of your
If you are not in a primordial aspect, you can fully manifest a
psionic powers.
power as a bonus action for 2 psi points (or 1 psi point if you
are specialized in that power).
Consumption & Telepathy
As with all Psion subclasses, the 2nd psionic discipline can be
Elemental Form selected from any of the available options, but the combination of
Starting at 14th level, you can expend 5 psi points to cast Consumption and Telepathy is the default selection. Your features
shapechange to assume elemental forms. When you cast do not rely on this combination, but it opens some interesting
shapechange in this way it has no verbal or material possibilities in the Talents, and will best represent some of the
components, but you can only assume the form of a Water sources of inspiration for the subclass.
Elemental, Fire Elemental, or Air Elemental. If you are
specialized in an element, the cost is reduced to 3 psi points,
but you can only assume the form associated with your Empowered Psionics
specialization (Water Elemental for cold, Fire Elemental for Starting at 6th level, when you deal damage with a Psionic
fire, or Air Elemental for lightning). A Water Elemental Discipline power you can add your Intelligence modifier to the
assumed with this form does not have the Freeze property. damage dealt.
Once you cast shapeshift this way, you cannot do so until
you complete a short or long rest. Mind Vampire
Starting at 10th level, you can trigger Mind Devourer anytime
Consuming Mind you deal psychic damage to a target within 30 feet, regardless
if it kills the target or not.
A dangerous branch of psionics that are born from the ability
to sap energy from other creatures, tearing from them their Further, you can have additional psi points (over your normal
thoughts, their mind, and ultimately their vitality for your own limit) equal to half your Intelligence modifier (rounded down)
consumption. A feared branch of power, it is often believed to when gaining psi points from Mind Devourer, but any
be one of the ancient primeval roots of psionic power as it is a additional psi points are lost when you complete a short or
branch of power found most often the most ancient and long rest.
terrible of the practitioners of psionics, such as brain eating
squid faced monsters and ancient psionic space whales, which
Limitations
might have other names in various settings. Even when used with Mind Vampire, Mind Devourer still requires a
It has been refined by those that seek greater power either reaction to use, meaning that it can still effectively trigger once per
from ambition or desperation, and unlocks a terrible but round. All normal restrictions of Mind Devourer still apply (such as
effective path. One example of mortal creatures walking this a minimum Intelligence ability score of the target.)
path is the houses of dark elves, who developed their dark
powers from their study of feral vampiric brain eating
monsters. Shattered Husks
Starting at 14th level, your Mind Leech ability always gains
the Shredding modifier, and it does not cost a psi point to add
Psionic Predator the modifier.
At 1st level when you select this archetype, you gain the ability Further, you can use additional power to leave their mind
to consume the psionic power of others. You gain the psionic further vulnerable. You can spend additional psi points on the
discipline of Consumption. Shredding modifier to further reduce their next Intelligence,
Wisdom, or Charisma saving throw (up to 2 additional points
Dark Lurker to reduce it by a total of 3d4). Once this effect has been
Additionally at 1st level, your powers grant you intuition that applied to a creature, you cannot spend additional psi points
allows you to better adapt and survive as a mind hunter. You on the Shredding modifier against the creature until 1 hour
gain proficiency in Stealth and Deception. (Or any other skills has passed.
of your choice if you are already proficient in them)
When you use psionic abilities, you can make an
Intelligence (Deception) check contested by a target's Wisdom
(Insight) to conceal your use of psionic powers from them,
suppressing the ability’s usual visible indicators. If you spend
psi points on the ability, you must subtract the psi points spent
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If a spell can be cast at a higher level, you can spend an
Psionic Disciplines additional psi point to cast it at a level equal to the psi points
spent.
Alternate Effects
Additionally, when you learn the Enhancement psionic
discipline you can use your psionics feature to cast the
following spells as per the rules defined in the feature:
Point Cost Alternate Effects
1 heroism, longstrider, unlocked potentialK
2 alter self, enlarge/reduce, lesser restoration
3 haste, protection from energy
4 freedom of movement, stoneskin
5 greater restoration
normal size at the start of your next turn. It can only gain one
Projection Discipline additional die (for example, up to 2d8).
Projection is the ability to project what is in your mind to the
outside world with your psionic power. Replicate (3 psi points): You use Relocate, but the original
does not disappear. Until the end of your turn, you have
Project Item another construct and control both with the same action
(commands only affect one of your choice). Pick one construct
As an action, you can use your powers to project an inanimate
to fade at the start of your next turn or use Sustain.
object you imagine into your hands. It cannot be larger than 3
feet on any side or weigh more than 10 pounds, and is clearly
Sustain (1+ psi points): At the start of your turn, you can
ethereal in nature. The item behaves as a solid object.
sustain the effect of a Solidify, Grow or Replicate command
Weapons created with this feature deal force damage.
for an additional round. An effect that has been replicated can
Projected items fade after 1 minute, and you can have no
be sustained across all replicated constructs with a single use,
more than 3 projected items at a time.
but each effect can only be sustained once per turn (for
example, you can never sustain more than one replicated
Astral Construct construct). This costs 1 psi point for each effect sustained.
Psionic power Sustaining solidify refreshes the construct's hit points to its
maximum.
Casting Time: 1 action
Range: 60 feet
Components: S
Alternate Effects
Additionally, when you learn the Projection psionic
Duration: Concentration, up to 1 minute
discipline you can use your Psionics feature to cast the
following spells as per the rules defined in the feature:
You project an ethereal creation from your mind at a space
you can see within range taking the shape of a medium or
smaller creature, weapon, or other object. This creation is Point Cost Alternate Effects
clearly ethereal in nature. When you create it, and on 1 floating disk, unseen servant
subsequent turns using your action to mentally control it, you
2 mirror image
can move it up to 30 feet in any direction and attack; so long
as it does not move beyond the range of the power. To attack 3 phantom steed
with it, make a melee spell attack. On a hit, the target takes 4 arcane eye
1d8 force damage. If the Astral Construct moves out of range
5 creation
of the spell, it fades away into nothing, ending the spell.
While the Astral Construct is active, you can spend psi
If a spell can be cast at a higher level, you can spend an
points up to your per use limit to issue commands that affect
additional psi point to cast it at a level equal to the psi points
and empower your construct. Commands require no action,
spent.
but you cannot exceed your psi point limit in total commands
issued, and each command can only be issued once per turn.
Projection Talents
Strike (2 psi points): The construct makes an attack (even if it
The following talents can be selected if you have the
has already attacked).
Projection discipline:
Relocate (1 psi point): The construct disappears and
Animated Projections Prerequisite: 10th level psion
reappears anywhere within 60 feet of you.
You learn to project a swarm of ethereal objects. As an
action, you can expend 5 psi points to cast animate objects.
Solidify (1 psi point): Your construct becomes solid, blocking
When cast in this way, the spell creates new ethereal objects
its space until the start of your next turn. You can only use this
rather than animating existing ones.
command if it is in an unoccupied space. It has an armor class
of 16 and hit points equal to your Intelligence modifier + your
Astral Swap
psion level. The construct becomes ethereal again if it drops
As a bonus action, you can expend 1 psi point to swap
to zero hit points.
places with your Astral Construct.
Grab (1 psi point): Can only be used while your construct is
Life Link
Solidified. A target creature within 5 feet of your construct
When a solidified construct takes damage, you can choose
that is no more than one size larger than the construct must
to take that damage instead of the construct. (no action
make a Strength saving throw or become restrained by the
required) You have resistance to the damage taken.
construct. At the end of each of the restrained creature’s turns
it can repeat the saving throw. The condition ends of the
Projected Weaponry
construct becomes ethereal again, or becomes more than one
When you project a weapon with your Project Item feature, it
size smaller than the target.
gains the following benefits:
• You can project it as a bonus action and you can project up
Grow (1 psi point): Your construct increases by one size, and
3 weapons or pieces of ammunition at the same time.
its number of damage dice increases by one. It returns to its
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• You are proficient with any projected weapon.
• It is no longer restricted to a maximum of 3 feet when it Hurling (1-3 psi points): The target is shoved 10 feet in a
takes the form of a weapon (for a medium sized creature). direction of your choosing for each point spent if it fails its
• You can use your Intelligence modifier in place of your saving throw.
Strength or Dexterity modifier for attack and damage rolls
with it. Crushing (2 psi points): The target is restrained until the end
• If it has the thrown property, it's throwing range is doubled. of its next turn if it fails its saving throw.
If it does not have the thrown property, it gains the thrown
(10/30) property. Zone of (1-3 psi points): You can target all creatures in a 5
• You can apply the Astral Construct modifiers Grow and foot radius of a point within range. The radius doubles for
Sustain to Projected Weaponry. Grow adds 1d8 to the each point spent (5 ft., 10 ft., 20 ft.).
weapon's damage dice. You can expend Psionic Mastery on
these modifiers.
Alternate Effects
Additionally, when you learn the Telekinesis Psionic
Matter Made Real Prerequisite: 9th level Psion
Discipline you can use your Psionics feature to cast the
You gain the ability to solidify some of your projections into
following spells as per the rules defined in the feature:
real objects, you can cast fabricate and wall of stone
expending psi points equal to the spell level. Points Cost Alternate Effects
1 jump, launch objectK, thunderwave
Unlimited Imagination Prerequisite: Shaper's Mind
2 flingK, levitate, shatter
When you manifest a construct, you can select all two
options from Boundless Imagination. 3 fly, vortex blastK
4 orbital stonesK, resilient sphere
Telekinesis Discipline 5 telekinesis, wall of force, shockwaveK
Telekinesis is the ability to interact with physical objects and
If a spell can be cast at a higher level, you can spend an
energy with your psionic powers.
additional psi point to cast it at a level equal to the psi points
spent..
Telekinetic Hands
When you gain this feature, you can manipulate small objects
within 30 feet with your mind as if using your hand to interact Telekinesis Talents
with it. You can use this power to manipulate an object, open The following talents can be selected if you have the
an unlocked door or container, stow or retrieve an item from Telekinesis Discipline:
an open container, or pour the contents out of a vial. You
cannot Attack, activate magical items, or carry more than 10 Kinetic Slam
pounds in this manner. You can move an item you are When you use the Telekinetic Force power, you can unleash
controlling in this way up to 30 feet during your turn. it as a blast of kinetic power. You can use your power as a
You can spend 1 or more psi points to increase how much ranged spell attack (applying damage and effect on hit)
you can move this way by 100 pounds per psi point spent for 1 instead of requiring a Strength saving throw. You can only
turn. select the Hammering modifier when you use it in this way.
Telekinetic Movement
Telekinetic Force You can expend 1 psi point to gain 10 additional feet of
Psionic power movement and the effect of spider climb, feather fall, or
levitate until the start of your next turn (no action required). At
Casting Time: 1 action the start of your next turn you can expend 1 psi point to
Range: 60 feet maintain the effect before it would end.
Components: S
Duration: Instantaneous Telekinetic Weapons
You gain the Telekinetic Weapons psionic power as part of
You smash a target creature or object you can see with your your Telekinetic Discipline (in addition to your other psionic
mental power. The target must succeed on a Strength saving powers), giving the ability to fling weapons as per the power.
throw, or take 1d10 bludgeoning damage, and either be
shoved 5 feet in a direction of your choosing or be knocked Telekinetic Barrier
prone. You focus your telekinetic power spreading it thin to create
You can spend psi points up to your per use limit to add the a large barrier. As an action you can expend 2 psi points to
following modifiers to Telekinetic Force (you can add multiple create a wall of weak telekinetic force 15 feet high and up to
modifiers). The points must be spent when choosing the target 40 feet long, or as a 15 radius around you. This barrier is
of the power. visible as small objects hover and float within it. If you create
it around yourself, it moves with you when you move. Ranged
Hammering (1+ psi points): The target takes 1d10 attacks that pass through this barrier are made with
bludgeoning damage for each point spent if it fails its saving disadvantage as their trajectory is deflected. You can maintain
throw.
this barrier by concentrating, as if concentrating on a spell, for the target of the power.
up to 1 minute after creating it.
Rending (1+ psi points): The target takes 1d8 psychic
Mental Might Prerequisite: 5th level Psion damage for each additional point spent on a failed save.
You learn to focus your mental grip. You can use your
Intelligence modifier instead of other ability modifiers when Terrifying (1 psi point): The target is frightened of you until
you make an Athletics check. the end of your next turn if it fails its saving throw.
Additionally, you may attempt to grapple or shove a creature
within 30 feet, using your mind. When grappling a creature in Meddling (2 psi points): You make one creature invisible to
this way, you cannot move them. Maintaining a grapple at a the target creature or cause the creature to see something that
range greater than your natural reach requires concentration, is not there with the effect of (i)minor illusion until the start of
as if concentrating on a spell, and the grapple ends if your next turn if it fails its saving throw.
concentration is lost.
Overwhelming (3 psi points): The target is stunned until the
Precise Power Prerequisite: 9th level Psion, Incompatible end of its next turn if it fails its saving throw
with Unchecked Power
The spell animate objects is added to your Telekinesis
Alternate Effects list. Additionally, as a reaction to a ranged
Alternate Effects
Additionally, when you learn the Telepathy psionic discipline
weapon attack you can see being made against a target within
you can use your Psionics feature to cast the following spells
60 feet of you, you can expend 1 psi point to add or subtract
as per the rules defined in the feature:
2d4 to or from that attack roll. You can do this after the attack
is rolled, but before you know the outcome of the roll. Point Cost Alternate Effects
1 compelled queryK, command, cause fear
Unchecked Power Prerequisite: 9th level Psion, Incompatible
2 detect thoughts, suggestion
with Precise Power,
The spell fissureK is added to your Telekinesis Alternate 3 delve mindK, fear
Effects list. Additionally, as a reaction to a melee attack being 4 dominate beast, compulsion, confusion
made against you, you can expend 1 psi point to shove the
5 dominate person, modify memory,
creature away. The creature must make a Strength saving
telepathic bond
throw, or be knocked 10 feet backwards. If this puts the attack
out of reach, the attack automatically misses.
If a spell can be cast at a higher level, you can spend an
additional psi point to cast it at a level equal to the psi points
Telepathy Discipline spent.
Telepathy is the ability to interact with the minds of other
creatures using your psionic abilities. Telepathic Talents
The following talents can be selected if you have the
Telepathic Communication Telepathy discipline:
When you gain this feature, you can communicate
telepathically with any creature you can see within 30 feet of Empathy
you. You don't need to share a language with the creature for it You can psionically link yourself to other creatures. As a
to understand your telepathic utterances, but the creature reaction to a creature you can see within 120 feet of you
must be able to understand at least one language. Creatures taking damage you can grant them resistance to the damage
you communicate with can reply in kind. taken, but you take psychic damage equal to the damage they
take (after resistance). The damage you take cannot cannot be
reduced in any way.
Telepathic Intrusion If the damage would inflict any further negative status effect
Psionic power on the target, you can choose for that effect to affect you
instead.
Casting Time: 1 action If you have any form of telepathic bond that allows long-
Range: 60 feet distance telepathic communication affecting the creature
Components: S taking this damage, the range is unlimited and you do not
Duration: Instantaneous need to be able to see them.
You assault the mind of a creature you can see directly. The Mental Image
target must succeed on a Wisdom saving throw, or take 1d8 You gain the ability to use your Telepathy to project images
psychic damage. If the target fails the saving throw, it has into the minds of creatures with perfect clarity, interposing it
disadvantage on attacks made against you until the start of over their reality. The spells silent image, major image,
your next turn. You can choose to deal no damage to the hallucinatory terrain and seeming are added to your
creature when it fails its saving throw. Telepathic Discipline Alternate Effects list costing psi points
You can spend Psi Points up to your per use limit to add the equal to their spell level.
following modifiers to Telepathic Intrusion (you can add
multiple modifiers). The points must be spent when choosing
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Mental Influence than 4 inches thick. Any creature in the path of this tear must
You specialize in the subtle touch, picking stray thoughts make a Dexterity saving throw or take 1d8 force damage.
and soothing concerns without overtly intruding upon a mind. You can spend psi points up to your per use limit to add the
You gain expertise in the Persuasion skill, though you are following modifiers to Phase Rift (you can add multiple
reduced to normal proficiency against creatures that are modifiers). The points must be spent when choosing the target
immune to mental influence or charm (such a creature under of the power.
the effect of mindblank).
Disruptive (1+ psi points): Each target that fails their saving
Reflected Agony throw takes an additional 1d8 force damage for each point
When a creature within 120 feet that you can see deals spent.
damage to you, you can use your reaction to spend 1 or more
psi points (up to your psi limit) to share the pain you Blurring (1-3 psi point): You gain an illusory duplicate, as per
experienced back at them, dealing 1d10 psychic damage per the mirror image spell. You gain 1 duplicate per psi point
point spent. The damage this deals cannot exceed the damage spent (up to a maximum of 3). One remaining image fades at
taken from the attack. the start of each of your turns.
Tactical Opening Prerequisite: 5th level Psion Long (1-3 psi points): You can travel an additional 10 feet for
You can communicate the openings in a creature’s defenses each point spent.
to your allies. When a creature fails a saving throw against
your Telepathic Intrusion, you can take the Help action Echoing (2 psi points): You immediately use Phase Rift again
targeting that creature as a bonus action, helping another with the same action.
creature that you can telepathically communicate with. When
you take the Help action in this way, the range of it becomes Ethereal (2 psi points): You can pass through solid objects,
30 feet. buildings, and terrain as long as you end your Phase Rift in a
space you can occupy. If your Phase Rift would end inside a
Telepathic Link space you cannot occupy, the power fails.
Your Telepathic Communication gains an unlimited range
as long as you have communicated with the creature within
the last day, and the target willingly maintains the link.
Alternate Effects
Additionally, when you learn the Transposition psionic
However, it takes an action to focus to communicate over
discipline you can use your Psionics feature to cast the
distance if you cannot see the target (or for the target to
following spells as per the rules defined in the feature:
communicate with you if they cannot see you). You can
maintain a link with a number of people equal to your
Intelligence modifier in this way. You can convey as much in a Point Cost Alternate Effects
turn as you could by speaking normally. 1 expeditious retreat, flickerK
2 misty step, blur, pass without a trace
Transposition Discipline 3 blink, nondetection, turbulent warpK
Transposition is the ability to modify the properties of space 4 banish, dimension cutterK, dimension door
and manipulate dimensional boundaries with your psionic
5 flickering strikesK, spatial manipulationK
powers.
If a spell can be cast at a higher level, you can spend an
Flicker Step additional psi point to cast it at a level equal to the psi points
On your turn, you can replace your movement by teleporting 5 spent.
feet in any direction to a space you can see. You can pass
through creatures but cannot pass through objects, buildings
or terrain more than 4 inches thick. This distance increases Transposition Talents
by 5 feet at 5th level (to 10 feet), at 11th level (to 15 feet), and The following talents can be selected if you have the
becomes equal to your movement speed at 17th level. This Transposition Discipline:
replaces all movement for your turn when used.
Rift Strike
When you use your Phase Rift power as an action, you can
Phase Rift make a single weapon attack as a bonus action.
Psionic power
Phase Shot Prerequisite: Rift Strike
Casting Time: 1 action When use your Phase Rift power, you can instead empower
Range: Self a piece of ammunition, granting it the following special
Components: S properties:
Duration: 1 round • It can be fired through all cover, including total cover, that
is less than 4 inches thick.
You step through space traveling up to 10 feet in a straight line • It deals 1d8 additional force damage.
leaving a spatial tear behind. You can pass through creatures
but cannot pass through objects, buildings or terrain more
Lingering Rifts Massive (1-3 psi points): You unleash a massive blast; rather
When you use Phase Rift you can choose to leave a 5 foot than making an attack roll, all creatures within a 15 foot cone
wide tear in reality behind, forming a line between your must make a Dexterity Saving throw. On failure, they take the
starting location and ending location until the start of your effect as if hit by the Elemental Blast. The size of the cone is
next turn. Any creature that enters this area for the first time doubled for each point up to 3 spent (2 points for 30 feet, 3
or ends their turn in it must make a saving throw against the points for 60 feet).
effect of Phase Rift as if it passed through them. If a creature
is in the area of multiple lingering rifts, they are affected only Overcharged (0 psi points): You take 1d4 force damage and
once. do not add your Proficiency modifier from the attack or Spell
Save DC for your Elemental Blast, but increase the damage it
deals by twice your proficiency bonus.
Psychokinesis Discipline Alternate Effects
Psychokinetics is the mental art of spontaneously creating Additionally, when you learn the Psychokinetics psionic
and controlling energy; sapping energy to freeze or discipline you can use your Psionics feature to cast the
spontaneously creating bursts of fire or arcs of lightning. following spells as per the rules defined in the feature:
Dangerous and destructive, it provides devastating power.
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Supernatural (1+ psi points): A supernatural effect of or on
Nullification Discipline the creature is ended; if the effect is a magical or psionic
Nullification is the ability to interfere with the supernatural power, it is only ended if the psi points spent on this modifier
effects of the world, reverting reality back it's original state. equals or exceeds the spell level or psi points spent on the
effect.
Disruptive Touch If the property is an innate property of a creature (either of
the target creature, or effecting the target this power), it is only
When you gain this feature, you can control the aura of
ended if the psi points exceed the CR (or class levels) of the
interference, wreathing yourself in the disruptive power that
target creature, and they return at the end of that creatures
asserts reality. You can end minor magical or psionic effects
next turn. The supernatural effect cannot be its existence,
(such as the result of cantrips or zero point psionic powers) by
unless it has less than 10 hit points and it would otherwise
touching them, and have resistance to illusions or magical
qualify.
damage from things you touch (gaining advantage on the
saving throw against them, if applicable).
If you are grappling or otherwise touching a spellcasting or Alternate Effects
psionic creature, at the start of your turn you can expend 1 or Additionally, when you learn the Nullification psionic
more psi to interfere with their abilities until the start of your discipline you can use your Psionics feature to cast the
next turn. In order to cast a spell or use a Psionic power, they following spells as per the rules defined in the feature:
must succeed a Saving Throw of their spell casting or psionic
ability score against your Psionics DC unless casting a spell Point Cost Alternate Effects
with a higher level or using a power with more psi points than
the psi points spent on this feature. 1 protection from evil and good
2 nullify effectK
Denial 3 dispel magic, counterspell, remove curse
Psionic Power 4 banishment
5 dispel evil and good
Casting Time: 1 Action
Range: 30 feet
If a spell can be cast at a higher level, you can spend an
Components: S
additional psi point to cast it at that higher level.
Duration: Instantaneous
Aura of (3 psi points): Instead of targeting a creature, it Magical Resistance Prerequisite: 9th level Psion
becomes an effect around you with a radius of 20 feet until the You have advantage on saving throws against spells and
start of your next turn; any creature of your choice that enters other magical effects.
or starts its turn in the area of effect must save against the
power. Deadspot Prerequisite: Prerequisite: 15th level Psion
You gain the ability to expend 8 psi points to cast antimagic
Existential (1+ psi points): You can deal an additional 1d4 field. Once you cast it this way, you cannot cast it again until
initial and bonus (if applicable) force damage to the target you complete a long rest.
creature.
You can know one spell in this manner at a time, and retain
Consumption Discipline the ability to cast the spell for 1 minute or until cast. If the
Your psychic powers are that of a predator, and your prey is spell is one that restores hit points, you reduce your own hit
the minds of others. Their thoughts, their feelings, their vital points by the amount healed by the spell.
psionic energies are your food.
Alternate Effects
Adaptive Hunter Additionally, when you learn the Consumption psionic
After using your Mind Leech on a target, you can gain one discipline you can use your Psionics feature to cast the
skill, tool or language proficiency that creature has until the following spells as per the rules defined in the feature:
end of your next long rest. If you use this ability again, you lose
the last proficiency or language to acquire the new one. Point Cost Alternate Effects
1 inflict wounds
Mind Leech 2 psychic drainK
Psionic Power
3 vampiric touch
Casting Time: 1 action 4 blight
Range: 30 feet
5 devouring darknessK
Components: S
Duration: Instantaneous
If a spell can be cast at a higher level, you can spend an
additional psi point to cast it at that higher level.
You assault the mind of a target you can see within range,
rending and devouring its psionic energy. The target must
succeed a Charisma saving throw or take 1d6 psychic damage. Consumption Talents
If the target is frightened, charmed, stunned, restrained,
grappled, or paralyzed, the psychic damage becomes 1d12 Consuming Link
instead. On a failed save, you gain a psionic charge of You can target a creature that is charmed or frightened by
consumed power until the end of your next turn. You can you with Mind Leech as long as they are within 120 feet. You
expend this charge when you deal damage, to deal additional do not need to be able to see the target when targeting them in
damage equal to your Intelligence modifier, or consume this this way and the target has disadvantage on the saving throw
charge at the end of your turn to gain temporary hit points against Mind Leech.
equal to your Intelligence modifier. You can spend only charge
at a time. Skill Thief
You can target the corpse of a recently perished creature You can gain an additional number of skill, tool, or language
with this power, as long as the target has died within the last proficiencies from Adaptive Hunter equal to half your
minute and not been previously leached by this power. proficiency bonus (rounded down) before losing the previously
gained proficiency. If you would gain an additional proficiency
Rending (1+ psi points): The target takes an additional die of from it beyond that, the first one you gained is lost.
damage (1d6 or 1d12 as applicable if they under the effect of a
listed condition) per psi point spent. Consumed Strength
You can use your Intelligence modifier in place of Strength
Shredding (1 psi point): You leave the targets mind and soul for Athletics check while you have a psionic charge from Mind
shredded, reducing their next saving throw before the end of Leech. Additionally, targets you are grappling have
your next turn by 1d4. disadvantage on the saving throw against your Mind Leech
power.
Nourishing (1 psi points): On a failed saving throw, you gain
an additional psionic charge. Unlife Wielder
While you have a psionic charge, you can invest into a
Devouring (2 psi points): The range of Mind Leech becomes corpse, bringing it to a state of unlife, becoming a zombie or
a radius of 5 feet, centered on you. skeleton. It acts on its own initiative immediately after your
turn. It's unlife fades at the end of your next turn unless you
Stunning (3 psi points): On a failed saving throw, the target expend a psionic charge or psi point on your next turn (no
becomes stunned until the start of your next turn. If the power action required) to continue its animation for an additional
effects multiple targets, select one target for this effect round. You can spend psionic mastery points on this.
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You do not require the material components of the spell
Psionic Talents when you cast it by expending psi points or a use of Innate
Psionics.
Astral Arms
You can expend 1 psi point to create psionic constructions Dreamwalker Prerequisite: 9th level Psion
serving as additional appendages. These arms last for 10 You gain the ability cast dream. You can cast the spell
minute. You determine the arms appearance, and they vanish without expending a spell slot, but once casted cannot cast it
early if you are incapaciated or die. While you have these again until you complete a long rest.
arms, you gain the following benefits:
They serve as as a natural weapon you can make unarmed Elemental Penetration Prerequisite: Elemental Mind
attacks with, using your Intelligence in place of your strength subclass
for attack and damage rolls. They deal 1d6 force damage on When you use a psionic power or spell that deals elemental
hit. damage, you can expend 1 psi point to make the power ignore
You can use your Intelligence modifier in place of your resistance to that elemental damage damage type.
Strength modifier when making Strength checks and If you have a specialization of Psychokinentics, if the target
Strength saving throws. has immunity to the damage type chosen, this instead turns
You can expend 1 psi point to make a single unarmed strike immunity into resistance for that power.
with this arms as a bonus action. You can use psionic mastery You can spend psi points granted by Psionic Mastery on this
on this. ability.
Psionic Weapon
Psi Crystal As a bonus action, you can expend 1 psi point to imbue a
Tiny construct, unaligned weapon you are holding with psionic energy. For 1 minute,
once per turn when you deal damage with that weapon, you
Armor Class 20 can deal an additional 1d6 psychic damage.
Hit Points 2 (1d4) At higher levels you can expend additional psi points to
Speed fly(hover) 20 ft.
further enhance the Psionic weapon; 2 points to enhance it
STR DEX CON INT WIS CHA 2d6 at 5th level, 3 points to enhance it to 3d6 at 11th level,
1 (-5) 10 (0) 10 (0) 10 (+0) 10 (+0) 10 (+0) and 4 points to enhance it to 4d6 at 17th level.
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Spells with an * can be selected and cast as the level they are
listed at only.
The "Dragonsmith"
Class Toolbox Playing some form of dragon inspired content is ever popular,
and this could be a candidate for some custom upgrades, but
This section aims to do two things: provide additional
I've accomplished this by using upgrades largely already
content, and provide unlimited content by showing you how to
present. Let's walk through how I'd build a Dragonsmith out
build your custom content for Inventor and Psion.
of an inventor.
The Inventor and Psion are very modular and extensible
First of all, we want to be as tanky as possible, and most of
classes by design. Not only does this allow them to have a lot
our upgrades are going to be about biting, breathing, or doing
of options, this allows them to be expanded through custom
general dragon things.
Upgrades or Talents.
We'll start with Fleshsmith. While it tends to be somewhat on
The content presented in this section is not included in the
the horrifying end in its default flavor, let's look at what we can
classes directly for a reason: it is content that is suited for
get from it, based on what we need.
some games, and designed with that in mind, but should be
considered optional content. Consult and work with your GM
• A dragon must breath fire. We can accomplish this with
before considering options here.
Brimstone Bladder, giving us a fairly serviceable dragon
This content both exists to extend the classes presented, but
breath.
more to show how one might go about designing additional
• A dragon should bite and or claw things. We have our
content for the classes. Consider the content here examples of
choice here, but Extra Fangs is a good option for ensuring
how and why you might extend the classes.
our chompers will be online. We can always pick up Extra
Claws latter.
Inventor Content • We'd like some natural armor, though we can make do
with armor. Subdermal Plating reflavored to scales can fit
The most extensible part of the Inventor is Upgrades. A new
the bill.
upgrade can be added to the class without too much trouble,
• We want some elemental damage on that bite.
and is largely designed with the intention that custom
Fleshcrafted Enhancement with the Infernal Modifier on
upgrades that fit your idea of what you character is and wants
our Extra Fangs gives us just the fire damage we are
to do can be added.
looking for.
Inventors are inherently creative and always pushing to
expand what they can do - embrace that in drilling down into
We can probably skip Subdermal to just use medium armor,
exactly what is your character would want to do.
as we have plenty of stats to spare, meaning we can bring the
What custom upgrades are recommended for: specialized
whole build online by level 5 (with a solid start as early as level
projects that are important to your character, interacting with
1).
elements of the setting that the base class doesn't account for,
We are only missing one iconic things: Wings. I would
or delving deeper into an idea that you (or your character)
generally never recommend flight as a custom upgrade before
finds cool. Custom upgrades should give your character new
level 11, and fortunately as level 11 rolls around, we can grab
options or expand on something that your character does well.
Wings Seem Useful and give us the dragon wings we were
What custom upgrades not recommended for: optimizing
missing. Optional upgrades include Better Eyes to give you
your characters damage or patching weaknesses. Custom
that draconic blindsight, the aforementioned Subdermal
upgrades should generally not increase your damage
Plating, and we can give kick it up a notch with Massive
substantially, eliminate character weaknesses, or combine
Mutation giving us a "Dragonform"... it even has a built in
effects contained in other upgrades.
"Frightful Presence"!
For example, a custom upgrade that fleshed out a Warsmith's
This is absolutely not a bid to tell you don't need custom
ability to use Dexterity as their primary stat: great idea! That
upgrades. This just shows an example of how you can adapt
could definitely work. A custom upgrade that gave your
what is already there for the basis of your build. The class is
Warsmith a higher attack roll punching things... probably not a
highly modular, and consequently reflavoring can get you
good idea. Warsmiths already excel at punching things, and
much further than it might with less modular content.
anything that significant increased their chance to hit things
would have knock on effects in the mechanics of their Impact
Gauntlets. Expanding the Class: Level 19 Upgrades
For an example where breaking new ground with custom
Reflavoring Content upgrades might be your best option, let's look at a case where
we want not an alternate approach, but an expansion beyond
While custom content is encouraged (it is in the spirit of
what currently exists.
Inventors) you can always start with the basis of what is
The Inventor upgrades are presented in tiers, starting at
already there, and to what extent it can be reflavored while
Unrestricted up to 15th level required. But what if we were go
still mechanically fitting the idea. Let's walk through an
go one higher? The following are upgrades restricted to 19th
example.
level, presenting one for each subclass.
Warsmith Potionsmith
Hyperspace Arsenal Prerequisite: 19th level, Requires:
Replicated Legend Prerequisite: 19th level
Recall.
Combining your mastery of reactions and alchemical
You expand the pocket dimension to store multiple sets of
infusion, you create a unstable replica of a very rare or
Wargear, as well as up to 100 lbs of weapons or items. As a
legendary potion. You can create this potion as an action,
bonus action, you can conjure and equip any weapon or item
which lasts 1 minute or until consumed, having the effect of
stored in the pocket dimension. Additionally, you can swap out
the potion it replicates. Once you do this, you cannot do so
your attuned Wargear for another set of Wargear with this
again until you complete a long rest.
upgrade in the pocket dimension during this bonus action, as
long as it also has this upgrade, instantly unattuning to the set
Explaination
you were wearing and attuning to the new set. Once you swap
This isn't that crazy. There's only 6 potions this covers by the
your Wargear using this feature, you cannot do so again until
default rules, and most of those are things that replicate mid level
you complete a short or long rest. spells. That said, they replicate mid levels without concentration,
making this a quite potent ability. This is also an example of
Explaination something that might play poorly with other other homebrew
This is a variant upgrade that has existed for a long time. It is the systems, an ever present danger with open ended abilities.
culmination of what many Inventors would like to do with their
armor, playing into the class elements of the fantasy of being an
inventor with boundless resources. Infusionsmith
But we can also see that this introduces nearly limitlessly complexity Investiture of Soul Prerequisite: 19th level
to the class. A core part of the class design is that there is a depth You learn the spell animate object. It does not count against
to options in character build that allows for deep customization, but your spells known, and if you already know animate objects,
that that depth is expressed in the character building itself, not in
you can learn a new spell of 5th level or lower that does not
subsequent play. This upgrade breaks the principle as it introduces
multitudes of abilities. count against your spells known.
It is not necessarily overpowered for 19th level. If you compare the When you cast animate object, you can expend a hit die in
flexibility and power this provides to something like wish at that level, addition to the spell slot. When you do so, the spell is invest
this actually introduces far less potential mechanics, and consequently, with your soul, and no longer requires concentration. When
I would usually allow something like this at this level, but it starts to cast in this way, it lasts until you cast animate objects again, or
bend the rules of 5e design. until all the animated objects are destroyed.
Gadgetsmith Explaination
Flash of Brilliance Prerequisite: 19th level It's thematically a very cool ability for an Infusionsmith. Investing
their power into objects and giving them life is what they are all
As an action, you can sacrifice any three of your or gadgets
about, and this allows animate objects to be more than simply a
(upgrades from this subclass) or essential tools to create on
combat ability, which is cool and thematic. On the other hand,
the spot a new gadget. This gadget can recreate any other
animate objects is an incredibly potent spell, and messing with
gadget provided by upgrades of this class, or can cast any concentration is dangerous. This ability is almost certainly not
spell of 5th level or lower once without expending a spell slot. strictly overpowered as animated objects at this level are extremely
This gadget lasts 1 minute or until used (if it casts a spell). vulnerable, but it has a myriad of complicated use cases, and allows
Your original gadgets can be rebuilt as part of a short rest. You for potentially very high situational damage in combat.
cannot use this ability again until you complete a short or long
rest.
Thundersmith
Explaination Railgun Prerequisite: 19th level, Thunder Cannon.
A quintessential part of the Gadgetsmith is producing the right The range of your Thunder Cannon is doubled, and
tool for the job. This provides a nearly unlimited ability to do just creatures can no longer gain cover from objects that are less
that, but being able to dip into any list (like the wish, which I feel than 2 feet thick. You Thunder Cannon attacks now pierce the
I will refer to too many times in these explainations) requires a target, and can attack a second target withint range behind the
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Chapter 1 | Classes
Astral Rift Prerequisite: Psionic Synthesis, Transpotion Phantom Blade Barrage Prerequisite: Psionic Synthesis,
Disicipline, Projection Discipline, Astral Swap Talent. Projected Weaponry, Telekinetic Weapons
As a bonus action, you can Phase Rift to where your Astral
Construct is; this movement counts as a Phase Rift, and you You can create a weapon with Projected Weapon as part of
can apply modifiers to it as normal. Your Astral Construct is making an attack with it using Telekinetic Weapons, allowing
moved to where you started this movement along the Phase you to project as many weapons in this manner as you make
Rift; during the movement you can command your Astral attacks (no additional action required). When you use
Construct to attack a creature pases with its action. weapons created by Projected Weaponry as the projectiles for
your Telekinetic Weapons, the range you can fling the
Elemental Phasing Prerequisite: Psionic Synthesis, weapons is doubled.
Psychokinetics Discipline, Transposition Discipline Additionally, if you expend 6 psi points on the Whirling
As you step between planes, you can tap into the Elemental modifier of Telekinetic Weapons, you can cast blade barrier
Planes, bringing their power into the material with you. You instead of cloud of daggers, generating much larger number of
can use Psychokinetic modifiers on Phase Rift (excluding ethereal blades as part of the casting.
Massive).
Additionally, whenever you deal damage to an area with a Reality Warper Prerequisite: Psionic Synthesis, Matter Made
Psychokinetics ability that would include yourself, you can Real, Mental Image
phase yourself out of reality taking no damage from the effect. You can bring the illusions you make people see to life.
When you are concentrating on an illusion spell, as a bonus
Kinetic Mastery Prerequisite: Psionic Synthesis, action you can expend psi points during your turn you can
Psychokinetics Discipline, Telekinetics Discipline bring aspects of the illusion into reality. For each psi point
Your ability to manipulate energy becomes a single blended spent you can bring a 5-foot cube section of the illusion into
prowess, freely swapping between manipulating force and reality until the start of your next turn, and it can have the
energy. You can apply Telekinetic Force modifiers to Kinetic following effects:
Blast and Elemental Blast modifiers to Telekinetic Force • If the effect would do damage, each 5-foot cube damage
(though to do not gain any benefits from from a Specialization one target. That target must pass a Dexterity saving throw,
while doing so). or take damage equal to a number of d8 dice equal to the
level of the spell.
Parasitic Nightmare • If the effect would stop a creature, they cannot move
Prerequisite: Consumption Discipline, Telepathy Discipline through it. If the effect would restrain a creature, the that
You gain the ability to add Telepathic Intrusion modifiers to creature must pass a Dexterity saving throw or become
Mind Leech. restrained until the start of your next turn.
Additionally, when you deal psychic damage to a creature • Each 5-foot cube can effect only one creature that is either
that is frightened of you, you can render yourself invisible to within it or adjacent to it. The DM may allow grant it other
that creature until the start of your next turn; you can effects as their discretion.
immediately (no action required) roll an Intelligence (Stealth)
check affecting only creatures you are invisible from as a The Void Prerequisite: Consumption Discipline, Nullification
result of this talent. Discipline
If you are hidden from a creature that is of you frightened, You devour all supernatural effects near you. Whenever a
when it moves, you can use your reaction to teleport to an creature (including yourself) within 5 feet of you takes damage
unoccupied space within 5 feet of that creature (at the from magical source, you can expend 1 or more psi points to
completion of their movement). use your reaction to reduce the damage taken by 1d8 per psi
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Chapter 1 | Classes
Upgrades
To speak generically about upgrades is a challenging, but I can
give some broad strokes of advice.
• The easiest way to make a new upgrade is to look at
another upgrade that does the most similar things, and
adapt the logic and limitations of that upgrade to the new
one you want to make, with the important caveat that if
provides a stacking bonus, the upgrade is best made
mutually exclusive with other upgrades it could stack with.
• As a rule of the thunb, if it grants a 1st or 2nd level spell,
the upgrade can grant a free use per short rest if that's all
the upgrade grants. The exception is spells of exceptional
power that should be limited or avoided... the classic
example of this being the shield spell. I generally do not
recommend giving an upgrade that grants the shield spell.
• Spells that grant 3rd level spells or higher should never
grant the spell at a level earlier than a full caster would get
the spell. If the spell only grants a single spell, that can be
granted at the level a full caster would get it, as a single use
per long rest.
• Upgrades that grant additional spell lists can grant a single
use of its 1st level spell, and scale to a single use of a 2nd
level spell at 5th level. They should not grant more than
one spell per spell level.
• Upgrades that grant static bonuses to rolls or armor class
should be carefully considered. These can define builds,
and should only play to the strengths of the subclass in a
build defining way.
• Upgrades that do not grant damage or defenses typically
have more freedom to be powerful. You can be generous
with movement, particularly if it does not ignore attacks of
opportunity, but you can reference the existing movement
speed and movement upgrades for reference (Accelerated
Movement, Grappling Hook, and Boots of Striding as some
examples).
• And finally for the Grand Secret. The key to balancing
options is opportunity cost. Consider what they give up to
take this upgrade, and if those things are of roughly equal
value. An upgrade can only be made stronger by having a
higher opportunity cost that is relevant to that character.
Giving up heavy armor, for example, is not an opportunity
cost to a dexterity based character, but giving up a flat
amount of AC would be.
Talents
A lot of the guidance of upgrades are relevant to talents. If you
skipped that section to get here, I'd recommend going back for
it! But they do have some differences. The first and most
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91
important difference is that budget of talents is lower than the • The psionic power of the discipline is the bulk of it's power,
budget of upgrades, and this has to be kept in mind. Talents and should be the thing you have in mind when setting out
also can be swapped out as you level for higher level talents, to make a Discipline. It should always take an action. If it
so you cannot safely make new versions of high level talents deals damage, it should deal 1d8 or 1d10, and have a
without removing existing ones (that are relevant to the secondary effect, called a "rider effect". This can very
character) from the pool of options. greatly, but if it deals damage it shouldn't exceed a total
Here's a list of the advice in broad strokes: damage of 1d12 without further investment. The rider
• Talents should, by and large, not deal additional damage. effect should be consistently useful, but tied to the thing
They can give additional ways to deal damage, but should the power is doing.
rarely increase the damage of things you are already doing, • The list of modifications should be phrased in such a way
unless they are taking the place of a talent that deals as to construct the name of the power, generally as prefixes
damage, and are exclusive with it. If there is no talent that to the power (for example the modifier "massive", building
increases the damage of the option to make it relevantly to "massive elemental blast").
exclusive with, creating a talent for that should be treated • There should be one option that scales the damage, that if
with high caution. all psionic mastery points were used on that modifier, the
• Talents that break the rule above or otherwise provide a damage of the power would scale the same way as a
potent effect should take a bonus action to activate. The cantrip (i.e. 1d8 at level 1, 2d8 at level 5, etc).
Psion has many potent bonus action uses, and it's • Modifiers should be more expensive than a spell that costs
limitation can serve as a good opportunity cost to gate the the same number of points. Remember that (a) psionic
combination of features. mastery points can reduce the cost of these, and (b) that
• Talents should generally not grant free uses of combat these are more action economy efficient than a spell, as
relevant spells, and if they do, should recharge on a long you are still getting the basic effect of the power on top of
rest. the modifier effect.
• Talents that grant spells should either grant no more than • Crowd control effects should cost as much as a spell that
two spells, or grant a thematic list of mixed combat value. does that thing, but should not last more than 1 round, and
• Psion is a short rest caster - any effects that last more than should be used with some caution. For example, costing an
1 hour should be tightly curtailed or limited per long rest. ability that Paralyzed at 2 points would be far too strong,
For example, a talent should not grant the animate dead despite the existence of hold person, even if the effect only
spell without limiting it to 1/long rest, and generally any lasted one round. An effect that paralyzed would more
healing effects should be similarly limited, if the go beyond righly cost 4-5 points, and be prohibitively expensive.
the strength of cure wounds. • If the power targets weak saves (Strength, Intelligence,
Charisma) it's effects should be considered carefully.
These general guidelines cover most of the instances I can Powers uniquely can target this weak saves, but that
think of... and hopefully cover most of the instances you'll should be accounted for as part of the power budget.
think of, but there's always room for more. I think keeping in • The altnerate spell list should include a mix of good spells
move the guidelines, in particular the first one, will usually and weak spells, but should generally not include shield.
keep you fairly safe. • If the power is exceptionally useful, the alternate effects
The three limitations of Psions are short rest resources, should focus more on utility spells if possible.
bonus actions being tied to most of the potent effects, and, of
course, limited talent selection. Keeping these in mind you Hopefully this can serve as a basis on your journey for
should be fine to expand the tapestry into infinite possibility. making a new discipline. It is a complicated endeavor, but
taking it one step at a time, and comparing it to existing
disciplines can get you pretty far.
Disciplines
This is where things get a bit more meaty, and is something I
would recommend with caution. If you are creating a new Feats
Disicipline, you are engaging in a major undertaking, and Feats for the classes should general follow the template of the
taking balance into your own hands. existing feats. There is already feat that grants an additional
But I'm happy to steer you the best you can, and upgrade, talent, or discipline, and most other concepts
consequently, I'll give you the best advice I got in this wouldn't be class specific. In general, feats should follow some
endeavor, so you'll at least be able to proceed with that! common sense rules - if they give damage, look at existing
• All Disciplines are constructed in three parts: a minor feats that add damage for guidance, but be wary. The Inventor
passive feature that serves the function of a utility cantrip, and Psion are balanced around the assumption (and lack) of
a psionic power that serves the role of a flexible damage feats that currently exists. For example, adding a feat that
cantrip (with a list of modifications spending psi points), added +10 with -5 to hit on one handed weapons would stack
and an alternate spell list. All three of these are balanced with the existing effects of Power Fist in somewhat absurd
togheter. ways.
• The utility portion of the discipline should be more
powerful and flexible than a typical utility cantrip. It often
requires no action or replicates the effect of multiple
Spells
Spells follow all basic rules. Inventor spells should generally
cantrps, but as a rule, it should not deal damage, and
focus on buffs and utility, while Psion spells should be
should be tightly constrained to the concept of the
thematic to the Discipline they are created for.
discipline.
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Chapter 2 | Subclasses Inventor | Psion | Toolbox | Subclasses | Feats
Distant Grasp
Additionally at 3rd level, you can manipulate small
objects within 30 feet with your mind as if using
your hand to interact with it, though have
disadvantage on any checks relating
to Dexterity when doing so.
You can use this power to
manipulate an object, open an unlocked
door or container, stow or retrieve an
item from an open container, or pour the
contents out of a vial. You cannot Attack, activate
magical items, or carry more than 10 pounds in this manner.
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Fling Foes You are permanently connected to it in some way, and even if
it is lost or destroyed, it recovers itself through its bond to you.
Starting at 14th level, you become the epicenter of the
In its dormant state, it has a small collapsed form, or no
battlefield, fling targets about. When you hit a target with
form at all (based on its nature). When you enter a rage, it
weapon while raging, you can knock them 5 feet directly away
activates it, becoming a complete suit of armor. It subsumes
from you on hit, and when you use Telekinetic Force while
whatever armor you are wearing when it activates, adopting
raging, you always apply the Hurling modifier (as if using 2 psi
the AC of that armor (if you are not wearing armor, it has the
points) shoving the target an additional 20 feet in a direction
AC of your Unarmored Defense). In addition, it grants you
of your choice.
following properties:
Additionally, all medium and smaller objects and creatures
• Regenerating Armor: Your exosuit protects you from
that you are holding become improvised weapons for you,
blows, reducing the damage you take by your Proficiency
dealing 1d6 bludgeoning damage, with the thrown 20/60
bonus.
property. To throw an unwilling creature, you must have it
• Iron Fists: If you are not carrying anything in your hand,
grappled, and you cannot throw it beyond its normal range.
it becomes a weapon that deals 1d8 bludgeoning damage
Whenever you shove or throw a creature into another
with the Light property.
creature, both creatures take 1d6 bludgeoning damage.
• Smashing Force: Whenever you succeed a shove or
grapple check, the target creature takes 1d4 + your
Path of the Exosuit Strength modifier bludgeoning damage.
A truly unique Path, this is often defined by its exact nature,
but such a nature varies widely. Perhaps it is a lost piece of Damage Reduction and Resistance
Note that Damage Reduction is tallied before resistance. So, if
technology, such as long dead Warsmith's cast off armor that
you have a damage resistance of 2 and resistance to damage and
has developed strange properties, perhaps it is an alien
take 10 damage, you reduce that to 8 damage, and than half it for
symbiont of some kind, with goal or objective (perhaps as resistance, taking 4 damage.
simple as harmlessly feeding off your rage or your foes).
You can select one of the options from the table below or
work your DM to make an entirely new concept. It can be Empowered Movement
biological or mechanical in nature, or could even be part of Starting at 6th level, your integration with your exosuit grants
your race or origin. Perhaps it is something you find or you new movement options. You gain a climbing speed equal
something you make, but whatever its origin, it grants you to your movement speed, and the distance you can jump is
terrifying capabilities on the battlefield. tripled.
Example Exosuit Table
d6 Suit Description Power Fist
1 A complex machine that expands from a small Additionally at 6th level, when you make an attack roll with
metal ball. your Iron Fists, you can choose to forgo adding your
Proficiency bonus to the attack roll. If the attack hits, you can
2 A symbiotic strange creature that envelops you,
add double your Proficiency bonus to the damage roll.
stored in your blood.
3 A crystalline suit that phases into existence from a
gem-like pendant. Heavy Lifting
Starting at 10th level, while you are raging, when you are
4 A set of mystical runes that cover your body. moving a grappled creature, your speed is no longer halved.
5 A mechanical armor that becomes integrated in
your body
Slam
6 A sentient set of armor that walks around, Additionally at 10th level, once per turn during your turn, if
equipping itself to you in combat. your movement of another creature is stopped by moving it
into an large or larger object, a small or larger creature, or
Invention or Artifact? piece of terrain, the moved creature and what it collides with
In general, this path represents a character coming into contact takes 1d6 bludgeoning damage for each 15 feet moved prior
with a highly advanced and powerful exosuit. Increases in powers to collision.
represent the character becoming proficient with its abilities or
recovering them or the character becoming strong enough to
support those systems being used. Invention would typically be Infinite Leap
more represented by an Inventor Warsmith. Starting at 14th level, while you are raging, you gain a flying
But this is a role-playing game! Do what fits for your character! A speed equal to your walking speed.
combination of backgrounds, ability scores, feats, and subclass can
represent a huge range of characters.
Manner of Flight
The manner of your flight can vary depending on the nature of your
Exosuit exosuit. Mechanical ones may have boosters while biological ones
Starting when you choose this path at 3rd level, you become may sprout wings.
bonded to the exosuit, though need not necessarily always be
wearing.
Bard
College of Thunder
Some Bards grow in talent, weaving beautiful ballads that
move their listeners to tears. Some bards just turn up the
volume. The college of thunder is a path for those that want to
be heard - to convey their message with great emphasis to as
many people as possible. They often are keenly interested in
innovating their instruments, finding new improvements that
allow them to make new, louder, sounds... the musicality of
those sounds is sometimes debated by more classical artists.
Lacking in subtlety, these bards are viewed as innovators
and pioneers by themselves... and generally a large pain in the
ears by most others, most especially their proceeding
generation.
Dramatic Cantrips
At 3rd level when you select this college, you gain
the ability to cast thaumaturgy and thunder note.
Harsh Chord
Starting at 3rd level, as an action you can expend a use of
bardic inspiration to play a powerful chord that sweeps
outward. Each of your choice creature within 20 feet of you
must make a Constitution saving throw. A creature takes
thunder damage equal to your bardic inspiration die + your
bard level on a failed saving throw, and half as much damage
on a successful one. Constitution saving throws to maintain
concentration on spells triggered by this damage are made
with disadvantage.
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casting.
Cleric Contested spell casting checks to interfere with your magic
is made with disadvantage (such as counterspell), and must
make a check even if they would normally automatically
Mystery Cult succeed.
While most clerics follow defined gods who seek to convert
others to the cause, those of the Mystery Cults often Gift of Prophecy
intentionally obscure their faith with esoteric references and When you close your eyes, you can see flickers of the future.
cloaked intentions. No less devoted than their more classically You regain one expended use of Uncanny Insight when you
divine peers, they are not merely Warlocks, but people of true complete a short rest.
faith in their end their dark and unknown deities.
Standing at the blasphemous confluence of divine and Gift of Mystery
psionic power, they are almost universally condemned and You learn one psionic power of your choice. The psionic power
feared, often shrouding their nature and abilities with mystery of the Discipline becomes a 1st level spell for you. When you
and working to esoteric goals. cast it using a spell slot, you cast it as if expend psi points
equal to the spell slot level spent (for example when casting as
Domain Spells a 1st level spell, you cast it as if empowering it with one psi
Cleric Level Feature point).
Silent Language
Starting when you choose this domain at 1st level, you can
communicate telepathically with any creature you can see
within 30 feet of you. You don't need to share a language with
the creature for it to understand your telepathic utterances,
but the creature must be able to understand at least one
language.
Uncanny Insight
Additionally at 1st level, as a reaction to being hit by an attack,
you can add your Wisdom to your AC until the start of your
next turn, including against the triggering attack.
You can use this feature a number of times equal to your
Proficiency bonus. You regain all expended uses when you
finish a long rest.
Esoteric Rites
Starting at 6th level, you can develop your faith in
one of the following ways, unlocking special powers
as a reward for your conviction. You select one of the
following features. You can select additional Esoteric
Rites at 10th and 14th levels.
Gift of Tongues
You learn Deep Speech. If you already know Deep Speech,
you gain one additional language of your choice. You can use
this esoteric language as your verbal components, and
creatures can no longer successfully identify a spell you are
Dark Truth
Starting at 17th level, your mind is inured to the horrors in
which you deal, the veil cast aside from your eyes.
Druid
Circle of Nightmares
• You are immune to psychic damage.
Druids are often thought of as the guardians of the natural
• You gain a truesight of 60 feet.
order and having a deep connection to the creatures of the
land. Sometimes that connection goes horribly wrong. A druid
Mystery Cult Quirks of this circle has found their mind entangled with the horrors
The following are some optional quirks for a player of the of the beyond, their natural connection to nature and its
Mystery Cult. You can optionally roll or select a quirk that beasts becoming warped by the dark dreams.
suits your character. Druids of this circle may be haunted by the horrifying
d6 Quirk terrors they see, but many simple find the minds inoculated to
it (perhaps by a touch of a madness) and treat horrifying and
1 You keep secrets about secrets. twisted aberrations and abominations with the same approach
2 You perform strange rites at odd hours. other druids might take to vicious and wild animals, treating
3 You have a bright cheerful attitude that never them with pragmatic understanding and empathy.
wavers no mattter the situation. Sometimes their connection even seems to be mutual.
4 You prefer to keep your face covered with a mask
at all times. Circle Spells
5 You give obtuse answers when people ask about At 2nd level, you learn the message cantrip. At 3rd, 5th, 7th,
your and god. and 9th level you gain access to the spells listed for that level
in the Circle of the Nightmares Spells table. Once you gain
6 You frequently refer to the impending doom of access to a circle spell, you always have it prepared, and it
creation. doesn't count against the number of spells you can prepare
each day.
Druid Level Circle Spells
3rd alter self
5th mutateK
7th black tentacles
9th contact other plane
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Eldritch Mutation
When you choose this circle at 2nd level, you can expend a Aberrant Mutations
use of your Wild Shape feature as a bonus action to take on an Starting at 6th level, you can cast mutate without expending a
eldritch mutation born of your twisted nightmares, rendering spell slot. You can do so a number of times equal to your
a piece of them into reality through the warping of your flesh. proficiency bonus, and you regain all expended uses when you
When you use this feature, you gain temporary hit points finish a long rest.
equal to your druid level + your Wisdom modifier and select
between Eye Stalk or Grasping Tentacles. This Eldritch
Mutation selected lasts for 10 minutes. It ends early if you
Faceted Forms
dismiss it as an action, are incapacitated, or use this feature Starting at 10th level, you can gain both an Eye Stalk and a
again. Grasping Tentacle when expanding a use of Wild Shape on
Eldritch Mutation. While you have both mutations manifested,
you can use the effect of them as an action or bonus action.
Eye Stalk Additionally, you deal an additional die of damage with your
When you manifest this mutation, and as a bonus action on Enervation Ray (2d8 + your Wisdom modifier), Disintegration
your subsequent turns while it lasts, you can target a creature Ray (2d10 + your Wisdom modifier), and Grasping Tentacle
you can see within 60 feet and make a roll on the following (2d6 + your Wisdom modifier).
table to shoot a random eye ray at them.
1d6 Effect Piercing Eyes
1. Fear Ray The targeted creature must make a Starting at 14th level, while you have an Eye Stalk from
Wisdom saving throw or become frightened Eldritch Mutation, you have truesight with range of 60 feet.
of you until the start of your next turn.
2. Telekinetic The target creature must make a Mutation Mastery
Ray Strength saving throw or be moved 10 feet Additionally at 14th level, when you cast mutate, you can
in a direction of your choice. select 1 additional property (as if casting the spell 1 level
3. Slowing The target must succeed a Wisdom higher).
Ray saving throw or be affected by the slow
spell until the start of your next turn.
Mystery Cult Quirks
4. The target must succeed a Constitution The following are some optional quirks for a player of the
Petrification saving throw or be restrained until the start Mystery Cult. You can optionally roll or select a quirk that
Ray of your next turn. suits your character.
5. Enervation The target must succeed a Constitution d6 Quirk
Ray saving throw or take 1d8 + your Wisdom
1 You sometimes wake of with different freatures.
modifier necrotic damage.
2 You forgot what you originally looked like long
6. The target must succeed a Dexterity
ago.
Disintegration saving throw or take 1d10 + your Wisdom
Ray modifier force damage. 3 You refer to horrying things as "cute".
4 You try to speak to animals in deep speech.
Controlled Madness: Each time you use a Wild Shape to
5 You refer to going to sleep as "visiting the other
assume this mutation, you can select the effect of the eye ray
side".
instead of rolling a number of times equal to your proficiency
bonus. 6 You refer to eyes watching you. No one else can
see these eyes.
Grasping Tentacles
When you manifest this mutation, and as a bonus action on
your subsequent turns while it lasts, you can lash out with
these tentacles. You can make a melee spell attack against a Fighter
creature within 10 feet. On hit, the target takes 1d6 + your
Wisdom modifier bludgeoning. In place of making this attack, Tech Knight
you can initiate a grapple against making a Wisdom (Athletic) A Tech Knight believes that it is neither brains nor brawn that
check with a range of 10 feet. If the check succeeds, you can determine the best fighter, but the combination thereof.
continue to use Wisdom (Athletics) to maintain and contest Why limit yourself to what nature has provided you when
grapples targeting that creature. You can have a number of you can supplement your combat superiority in unique and
creatures grappled this way equal to your Wisdom modifier, inventive ways that give you the edge? You build and innovate
and need at at least 1 free tentacle to take the bonus action on the cutting edge... and use that edge to hew through your
attack. foes. There are few things more dangerous than weaponized
creativity in the hands of someone that knows how to use it.
Note: Vulnerable Limbs! A Tech Knight could be called an inventor that opened the
As per the Sages, a creature you are grappling can attack you door of innovation, found the deadliest thing they could invent,
regardless if you are in its normal attack range by attacking the limb and closed it once more, but that wouldn't be accurate - they
grappling you. innovate continuously, improving their art, just with a highly
specialized focus.
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Chapter 2 | Subclasses Inventor | Psion | Toolbox | Subclasses | Feats
Brutal Invention
When you choose this archetype at 3rd
level, you build
a devastating new weapon to help you dominate
the battlefield in a unique way. You can
build one weapon.
Select one weapon from the below
list:
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• Excessive Force (Ramming Gauntlet): The target is complete a short or long rest before you can use it again.
knocked 10 feet backwards.
• Full Auto (Repeating Hand Crossbow): You immediately
make a single additional attack as part of the same action,
Chains of War
Starting at 10th level, you can select one of the following, or
making the attack with disadvantage; this disadvantage
one additional selection from Brutal Invention or Contingent
cannot be canceled out.
Options.
• Overcharge (Transforming Weapon): You deal an
additional 2d4 lightning damage.
• Returning Chain. When you throw the weapon at a target
• Hypervelocity (Ricocheting Weapon): The weapon's
30 or less feet away, you can return the weapon to your
bounce range becomes 20 feet, and it can bounce to an
hand. If the weapon doesn't have the thrown property, it
additional target.
gains the Thrown (10/30 property).
• Grappling Hook. As an action or in place of an attack as
You can use this ability a number of times equal to your
part of the Attack action, you may target a surface, object
Intelligence modifier, regaining all uses on a short or long rest.
or creature within 20 feet. If the target is Small or Smaller,
you can make a Strength (Athletics) grappling check to pull
Weapon Improvement it to you and grapple it. Alternatively, if the target is
Additionally, over the course of a long rest, you can destroy Medium or larger, you can choose to be pulled to it,
a +1/+2/+3 magic weapon to transfer the bonus to attack and however, this does not grapple it. Attacks of opportunity
damage rolls to your Brutal Invention weapon. At the GMs generated by this movement have disadvantage.
discretion, other properties can be transferred (it is
recommended that most cannot, but a final decision is up to
the GM). Reactive Armor
Starting 15th level, you can tune your armor during a long rest
Changing Your Invention to grant specialized defense. At the end of a long rest, select
If a player wishes to change their Brutal Invention, it takes 1 full one damage type and gain resistance to that damage type until
day of down time, working for at least 8 hours. You can change any the end of your next long rest.
option that requires a selection in this manner.
Arms Race
Tinker's Proficiency Starting at 18th level, you can select two additional options
Additionally at 3rd level, you gain proficiency with Tinker's from any of Brutal Invention, Contingent Options, and Chains
Tools. If you already have proficiency in Tinker's tools, you can of War (two options total, selected from any of those features).
select another artisan tool to gain proficiency in.
Tech Knight Quirks
Contingent Options The following are some optional quirks for a player of the
At 7th level, you extend your innovation of the art of war to Tech Knight. You can optionally roll or select a quirk that suits
give yourself a unique advantage from your gear. For any your character.
option that has a spell save DC, your save is 8 + your d6 Quirk
Intelligence modifier + your proficiency bonus. Select one of
1 You devote time each day to improving your
the following options:
weapons.
• Charged Armor: As a bonus action, you can juice your 2 You think any problem can be solved with
armor with power with the effect of the lightning charge sufficient firepower.
spell. 3 You disdain simple weapons.
• Rocket Boots: As a bonus action you can activate these to
4 You daydream about explosions.
give yourself a jumping distance equal to your movement
speed until the end of the turn. You take no fall damage 5 You reveal in new chances to test your destructive
from this movement, but creatures of your choice within 5 wares.
feet of where you land take 2d4 fire damage. Alternatively, 6 You offer to show everyone the features of each
you can use this to cast feather fall targeting only yourself. new invention with great joy.
• Belt: You can use this to cast enlarge/reduce without
expending a spell slot.
• Flame Thrower: As an action or in place of an attack as
part of the Attack action, you can use this to cast burning
Monk
hands as a 2nd level spell without expending a spell slot.
• Force Shield: You can deploy a temporary field field, with
the effect of casting shield.
Way of the Soul Blade
• Thunder Grenade: As an action or in place of an attack as Monks of the Way of the Soul Blade are monks who have
part of the Attack action, you can use this to cast shatter learned to harness and focus their ki, using their inner will
without expending a spell slot. and focus to control psionic powers - primarily into a blade of
pure Psionic power: a Soul Blade.
You can use the selected item once, after which you must
Soul Blade
Starting when you choose this tradition at 3rd level, you've
learned to focus your ki into a psionic blade. As a bonus
action, you can create a blade of pure scintillating psionic
energy. The blade you create this way most typically takes the
form of a knife-like blade projecting from your fist, but you can
shape it however you choose. You can choose to create
multiple blades, but any blade you are not holding vanishes at
the end of your turn and must be resummoned.
Regardless of the form it takes, the weapon is a monk
weapon for you, deals 1d8 psychic damage,
and has the light, finesse, and thrown(20/60)
properties.
Psionic Ki
Additionally at 3rd level, you gain the Telekinetics
Discipline; this can be found under the Disciplines list of
the Psion class. You can use ki points as psi points,
with a limit of 1 ki point. This limit increases to 2
ki points at level 5, 3 ki points at level 9, 4 ki
points at level 13, and 5 ki points at level 17.
The DC for your psionic abilities is equal to your
Ki save DC.
If your character has both Psi Points and Ki
Points, those are added together into one pool and
can be used interchangeably. Your Psi Limit (and the
limit you can use Ki Points as Psi Points)
becomes your Psi Limit + one third of your
Monk levels rounded down.
When you use your action on a psionic power or
to cast a spell using this feature, you can make one attack with
an unarmed strike or monk weapon as a bonus action before
the end of your turn.
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Additionally, critical strikes from your weapon rend the soul • Sanity. No matter what, never give into madness.
of the target. If a creature would have less than 50 hit points
after taking damage from your critical strike, the creature
must make a Charisma saving throw. On failure, its Charisma
Oath Spells
You gain oath Spells at the paladin levels listed.:
becomes zero and it dies.
Level Spells
Soul Blade Quirks
The following are some optional quirks for a player of this 3rd detect magic, protection from good and evil
Way 5th see invisibility, nullify effectK
9th dispel magic, remove curse
d6 Quirk 13th banishment, dimension door
You carry around a bladeless sword hilt for your 17th banishing smite, dispel evil and good
1
Soul Blade blade.
You occasionally attempt to cut fruit with your
2
Soul Blade.
Channel Divinity
When you take this oath at 3rd level, you gain the following
You refer to your actions as the will of the living two Channel Divinity options.
3
Ki.
You view killing things with your psionic powers Turn the Aberrant: As an action, you can make any
4 as evil, but killing things with your Soul Blade as aberration or undead, provided that it's within 30 feet and that
perfectly okay. can see or hear you, make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1 minute or until
You have endless platitudes about temperance
5 it takes damage. A turned creature must spend its turns trying
and control.
to move as far away from you as it can, and it can't willingly
You practice obscure martial art form stances move to a space within 30 feet of you. It also can't take
6
every morning. reactions. For its action, it can use only the Dash action or try
to escape from an effect that prevents it from moving. If there's
nowhere to move, the creature can use the Dodge action.
Paladin If the creature's true form is concealed by an illusion,
shapeshifting, or other effect, that form is revealed while it is
The following oath is a new subclass option for the Paladin,
for those that wish to battle the psionic horrors from beyond. turned.
d12 Quirk
1 You refer to others as sheltered little lambs. They
have no idea.
2 You talk to yourself to help you stay sane in
stressful times. The second personality can be
reassuring to have around.
3 You compare how bad anything could be to
eldritch monsters ending reality.
4 You occasionally bark out "constant vigilance!". Knack
5 You keep a list of people you suspect will betray At 3rd level when you select this archetype, you gain
you. proficiency with Tinker's Tools. If you already have proficiency
6 You frequently change your plan to throw off mind with Tinker's Tools, you can gain proficiency with another
readers. artisan tool of your choice.
Binding Shot
Ranger Instead of doing damage, this shot turns into a Net when
striking the target. The net gains additional hit points equal to
The following subclasses are additional options for the
Ranger class, adding new elements of invention and psionic your Ranger level.
abilities respectively.
Flash Shot
When this shot hits a target, it emits a brilliant flash of light.
Specialist The target and creatures within 15 feet of the target must
Specialists are rangers that innovate their technique and make a Dexterity saving throw or become blinded until the
equipment in equal measure. Deadly and clever, they keep start of your next turn.
their opponents guessing what is coming next.
Explosive Shot
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When this shot hits a target, it emits an explosion. The Specialist Quirks
target and creatures within 10 feet of the target must make a
The following are some optional quirks for a player of the
Dexterity saving throw against your Spell Save DC or take
Specialist. You can optionally roll or select a quirk that suits
1d6 fire damage and 1d6 thunder damage.
your character.
Guided Shot d6 Quirk
When fired, this shot tracks its target. This attack is made 1 You often unnecessarily abbreviate things to
with advantage, and ignores cover, including complete cover, abbrevations you then have to explain.
as long as there is a path to the target you are aware of that 2 Most of your plans involve complicated traps.
requires the shot to travel less than the maximum range of the
weapon used. 3 You never like to use the same plan twice.
4 All problems can be solved with the right arrow.
Rocket Shot 5 You provide highly specific details about simple
The attack's range is doubled, and on a hit the target takes things.
an additional 1d12 damage from the attack.
6 You always prefer to have the high ground.
Spell Shots
Starting at 7th level, you gain the ability to infuse special shots Mind Reaper
with magical abilities. You have a pool of these shots equal to Mind reapers are terrifying creatures, whatever the form they
your Wisdom modifier, recreating any expended shots during take. Most often they stalk stories to frighten children or
a long rest. As a bonus action, you can expend a spell slot ancient myths, some walk the material plane seeding fresh
infusing one of the spells from the following table into one of new tales of terror. A ranger that has developed psionic
these shots. powers, becoming the ultimate predator of all thinking
The spell doesn't trigger immediately, but triggers on creatures.
impact. You can shoot the shot at a point within range or a Some use these powers to spread fear, savoring the terror of
creature. Regardless of whether the attack hits or misses the their victims. Others use their powers to dispense what they
creature, the effect imbued in the shot is triggered at a point of view as justifice, stalking down and reaping only those they
your choice adjacent to the creature. believe have earned such a grim fate.
If the spell affects a line or cone, you can select the
projection of the area from the point. If a spell requires Mind Reaper Spells
concentration, it uses your concentration as normal.
Ranger Level Spell
When you spend 1 or more psi points to empower it, you Psionic Adaptation
can use Telepathic Intrusion as a bonus action.
Additionally at 15th level, you can expend your spell slots in
place of psi points when using a psionic power, with a spell
Telepathic Intrusion slot counting as an equal number of psi points.
Psionic Power
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Unlimited Uses?
Pyrotechnic Gadgets are balanced around the assumption of
unlimited use and Rogues typically speaking do not have rest gated
resources, but practically speaking their supply is not truly infinite,
just higher than generally makes sense to be worth tracking. If
you would like a number to track, you can use Proficiency bonus +
Intelligence modifer uses of Pyrotechnic Gadget per short rest.
Clever Inventions
Starting at 9th level, you expand your selection. Select two of
the following options:
Gliding Cloak
You make a cloak that allows you to glide when falling.
When you fall more than 10 feet and aren't incapacitated, can
spread this cloak to reduce your falling speed to 30 feet a
round and take no falling damage. While falling in this manner
toward the ground under normal gravity, you can move
horizontally 2 feet for every 1 foot you descend.
Mechanical Arm
Starting at 3rd level, you've mastered both the creation and You create a mechanical arm, giving you an extra hand. This
use of your most important gadget, the grappling hook. As an mechanical arm only functions while it is mounted on gear
action or with the bonus action granted by your Cunning you are wearing, but can be operated mentally without the
Action, you may target a surface, object or creature within 20 need for your hands. This mechanical arm can serve any
feet. If the target is Small or Smaller, you can make a Strength function a normal hand could, such as holding things, making
(Athletics) grappling check to pull it to you and grapple it attacks, interacting with the environment, etc, but does not
(automatically succeeding against objects that are not being give you any additional actions.
worn or carried unless the GM sets a difficulty for a
particularly complicated scenario). Mechanical Familiar
Alternatively, if the target is Medium or larger, you can You can create the blueprint for a small mechanical
choose to be pulled to it. This automatically succeeds, but this creature. At the end of a long rest, you can choose to create a
does not grapple it, though if it is a surface or large object, you mechanical familiar based on it, and cast find familiar spell
can choose to hold onto at the point you grappled if there is without expending a spell slot. The familiar's type is
something to grab onto. Attacks of opportunity generated by Construct. This construct stays active until you deactivate it or
this movement have disadvantage. it is destroyed. In either case, you can choose to reactivate it at
the end of a long rest.
Pyrotechnic Gadgets
Additionally at 3rd level, you gain access to an important Sight Lenses
arsenal of things that explode. Forgoing some subtlety for You create a set of lenses you can integrate into a set of
firepower, you gain the following options: goggles, glasses, or other vision assistance that allow you to
see through darkness and obscurement. You can see through
Smoke Bomb: As an action, you can use this to cast fog cloud fog, mist, smoke, clouds, and non-magical darkness as normal
centered on yourself without expending a spell slot. It lasts a sight up to 15 feet.
number of rounds equal to your Intelligence modifier and does
not require concentration. When you cast fog cloud in this
way, you can set the radius at 5, 10, 15, or 20 feet. Among the Blasts
Additionally at 9th level, when you successfully avoid damage
Explosive Surprise: As an action you can toss explosives at a from an area of effect with your Evasion feature (including
from your own effects), you can use your reaction up to your subclass, the following are the recommended Origin Spells for
movement speed to the edge of the effect. This movement the Aether Heart Origin.
does not provoke attacks of opportunity. Sorcerer Level Spell
1st magic missile
Deadly Surprise 3rd arcane conduitK
Starting at 13th level, your technical expertise expands. The
radius of your explosive surprise becomes 10 feet, and you 5th aether lanceK
can select one additional option from Clever Inventions. 7th dimension door
9th wall of force
Gadgetsmith Integration
At your DMs discretion, you can select an upgrade from the
Gadgetsmith list that requires 9th level or lower for your
additional gadget.
Aetherborn
When you choose this origin at 1st level, your aether heart
gives you several advantages. You have resistance to Force
Ultimate Improvisation damage, and can serve as your own arcane focus.
Starting at 17th level, you can solve a wide array of problems When you reach 3rd level, you automatically gain the
with your Gadgets at a moment's notice. Over the course of 1 Empowered Spell metamagic option, and can use it without
minute you can construct a gadget capable of casting any spell spending Socerery Points a number of times equal to your
of 4th level or lower on the Wizard or Inventor list. This proficiency bonus, regaining all uses on a long rest.
gadget lasts until used, or you construct another gadget
(dissembling it in the process).
You can do this a number of times equal to your Intelligence
Overcharged Metamagic
modifier before you must complete a long rest to create Starting at 6th level, you can unleash the power that rages
additional improvised gadgets with the feature. within your heart. When you modify a spell that deals damage
with your Metamagic options, you can add your Charisma
modifier to one damage roll of that spell.
Gadgeteer Quirks
The following are some optional quirks for a player of the
Gadgeteer You can optionally roll or select a quirk that suits
Arcane Fuel
your character. At 14th level, you gain immunity to force damage. When you
would take force damage, you regain health equal to half the
d6 Quirk damage you would have taken. You can gain a maximum
1 You have no fear of heights. amount of hit points this way equal to your Sorcerer level,
2 Everything can be improved. after which you no longer gain additional hit points until you
complete a short or long rest.
3 Plans are for after you get caught. Additionally, you learn the spell dispel magic if you do not
4 You use smoke bombs to escape awkward already know it. It does not count agaist your spells known.
conversations. When you successfully cast dispel magic or counterspell, you
5 Walking is for chumps that don't have grappling regain an expanded Sorcerery Point (if you are not currently
hooks. at your maximum) as you draw in the remnants of the broken
magic.
6 For some reason everywhere you've lived too long
has exploded. Strange that.
Tap Power
At 18th level, you can tap the power that surges through to
Sorcerer replenish your magic. As a bonus action, you can expend one
hit die and regain Sorcery Points equal to the number rolled +
your Charisma modifier. Once you do this, you cannot do so
Aether Heart Origin again until you complete a short or long rest.
Sorcerers of this origin are fueled by a deep connection to raw Aether Heart Origin Quirks
arcane energy, their soul touched by the raw stuff of the weave The following are some optional quirks for a player of this
itself. Most of them don't understand their connection to this Origin
power, but they can wield it with innate ease, manipulating
magic by force of will alone.
Sometimes this is artificial in nature - a warforged drawing d6 Quirk
power from the arcane heart, for example - while other times Standing in a high magic area feels like a
1
this marks an individual that was exposed to the raw essence pleasant sunbathing.
of aether, becoming infused and intrinsically linked to it. They Your eyes turn pale and glowing for several
are characterized by an easy affinity of warping magic and 2
hours after using magic.
ease of manipulating it in its raw and purest forms.
3 You are addicted to using magic.
Variant: Origin Spells 4 You have difficulty using magic when sad.
If you allow Sorcerers to take additional spells based on their
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5
You sometimes see things as they appear to the Sorcerous Rifts
weave. Starting at 14th level, you can cast Phase Rift as an action at
You idly weave strands of magic around your will. In addition, when you use Phase Rift, you can expend a
6 sorcery point to make it both Long and Disruptive, causing
hands while waiting.
you to move an additional 10 feet and deal an additional 1d8
damage to creatures that fail their save against it.
Planetouched Origin
Connected to planes beyond their own, these sorcerers find Ethereal Control
the walls between the planes thinner, they pull power from Additionally at 14th level, you can expend 1 sorcerer point to
beyond them or step through them with greater ease. reroll the value of a die rolled for blink or flicker. Once you do
Perhaps they were born in the ethereal plane or became this, you cannot do so again until you complete a short or long
connected to an outer plane, they now find themselves with rest.
one foot in the material and one foot beyond.
Once you use this ability, you cannot use it again until you
complete a long rest.
Warlock 1st
2nd
identify, seeking projectileK
animate objectK, locate object
3rd clairvoyance, crushing singularityK
The Ancient Intelligence 4th arcane eye, locate creature
You have made a pact of sorts with an intelligence that defies 5th arcane handSRD, commune
normal understanding; its aims are mysterious and often
The Contraption
At 1st level, you gain access to a device granted to by your
patron that grants some access to their vast knowledge,
systems, and power. Your contraption is a Tiny object, and you
can use it as a spellcasting focus for your warlock spells.
If the contraption is destroyed or you lose it, you can
perform a 1-hour ceremony to receive a replacement from
your patron.
This ceremony can be performed during a short or long
rest, and the previous vessel is destroyed if it still exists. The
contraption may vanish in a flash of light when you die.
Auto Caster
You contraption serves as a repository for additional spells.
At the end of a long rest, you can have store spells from your
Expanded Spell List, or any spell of Divination school of
magic that is of a level you could cast. You can have it
prepared levels of spells equal to your proficiency modifier (for
example, at 5th level when your proficiency bonus is +3, you
can have it store three 1st level spells, or one 3rd level spell).
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Each spell stored in the autocaster can be cast without against your invocations known.
expending a pact magic slot to cast the spell once, after which
you cannot cast it without expending a spell slot again until
Neural Link
you complete a long rest. You can cast the spell stored again
When you calculate a firing solution, it now applies to your
before completing a long rest by expending a pact magic spell
current turn. Additionally, when you benefit from true strike,
slot of equal or greater level to the stored spell.
you negate the disadvantage of being unable to see a target
(such as invisible or obscured target).
Firing Solution
Your contraption begins to develop the best way to hit a
target. While you posses you contraption, you can use it to Save State
cast true strike. You can accelerate the calculations and cast Starting at 10th level, as a bonus action you can cause your
true strike as a bonus action a number of times equal to your Contraption to record your existence. Record your hit points,
Spellcasting modifier. When you cast true strike using your location, and any conditions you are affected by. At the start of
contraption, it does not require concetration. your next turn, your current hit points, location, and
You can do this a number of times equal to your Spellcasting conditions are returned to the saved state in a flash of light. If
Modifier before you must complete a long rest to do so again. you die while having your save state, you can make a DC 15
Charisma saving throw (making the check as if you were alive)
Calculation Time when the start of your next turn would have been. On success,
Note that true strike grants you advantage on your next turn, even you return as normal. On failure, you remain dead.
when cast as a bonus action. Once you use this, you cannot use this again until you
complete a long rest.
Ancient Invocations
Starting at 6th level, your patron grants you another Synchronization
fragment of their vast power in the form of a gadget or tool. Starting at 14th level, you can at the start of your turn (no
Select from one of the of the following. When you select a new action required) you can synchronize yourself with your
Eldritch Invocation, you can select from the following list in Contraption, entering a cold and logical mental state of
addition to the class list of Invocations. absolute focus until the start of your next turn. While in this
state of synchronization, you gain the following benefits:
Battle Drones Prerequisite: Pact of the Chain, Drone Swarm • You are immune to the charmed and frightened conditions.
Familiar. • You can cast a spell with the casting time of 1 action as 1
Your Drone swarm can attack without you using your action bonus action.
to direct it attack. It's attack modifier becomes equal to your • Gain advantage on all Wisdom and Intelligence ability
spellcasting attack modifier. checks and saving throws, as well Costitution saving
throws to maintain concentration on a spell.
Data Bank
While in posesstion of your contraption, you gain proficiency You can be synchronized for a number of turns equal to your
in two of Arcana, History, Nature, or Medicine. Spellcasting modifier, after which you cannot use this feature
again until you complete a long rest.
Dispatch Relay
You can use your use your Auto Caster to cast sending once Variant Warlock: Intelligence.
without expending a spell slot. Once you use this invention, The designers of 5e noted that it was originally their intention
you cannot use it again until you complete a long rest. to make the Warlock an Intelligence caster, and that making
Intelligence the Warlock Spell Casting modifier doesn't
Gliding Cloak break anything.
With the approval of your GM, this subclass may be a thematic fit for
You make a cloak that allows you to glide when falling.
an Intelligence based Warlock who studies their Contraption and tries
When you fall more than 10 feet and aren't incapacitated, can to understand its knowledge and secrets.
spread this cloak to reduce your falling speed to 30 feet a
round take no falling damage. While falling in this manner
toward the ground under normal gravity, you can move The Ancient Intelligence Quirks
horizontally 2 feet for every 1 foot you descend. The following are some optional quirks for a player who has
formed a pact with an Ancient Intelligence You can optionally
Mechanical Arm roll or select a quirk that suits your character.
You create a mechanical arm, giving you an extra hand. This d6 Quirk
mechanical arm only functions while it is mounted on gear
1 You can solve complicated mathmatical problems.
you are wearing, but can be operated mentally without the
You have no idea how.
need for your hands. This mechanical arm can serve any
function a normal hand could, such as holding things, making 2 You highly technical jargon when explaining basic
attacks, interacting with the environment, etc, but does not things.
give you any additional actions. 3 Your catalogue and count strange things in great
detail for your patron.
Personal Shield
You gain the armor of shadows invocation. It does not count
4 You can speak a dead language no one seems to 2nd detect thoughts, psychic drainK
recognize. 3rd delve mind, sending
5 You preform your magic from ornate gadgets that 4th black tentaclesSRD, summon aberration
may or may not do anything.
5th dominate person, synaptic static
6
At will: mending, minor illusion You assault the mind of a creature you can see directly. The
target must succeed on a Wisdom saving throw, or take 1d8
Actions psychic damage. If the target fails the saving throw, it has
Zap. Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (2d4 + disadvantage on attacks made against you until the start of
3) lightning damage. your next turn. You can choose to deal no damage to the
creature when it fails its saving throw.
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until the end of your next turn, and targets only the creature
that attempted to read your mind).
Flickering Madness
Tiny aberration, unaligned
Additionally, you gain resistance to psychic damage, and
when a creature deals psychic damage to you, it takes an
Armor Class 16
equal amount of psychic damage. Hit Points 1 (1)
Speed 30 ft.
Unleashed Psyche STR DEX CON INT WIS CHA
Starting at 14th level, you gain enough mental control to form 1 (-5) 1 (-5) 1 (-5) 15 (+2) 15 (+2) 15 (+2)
the twisted nightmares that dwell within your mind into the
world. As an action, targeting a point within 60 feet you spawn Saving Throws Intelligence +5
a malignant otherworldly nightmare, taking the form of a Skills Deception +4, Insight +4
twisted aberration of terror. Damage Immunities Cold, Necrotic, Poison Psychic, Bludgeoning,
The first time a creature other than you is within 20 feet of Piercing, and Slashing from Nonmagical Attacks.
it during their turn (including starting their turn there), they Condition Immunities Charmed, Frightened, Grappled, Paralyzed,
Petrified, Prone, Restrained, Stunned
must make a Wisdom saving throw. On failure they take 4d8
Senses Darkvision 60 ft, passive Perception 12
psychic damage and become frightened of it. Languages Telepathy 60 ft.
The spawned nightmare lasts until the start of your turn, Challenge 1
when it fades away unless at least on creature has failed their
saving throw against its effect, in which case it persists for Abstract Existence. If a creature attempts to make an attack roll
another round (indefinitely until no creatures fail their saving against the Flickering Madness, it must make a DC 12 Wisdom saving
throw against it, after which it fades away at the start of your throw. On failure, the attack fails and the target becomes frightened
next turn). of the Flickering Madness until the end of its turn. Additionally, it can
Once you unleash this ability, you cannot do so until you attempt to hide using a Charisma (Deception) check in place of a
complete a short or long rest. Dexterity (Stealth) check.
d6 Quirk
1 You reply to your familiar or patrons telepathic
messages outloud.
2
3
You have a deep and abiding fear of stars.
You expect to find eldritch horrors under every
Wizard
rock.
4 You have elaborate theories about the impending
Order of Creation
end of the material plane. Wizards that belong to this order of thought seek to advance
the application of magic through the merger of mechanical
5 You refer to the gods as "the new ones"
and magical pieces. They share much in common with
6 Sometimes even you aren't sure you're talking to Inventors in mind set, but delve deeper into the knowledge of
when you're talking to yourself. magic, relying more heavily on it to power their mechanical
inventions, and in turn creating mechanical inventions that
more primarily serve to further their magic.
That Which Lies Beyond Familiar They often seek to look beyond tradition and common
The following is an expanded Pact of the Chain familiar knowledge, to seek out new spells and new ways of doing
option for a Warlock of this Otherworldly Patron. things. The value of new research and new technology is often
more than dusty old tomes unless those dusty old tomes
contain secrets of those who had reached the heights they
seek in ages gone by.
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1 You look for optimizations of every day processes. 2 Small objects float near when you aren't paying
2 You are always sketching out a new blueprint. attention.
You can sometimes get lost in the technical 3 You occasionally see the world as an afterimage.
3
details of dangerous situations. 4 You hear creatures talking that aren't nearby.
You like to test your creations in the field. 5 You see eyes in the sky, particularly at night.
4
Stressful situations provide the best data. 6 You have the dreams of a different person.
Everything is a problem to be solved. Logic can
5
solve every problem.
Psionic Magic
You prefer to number your plans. Trying to use the Additionally at at 2nd level, Spells that belong to the
6
alphabet for your alternate plans limits them. psionics school are considered Wizard spells for you and on
the Wizard spell list for the purpose of adding or copying them
to your spell book, and the gold and time you must spend to
Order of the Unknown copy them into your spellbook if you find a version you can
To the order of the unknown, a cautionary tale where everyone copy is halved.
went mad is called "a lead". These strange folk delve what is
best left forgotten, seeking answers to questions best left
unspoken. Branching Studies
Sometimes compelled down the path by some grave Starting at 6th level, you can study a second psionic
purpose, sometimes by nothing more than an insatiable Discipline. You gain its power as a 1st level spell roll again on
curiosity, and sometimes even stumbling upon it by accident, the Psionic Madness table.
what is always true is that once set on this path, few find
themselves able to leave it. Psionic Transparency
Wizards that go this path master Psionics, but master it in a Additionally at 6th level, your understandings of the nature
completely different way and uniquely Wizardly way, bringing of Psionics means you do not have disadvantage when
psionics into their frame of reference of ordered spells slots attempting to use counterspell or dispel magic against psionic
and diligent study. effects, and you gain proficiency with the Psionics skill (which
functions similar to the Arcana skill, but applies to Psionic
Study of the Unknown effects).
Beginning when you select this school at 2nd level, you
delve into the systematic study of psionics, select one Psionic Adept
Discipline from the Psion class to begin your studies with. Starting at 10th level, you can study a third psionic
The psionic power of the Discipline becomes a 1st level Discipline. You gain its power as a 1st level spell roll again on
spell for you. When you cast it using a spell slot, you cast it as the Psionic Madness table.
if expending psi points equal to the spell slot level spent (for
example when casting as a 1st level spell, you cast it as if
empowering it with one psi point). Detached Mind
When you begin the study of new Disciplines at 6th level, Additionally at 10th level, the power of your mind
10th level, and 14th level, you gain Disciplines power as a 1st strengthens transcending and its connection to your physical
level spell following the same rules. state. When you must make a Constitution or Death saving
These psionic power spells are branded into your mind, and throw, you can replace it with an Intelligence saving throw.
always prepared but do not count against your spells prepared Once you do this you cannot do so until you complete a short
for the day. or long rest.
Secondary Power Four Fold Master
Starting at 2nd level, the power of the psionics you study Starting at 14th level, you begin your studies of a 4th
begins to seep into your mind, bleeding in from your studies of Discipline, unlocked more and deeper secrets. You gain its
its mysteries. power as a 1st level spell and roll again on the Psionic
This starts to poison your mind with a minor psionic Madness table.
madness from the table below, and you can tap this power to
use one of your psionic power spells gained from the Study of Cognitive Shadows
the Unknown to cast it without expending a spell slot, but as if
Additionally at 14th level, you gain a blindsight of 30 feet,
you had spent a spell slot equal to half your Wizard level
but can only see creatures with an Intelligence score of 6 or
(rounded up).
higher with this sight. This sight can see creatures in the
Once you do this, you cannot do so again until you complete
ethereal realm within range.
a long rest, or use your Arcane Recovery Feature.
d6 Quirk
You have an intense obsession about specific
1
arbitrary things.
You find yourself muttering in a language you
2
don't recognize occasionally.
Odd markings appear on your hands and arms,
3
and you cannot remember how they got there.
4 You refuse to use name. Any name.
You occasionally spook at things no one else can
5
see.
When you dream, the night sky is dominated by a
6
single bright star. It grows brighter every year.
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6
Backgrounds Flaws
The following are additional background options that
represent those of various professional backgrounds. These d6 Flaw
lend themselves to integrating with crafting providing several 1 You diagnose the illnesses in those around them...
crafting tools. whether they have any or not.
2 You always on the hunt for the newest
Apothecary alternative medicine remedies.
You were a mixer of potions, master of the subtle art of 3 The best way to know if something is poisonous is to
producing potent magical effects from the right distilations. put if in your mouth. Builds strong immune systems.
Hailing from the largest cities or the smallest villages, an 4 You don't trust these "divine" powers in the sky and
apothecary's work is always in demand, though many that their healing powers with no basis proper herblore.
would demand it do not fully appreciate the care that goes into
making a potion safe and effective. 5 An apothecary is paid for their services.
6 Toxins in the blood can be removed by removing the
• Skill Proficiencies: Nature, Medicine blood. Leeches work well, but in a pinch...
• Tool Proficiencies: Alchemist's supplies, Herbalism Kit.
• Equipment: A minor healing potion, a set of Alchemy
Supplies, an Herbalism Kit, and a set of common clothes. Engineer
Scholars and Academics are great, but many a kingdom has
needed those of the more intellectual bent to put their intellect
Feature: Herblore to more practical uses - designing everything from siege
You know what the potions people drink are actually made of.
equipment to bridges.
Whenever traveling at half speed or less through wilderness
While construction may or may not have used magic here
or camping in wilderness, you can acquire 10 gold pieces a
and there, at the end of the day something built without an
day worth of potion reagents. These can be used against the
engineer's oversight is much more likely to fall back down
next potion you craft.
when it is needed most.
Personality Traits • Skill Proficiencies: Investigation, Nature.
d6 Personality Trait • Tool Proficiencies: Carpenter's Tools, Mason's Tools.
1 • Equipment: A bottle of black ink, a quill, a small knife, the
blue prints to the last project you were working on, a set of
2 common clothes, and a belt pouch containing 10 gp.
3
4 Feature: Blueprints
5 Given a little time to plan, you can produce blueprints or
6 schematics for bridges, siege equipment, buildings, dams, or
any other common feat of engineering that anyone proficient
with the necessary artisan tools required to could follow to
Ideals craft the outlined construction given the time and resources.
d6 Ideals Buildings more fantastical in nature may still be within your
1 grasp to plan with skill appropriate skill checks at the GM's
discretion.
2
3
4 Personality Traits
5 d6 Personality Trait
6 1
2
Bonds 3
d6 Bond 4
1 5
2 6
3
4 Ideals
5 d6 Ideals
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1 Personality Traits
2 d6 Personality Trait
3 1
4 2
5 3
6 4
5
Bonds 6
d6 Bond
1
Ideals
d6 Ideals
2
1
3
2
4
3
5
4
6
5
Flaws 6
d6 Flaw
1
Bonds
d6 Bond
2
1
3
2
4
3
5
4
6
5
6
Tinker
Flaws
Falling somewhere between a merchant, sage, and - if you ask
some villagers - a vagabond, a Tinkerer wonders from town to d6 Flaw
town bringing a cart (or sometimes just a donkey) of knick- 1
nacks and knowhow. While not always welcomed with open 2
arms, they can be life line of the smallest and most widely
flung towns, as no route is too odd and winding for them to 3
wander. Tinkerers may be wanderers by nature, but what 4
opens doors is their useful knack for being able to fix 5
problems with a dash of knowhow and ingenuity.
6
• Skill Proficiencies: Insight, Nature.
• Tool Proficiencies: Tinker's Tools
• Languages: One language of your choice.
• Equipment: A set of Tinker's Tools, a set of traveler's
clothes, a set of saddle bags, and a pack horse.
Feature: Know-How
You've been around the block, and fixed more than one
problem you had no business fixing with some application of
ingenuity. When you need to construct or fix an item, you can
often tinker up a replacement part from an alternate source.
Any item that you could craft with Tinker's Tools for less then
50gp pieces, you can craft for free with miscellaneousness
knick knacks. At the GM's discretion, this feature may help
with larger crafting pieces as appropriate
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Races
The following are new race options that you can select for
your character.
Ironwrought
The origins of Ironwrought are many and varied - they can be
the artisanal masterpiece of a Golemsmith, or perhaps a relic
of a mass production of an ancient lost civilization... or
perhaps not-so-lost a civilization. Their source and purpose
will vary greatly. Were they made with sapience in mind, or did
they gain it later? Were they made for labor or war?
Some Ironwrought will dwell on these questions and what it
means for them to exist outside of the boundary of their
original purpose, but many simply move on, acquiring new
parameters to live their life from those they interact with,
finding their purpose in life as any of their more fleshy
counterparts might.
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How they are treated in society will vary based on how Quirks
common the are. In settings where Ironwrought created for d6 Quirks
labor are common, they will generally be treated quite
1 You provide one detail too many in any conversation.
neutrally, while they may be treated with greater fear or
concern if Ironwrought were primarily created as war You feel pity for fleshy creatures with their fleeting life
2
machines, though in both cases they might be mistaken for spans.
their last sapient cousins. You are inherently rational, and can be persuaded of
3
anything with appropriate logic.
Self Aware 4
You have a programmed code of conduct that will
never violate. You may or may not be aware of it.
Most Ironwrought that exist are not automations that lack true
self-awareness. This option is different, representing a A vestige of a previously set task occasionally surfaces,
Ironwrought that has attained full sapience and is self-aware... 5 compelling you to perform a strange action, such as
sometimes in a more rudimentary way, sometimes as self- sweeping a floor clean.
aware as any human. How that occurred is often dependent You have some fragments of the memories of another
on your origin. Here is a table of some origins of your self- 6 creature, perhaps a past version of yourself, in your
awareness. You can roll on the following table, pick one that mind.
suits your character, or select a different reason entirely based
on your game's setting and character's backstory. Ironwrought Names
Your name can be virtually anything. Many Ironwrought have
Origin of Sapience no real name, often either have acquired a nickname by which
d8 Origin they were referred to before or after gaining sapience. Some
take on human names, though more often they adopt simple
You existed without self awareness for years before a
1 names, placing little importance on it:
magical accident rendered you self aware.
You were a new experiment, designed for more Ironwrought Names: Aegis, Chomper, Champ, Chump,
2 complicated tasks, and ended up more sapient than Bolts, Driver, Finder, Gears, Kaz, Mium, Rusty,
expected Sparky, Stomper, Tackler, Thing, Titan, Vel.
Left to a mindless task for hundreds of years in a long
3 abandoned location, you slowly developed a sense of
self until you abandoned your programmed task.
Your sapience is the result of the influence of a
supernatural being (celestial, fey, or even fiend)
4
granting you self-awareness for their purposes (or
entertainment).
You awoke from a long hibernation changed, with
5
greater self awareness. You don't remember the past.
The Inventor that created intentionally granted you full
6 sapience, trying to build a child, friend, or adventuring
companion.
You are the consciousness of a moral imbued into a
7
metal shell, transferred to a Construct to save your life.
You are the inventor that created yourself, transferring
8 your consciousness to the Construct for reasons of
your own.
Personality
The personality of Ironwrought can vary greatly as their
origins can vary greatly. In some cases they are humanoids
that have been bound to a Ironwrought melancholy about their
new metalbound existence, other times they have a pragmatic
nature unconcerned with the unknowable trivialities, focused
on the here and now. Ironwrought most frequently have
pragmatic personalities that are inclined to logical outcomes.
While as a sapient creature they are capable of understanding
emotion, they may not fully experience it, or not let it affect
them to the degree of the more easily influenced fleshy
fellows.
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Personality
Names To be added
The names of augmented typically predate their
augmentation, and consequently are drawn from what their Quirks
race would would otherwise be (ignoring the template). For d6 Quirks
particularly heavily augmented creatures, sometimes they will 1
acquire nicknames referring to their modifications. You can
2
draw these from the Ironwrought name selections.
3
4
Traits 5
As an augmented, the following traits replace any traits that
your race would normally grant you: 6
Modified Origin. Select an existing race option. You gain
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Traits
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Expert Cook
Feats Prerequisite: Proficiency in cooks' supplies
Your long experience with cooking has granted you the
following benefits:
Adept Poisoner
You specialize in developing poisons, granting you proficiency • Your Wisdom ability score increase by 1, to a maximum of
with poisoner's kits and the following benefits: 20.
• When you make a Cooking crafting check, you can take 10
• When you create a poison, you can specify a creature type as the result of the d20 (instead of rolling) without
that poison is specifically made for. That poison ignores spending additional time.
resistance and immunity to poison damage for that • When you cook a uncommon or rarer cooking option, you
creature. can make an single uncommon snack on the side without
• You can apply poison to a weapon or piece of ammunition additional ingredients or time. This snack lasts 24 hours
as a bonus action, instead of an action. before expiring if unconsumed.
• During a long rest, you can perform 1 hour of work using a
poisoner's kit to create a number of doses of potent poison
equal to your proficiency bonus, which last until you apply
Expert Tinkerer
Prerequisite: Proficiency in tinkers' tools.
them to a weapon or complete your next long rest. Once
Your long experience with tinkering has granted you the
applied to a weapon or piece of ammunition, the poison
following benefits:
retains its potency for 1 minute or until you hit with the
weapon or ammunition. When a creature takes damage
• Your Intelligence ability score increases by 1, to a
from the coated weapon or ammunition, that creature
maximum of 20.
must succeed on a Constitution saving throw (DC equal to
• When you make a Tinkering crafting check, you can take
8 + twice your proficiency bonus) or take 1d8 poison
10 as the result of the d20 (instead of rolling) without
damage and become poisoned until the end of your next
spending additional time.
turn. On success, they take half as much damage and aren't
• During a long rest, you can product two pieces of Advanced
poisoned.
Ammunition worth less than a total of 50 gold pieces
without material components beyond pieces of
When you use this feature to create poison, you can expend
ammunition. This piece of ammunition is of temporary
15 gold pieces per dose of poison to create a more deadly
construction, and becomes a normal piece of ammunition
poison. When you do so, creatures that fail their Constitution
after 24 hours.
saving throw against it take an additional 1d8 poison damage.
• You are proficient with improvised weapons. Character Level Essence Rarity
• You can add your proficiency modifier to the saving throw 1-4 Common
DC against for common items used by you. 5-9 Uncommon
• When taking time to recover reusable items such as ball
bearings or caltrops, no roll required. 10-14 Rare
• Additionally, whenever you deal damage with alchemical 15-19 Very Rare
acid, alchemical fire, caltrops, holy water, or oil, that 20 Legendary
damage increases by 1d4 at 5th level, and again at 11th
and 17th levels.
Tool Expert
Soul Invester You have honed your proficinecy with particular tools, granting
You have the special gift to invest your soul into magic items. you the following benefits:
This becomes a new way to enchant permanent magic items
for you, allowing you to replace an essence in a crafting check • Increase one ability score of your choice by 1, to a
with part of your soul. When you do so, you can replace one maximum of 20.
essence of a varying rarity (depending on your level, as per the • You gain proficiency with one tool of your choice.
table below) with your soul, and gain advantage on crafting • Choose one tool in which you have proficiency. You gain
checks to make that item, the item becomes attunement if it expertise with that tool, which means your proficiency
was not already, and becomes attuned to you on completion. If bonus is doubled for any ability check you make with it.
you end your attunement to the item, the item becomes
mundane, losing all magical properties. This item does not
Ultimate Improviser
You find new ways to do anything. When you craft an item, you
gain the following benefits:
Wand Slinger
If you have a spell save DC higher than a wand you are
attuned to, you can use your spell save DC instead.
If you expend the last charge of a wand, you do not need to
make a roll to see if it is destroyed.
When you cast a spell with an item, you can make a single
weapon attack with a weapon held in your other hand as a
bonus action.
War Psion
Class Feats Prerequisite: The ability to use at least one Psionic Discipline
Innovator's Upgrade • You have advantage on Constitution saving throws that you
Prerequisite: Inventor make to maintain your concentration on a psionic ability
You've honed your mind into a nonstop analytical machine. when you take damage.
You can select an additional upgrade from your subclass list. • You can perform the somatic components of psionic
The upgrade must be from the Unrestricted list. This upgrade abilities even when you have weapons or a shield in one or
does not count against your class upgrade total. both hands.
If a feature allows you to exchange upgrades, you can • When a hostile creature's movement provokes an
exchange upgrades selected with this feat, but they must be opportunity attack from you, you can use your reaction to
selected from the same (or lower) level requirement category use a psionic disciplines power or spell targeting the
as the originally selected upgrade. creature, rather than making an opportunity attack. The
spell must have a casting time of 1 action and must target
only that creature.
Mental Adaptability
Prerequisite: Inventor
You've found ways to think outside the box, making
connections that other - lesser - minds can never seem to
understand.
When you have to make an Intelligence, Wisdom or
Charisma saving throw, you can roll all three and pick the
highest result. Once you do this, you cannot do it again until
you complete a long rest.
You can select an additional upgrade that is not from your
subclass list, so long as you can apply it to something in your
possession. This upgrade cannot be a level restricted upgrade.
Psion Feats
Inner Power
Prerequisite: At least 1 psi or ki point
Your body is powered by the inner powers that course
through it. Your maximum psi or ki points (if you have both,
your choice of which) increases by 1. At the end of your turn
after expending one or more psi or ki points during your turn
(not counting temporary or free points, such as those from
Psionic Mastery), you heal for a number of hit points equal to
the psi or ki points spent.
Psionic Adept
You develop a minor grasp of psionic power, either uncovering
an innate potential within yourself, through contact with a
psionic source, or through training. You gain one of the psionic
disciplines of the Psion class, gaining the attached psionic
feature and psionic power, but you do not gain use of any
associated spells when gain a Discipline from this feat. You
gain 1 psi point that you can use to empower the Discipline.
You regain use of this Psi Point when you complete a short or
long rest.
Psionic Mind
Prerequisite: The ability to use at least one Psionic Discipline
You tap deeper into your psionic potential drawing out a
new talent. You can select a psionic talent from the Psion
class psionic talent list. You cannot select a talent you already
know, or one that requires a level restriction, even if you are
already of that level.
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Farling
Alien Weapon Training
Prerequisite: Farling
You gain the ability to use a weapon, and the ability to use it
unique ways. You gain proficiency with one weapon of your
choice, and when you gain proficiency with it you gain the
ability to use it an unorthodox manner other creatures may
find strange. You can add one of the following properties to
that weapon that it does not already have when you use it:
Heavy (if it does not have the light property), Light (if it does
have heavy property), Finesse, Versatile (if it does not have the
two-handed property, increasing the size of the die by one
step), or Thrown (10/30). The weapon and property added are
selected when you take the feat, and cannot be changed.
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Aether Storm
Spells 5th-level evocation
Arcane Weapon object or surface that a rope could be tied to, before
becoming inanimate again, hanging from the object.
1st-level transmutation
• Grab. The rope lashes out grabs one Small or smaller
object that is not being worn by a creature within a range
Classes: Inventor
equal to the length of the rope and pulls that object back to
Casting Time: 1 bonus action
your hand. If that object is being carried by a creature, it
Range: Touch
must make a Strength saving throw. On success, it retains
Components: V, S
the object, and on failure the object is pulled from the
Duration: 1 hour
creature.
You touch a weapon and imbue it with magic. For the duration
At Higher Levels. When you cast this spell using a spell slot
the weapon counts as a magical weapon and any damage
of 2nd level or higher, you can target a chain instead of a rope.
dealt by it is Force damage. When casting this one a weapon
It has the same available actions, but it has a DC 15, an AC of
with the ammunition property, it no longer consumes
15, and resistance to slashing damage when taking the Bind
ammunition when fired, and does not need to be reloaded.
action. When cast with a spell slot of 3rd level or higher
At Higher Levels. When you cast this spell using a spell slot
targeting a rope, that rope is magically imbued for 1 minute,
of 3rd or 4th level, the duration becomes 8 hours. When you
gaining an DC of 15, an AC 20, and 20 hit points.
use a spell slot of 5th level or higher, the duration becomes 24
hours.
to 90 degrees in any direction. Any creature the beam passes try to recall it, they make a Charisma saving throw to retain
through while rotating (if the beam passes completely through possession of the item, and if they succeed, the spell fails.
them and they will not start their turn inside of it) must make They make this save with advantage if they have had
a Dexterity saving throw or, take 4d8 damage of the beams possession of the item for more than 1 minute.
energy type on a failed save, and taking no damage on a
successful save. Cold Snap
If you do not use your action maintain or redirect it, the 2nd-level evocation
spell ends early.
Classes: Sorcerer, Wizard
Befuddling Curse Casting Time: 1 action
1st-level enchantment Range: 90 ft (5 ft radius)
Components: S
Classes: Occultist Duration: Instantaneous
Casting Time: 1 action
Range: 60 feet With a snap of your fingers a swirling burst of freezing wind
Components: V, S, M (something from the target creature erupts at a point you choose within range. Each creature in a
(such as blood, hair, or scales) which the spell consumes) 5-foot-radius sphere centered on that point must make a
Duration: Concentration, up to 1 minute Constitution saving throw. On a failed save, a creature takes
3d8 cold damage and becomes stuck in the ice, reducing their
You befuddle a creature's mind, swapping the position of two movement speed by 10 feet until the start of your next turn.
things it can see that are of the same size and category (for On a success, the target takes half as much damage and is not
example, two medium creatures or two gargantuan buildings). stuck in ice.
The target creature must make a Wisdom saving throw. On The ground in the area is covered with slick ice and snow,
failure, it is unaware the two things have been swapped. making it difficult terrain until the start of your next turn.
Each time the creature interacts with, attacks, or is attacked At Higher Levels. When you cast this spell using a spell slot
by a swapped targets, it can repeat its saving throw against the of 3rd level or higher, the damage increases by 1d8 for each
effect. slot level above 2nd.
Crashing Wave creature automatically fails the saving throw against this spell
if they are prone.
1st-level conjuration
You you create an exact duplicate of yourself in an empty You cause the earth to deform and ripple, a target creature
space you can see within 30 feet of you. When you cast this must make a Dexterity saving throw or suffer one of the
spell at the start of each of your turns for the duration, you can following effects (your choice):
switch places with your duplicate.
The duplicate has all of your stats, abilities, and equipment • It is pulled into the earth, taking 1d8 bludgeoning damage
(including magic items). It acts on your initiative, and has its and reducing its movement speed to zero until a creature
own actions, though it shares its concentration on this spell, spends an action to dig it free.
and if either of you lose concentration, the spell ends. • It is slammed 5 feet in a direction of your choice by a wave
Your current hit points are divided between you and the of earth, taking 2d8 bludgeoning damage and being
duplicate and shares all other resources and abilities with you knocked prone.
(including limited use magic items), with any usage by either • It is impaled by a spike of earth, taking 4d8 piercing
you or the duplicate depleting the resource for both of you. damage.
Your duplicate can take any action you can take, but it can
deal a maximum of 15 damage on its turn (any additional
damage dealt deals no further damage, when dealing area of Electrocute
effect damage, damage is split between all targets equally up 3rd-level evocation
to the maximum).
If either you or the duplicate is reduced to zero hit points, Classes: Sorcerer, Wizard
the spell ends and you become the copy that was not reduced Casting Time: 1 action
to zero hit points. When the spell ends, if both you and the Range: 60 feet
duplicate are still present, decide which is you, and the other Components: V, S
vanishes. Anything that was copied during the spell has the Duration: Instantaneous.
copied version vanish.
At Higher Levels: When you cast this spell using a spell slot A massive arc of lightning leaps from your hand to a target you
of 6th level or higher, the starting hit points of you and the can see within range. The target must make a Constitution
duplicate both increase by 15 (up to a maximum of you and saving throw. On a failed save, the target takes 4d12 lightning
the duplicate starting with your current hit points) and the damage and is stunned until the start of your next turn. On a
maximum damage the duplicate can do during its turn successful save, the target takes half as much damage and
increases by 10 for each slot level above 5th isn't stunned.
At Higher Levels. When you cast this spell using a spell slot
Echoing Lance of 4th level or higher, the damage increases by 1d12 for each
4th-level evocation slot level above 3rd.
Entomb If you collide with something during this time, you take
falling damage as normal, but you can control your fall as you
1st-level transmutation
could under normal conditions by holding onto objects or
move along a surface according to your new orientation as
Classes: Wizard
normal until your turn ends and gravity returns to normal.
Casting Time: 1 action
Range: 60 feet
Components: V, S Fire Cyclone
Duration: Concentration, up to 1 minute 3rd-level conjuration
You attempt to encase a Medium or smaller creature you can Classes: Druid, Sorcerer, Wizard
see within ice. The creature must make a Strength saving Casting Time: 1 action
throw or become restrained by ice for the duration. At the end Range: 60 feet
of each of its turns, the target takes 1d8 cold damage and can Components: V, S, M (a pinch of ashes from a forest fire)
make another Strength saving throw. On success, the spell Duration: Concentration, up to a 1 minute
ends on the target.
If the creature takes more than 5 fire or bludgeoning Targeting a point you can see, you cause a cyclone made of
damage from a single damage roll while restrained, the ice whipping flames with a radius of 5 feet and height of 30 feet to
breaks and the target is freed, ending the spell for the target. form.
At Higher Levels. When you cast this spell using a spell slot When a creature starts its turn inside the cyclone's radius or
of 2nd level or higher, the damage increases by 1d8 for each enters it for the first time during a turn, it must make a
slot level above 1st. Strength saving throw. On a failed saving throw, it takes 3d6
fire damage and, if it is entirely inside the cyclone's area, it's
Erode also flung 15 feet upwards and lands 15 feet in a randomly
determined horizontal direction. On a successful save, the
3rd-level conjuration
creature takes half as much damage and is not flung.
When a creature is not entirely inside the cyclone's radius
Classes: Occultist, Wizard
but within 30 feet of its center at the start of its turn, it still
Casting Time: 1 action
feels the intense draw of the raging cyclone, and must spend 2
Range: 20 feet
feet (or 3 feet if it is flying) of movement for every 1 foot it
Components: V, S
moves away from the cyclone. If a creature starts its turn
Duration: Instantaneous
outside of the cyclone's radius but within 10 feet of its center,
it must make a Strength saving throw or be pulled 5 feet
You blast a target with a glob of acid. The target must make a
toward the center of it.
Dexterity saving throw. On failure, the target takes 8d4 acid
At Higher Levels. When you cast this spell using a spell slot
damage immediately and becomes covered in acid. On a
of 4th level or higher, the damage increases by 1d6 and the
success, the target takes half as much damage and is not
covered in acid. While covered in acid, the target takes 2d4
acid damage at the end of each of its turns. The target or a Fissure
creature within 5 feet of it can end this damage by using its 5th-level transmutation
action to clear away the acid.
At Higher Levels. When you cast this spell using a spell slot Classes: Druid, Sorcerer, Wizard
of 4th level or higher, the damage (both initial and later) Casting Time: 1 Action
increases by 1d4 for each slot level above 3rd. Range: Self (60 foot line)
Components: V, S
Fall Duration: Instantaneous
1st-level transmutation
You rend asunder the earth in a 60-foot-long 5-foot-wide line,
targeting an area of dirt, sand, or rock at least 10 feet deep.
Classes: Inventor, Sorcerer, Wizard
Creatures in that line must make a Dexterity saving throw.
Casting Time: 1 action
On a failure, a creature falls into a suddenly opened crevice in
Range: Self
the ground, falling into it before it snaps shut, crushing them.
Components: V, S
Creatures that fail the saving throw take 6d10 bludgeoning
Duration: Instantaneous
damage from the fall and crushing. The creature is buried in
10 feet of rubble, and creatures without a burrowing speed
You alter gravity for yourself, causing you to reorient which
require 25 feet of movement to extract themselves from the
way is down for you until the end of your turn. You can pick
loose rubble to return to where they failed the saving throw. If
any direction to fall as if under the effect of gravity, falling up
they end their turn while buried, they take an additional 1d10
to 500 feet before the spell ends.
bludgeoning damage.
If you collide with something during this time, you take
falling damage as normal, but you can control your fall as you
could under normal conditions by holding onto objects or
move along a surface according to your new orientation as
normal until your turn ends and gravity returns to normal.
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Flash Freeze failure, you can fling them 40 feet straight up or 20 feet in any
direction.
3rd-level evocation
If you fling them straight up they immediately fall, taking
4d6 damage falling damage, and fall prone. If you fling them
Classes: Sorcerer, Wizard
any other direction, they take 2d6 damage and fall prone. If
Casting Time: 1 action
their movement would be stopped early by a creature or
Range: Self (30-foot cone)
object, both the target and creature or object takes 3d6
Components: V, S
bludgeoning damage.
Duration: Instantaneous
You flicker between the material and ethereal planes. Until the
start of your next turn, each time you would take damage,
Force Bolt
evocation cantrip
including the triggering attack, roll a d4. On a 2, you gain
resistance to that instance of damage. On a 4, you don't take
Classes: Sorcerer
any damage.
Casting Time: 1 action
Range: 120 ft.
Flickering Strikes Components: V, S
5th-level conjuration Duration: Instantaneous
Casting Time: 1 action You hurl a mote of arcane energy at a creature or object within
Range: Self(30-foot radius) range. Make a ranged spell attack against the target. On a hit,
Components: V, S, M (a melee weapon you are proficient with the target takes 2d4 force damage.
worth at least 1 sp). This spell's damage increases by 2d4 when you reach 5th
Duration: Instantaneous level (4d4), 11th level (6d4), and 17th level (8d4).
Fling A freezing shell shrouds you, covering you and your gear. You
2nd-level transmutation gain 5 temporary hit points for the duration. If a creature hits
you with a melee attack while you have these hit points, the
Classes: Sorcerer, Wizard creature takes 5 cold damage.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell slot
Range: 30 feet of 2nd level or higher, both the temporary hit points and the
Components: V, S cold damage increase by 5 for each slot level above 1st.
Duration: Instantaneous
Future Insight
1st-level psionic Result Effect
The target foresees an action to come. Roll a d20
Casting Time: 1 action and record the value. Until the duration of the spell
1
Range: Self ends, they can replace one of their d20 rolls with
Components: S the value rolled.
Duration: 10 minutes The target sees their own death. If they are
reduced to zero hit points by an attack or failing a
Your roll 3d4 or 1d12 (your choice) and record the results. save throw during the duration, they instead evade
During the duration, you can expend one of these dice to add 2
the attack or pass the saving throw if they are not
or subtract them dice you rolled from any attack roll, saving otherwise incapacitated prior to being reduced to
throw, or ability check made by a creature within 60 feet of zero.
you until the dice are exhausted or the spell ends. You must
expend the die after the roll is made, but before you know the They see a future victory, growing confident. They
outcome of the roll. gain 10 temporary hit points and are immune to
3
the frightened condition for the duration of the
spell.
Gale Bolt The target sees an ambush or surprise, the first
1st-level evocation
time they would be surprised they are not, or the
4
first time an attack would made against them with
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard
advantage, it is instead made with disadvantage.
Casting Time: 1 action
Range: 120 feet
Once any of the events foreseen occur, the spell ends.
Components: V, S
At Higher Levels. When cast using 3 or more psi points,
Duration: Instantaneous
you can select the effect instead of rolling a d4.
A blast of concentrated wind streaks toward a creature of your
The Unavoidable Death
choice within range. Make a ranged spell attack against the
In the case of number 2, passing the save will not always be enough
target. On a hit, the target takes 2d8 bludgeoning damage and to make them not be reduced to zero hit points. Sometimes they
if it is Large or smaller is knocked 10 feet away from you. are reduced to zero by something like falling damage that has no
At Higher Levels. When you cast this spell using a spell lot save or attack. Sometimes life's a bummer that way.
of 2nd level or higher, the damage increases by 1d8 for each
level above 1st.
Hurricane Slash
2nd-level evocation
Geyser
4th-level conjuration Classes: Druid, Occultist, Ranger, Sorcerer, Wizard
Casting Time: 1 action
Classes: Druid, Sorcerer, Wizard Range: Self (30-foot line)
Casting Time: 1 action Components: V, S
Range: 120 feet Duration: Instantaneous
Components: V, S
Duration: Instantaneous You condense wind into a razor sharp blast that shreds a
30-foot-long 5-foot-wide line. Creatures in the area must make
You cause a massive eruption of water to blast upwards from a Dexterity saving throw. A creature takes 3d8 slashing
the ground at a point within range. Creatures within 10 feet of damage on a failed save or half as much on a success.
the point must make a Dexterity saving throw or take 4d6 At Higher Levels. When you cast this spell using a spell slot
bludgeoning damage and be knocked 60 feet into the air. On a of 3rd level or higher, you can create an additional line of
successful save, creatures take half as much damage, and are effect. A creature in the area of more than one slash is affected
instead knocked their choice of 10 feet away from the point or only once
10 feet upward.
Ice Spike
Glimpse the Future 4th-level evocation
2nd-level psionic
Classes: Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: S Components: V, S
Duration: 10 minutes Duration: Instantaneous
You give a creature within range a glimpse of their future. Roll You create a lance of ice that shoots up from the ground to
a d4 to determine outcome: impale a creature within range. The target must make a
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Imbue Luck You release an arc of lighting at a creature within range. Make
2nd-level abjuration a ranged spell attack roll against the target. On hit, the target
takes 4d12 lightning damage, and you can cause the spell to
Classes: Inventor jump to another target within 20 feet of the first target making
Casting Time: 1 action a new attack roll for each target. The spell cannot hit the same
Range: Touch target twice, or jump to a target out of the spells range. The
Components: V, S, M (a four leaf clover) spell can jump a maximum of five times.
Duration: 1 hour On a miss, the target takes half as much damage and the
spell does not jump to a new target.
You touch a weapon or worn item and imbue luck into it. If At Higher Levels. When you cast this spell using a spell slot
imbued on a weapon, for the duration, on an attack roll, the of 5th level or higher, the starting damage increases by 1d12
wielder can roll an additional d20 (they can choose to do this for each slot level above 4th.
after they roll, but before the outcome is determined). The
creature can choose which of the d20s is used for the attack
roll. Launch Object
If imbued into a worn item, they can roll a d20 when 1st-level transmutation
attacked, then choose whether the attack uses the attacker's
roll or theirs. Classes: Inventor
With either use, the spell immediately ends upon rolling the Casting Time: 1 action
extra d20. Range: 60 ft.
Components: S
Duration: Instantaneous
Invested Competency
5th-level psionic Choose one object weighing 1 to 5 pounds within range that
isn’t being worn or carried. The object flies in a straight line
Casting Time: 1 action up to 90 feet in a direction you choose before falling to the
Range: Touch ground, stopping early if it impacts against a solid surface. If
Components: S the object would strike a creature, that creature must make a
Duration: Concentration, up to 1 hour Dexterity saving throw. On a failed save, the object strikes the
target and stops moving. When the object strikes something,
You touch a willing creature imbuing psionic competency into the object and what it strikes each take 3d8 bludgeoning
them. Until the spell ends, they gain expertise in on skill of damage.
your choice, adding double their proficiency bonus to that At Higher Levels. When you cast this spell using a spell slot
skill. of 2nd level or higher, the maximum weight of objects that you
can target with this spell increases by 5 pounds, and the
Invest Life damage increases by 1d8, for each slot level above 1st.
3rd-level psionic
Lightning Charged
Casting Time: 1 action 2nd-level evocation
Range: Touch
Components: S Classes: Inventor
Duration: Instantaneous Casting Time: 1 action
Range: Touch
You sacrifice some of your health to mend another creature's Components: V, S, M (a piece of metal once used in a
injuries. You take 4d8 necrotic damage, which can't be lightning rod)
reduced in any way, and one creature of your choice that you Duration: 10 minutes
can see within range regains a number of hit points equal to
twice the necrotic damage you take. You channel lightning energy into a creature. The energy is
At Higher Levels. When you cast this spell using a spell slot harmless to the creature, but escapes in dangerous bursts to
of 4th level or higher, the damage increases by 1d8 for each other nearby creatures.
slot level above 3rd. Every time that creature strikes another creature with a
melee attack, a spell with a range of touch, is struck by
another creature with a melee attack, or ends their turn while
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139
grappling or being grappled by another creature, they deal through openings two sizes smaller than you.
1d6 lightning damage to that creature. • You grow one additional appendage. This appendage
Once this spell has discharged 6 times (dealing up to 6d6 serves as an arm and a hand, though it can take the shape
damage), the spell ends. of an arm, tentacle, or similar appendage.
At Higher Levels. The spell can discharge damage 2 • You extend the length of your limbs, increasing the reach
additional times (dealing 2d6 more total damage) before the on melee attacks, touch spells, and object interactions by 5
spell ends for each slot level above 2nd. feet.
• Your flesh hardens, your base AC becomes 14 + your
dexterity modifier if it is not already higher.
Lightning Tendril • You grow more resilient, adapting against one external
1st-level evocation
threat. You gain advantage on one type of saving throw of
your choice.
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
• You adapt your body to an aquatic environment, sprouting
Casting Time: 1 bonus action
gills and growing webbing between your fingers. You can
Range: Self (20 feet)
breathe underwater and gain a swimming speed equal to
Components: V, S, M (a twig from a tree that has been struck
your walking speed.
by lightning)
• Your body grows ablative armor. You gain temporary hit
Duration: Concentration, up to 1 minute
points equal to your spellcasting ability modifier at the
start of each of your turns.
Crackling beams of blue energy leap from your hands. For
• You can grow one size larger or smaller.
the duration of the spell, as an action, you can direct them
• You sprout wings. You gain a flying speed of 30 feet.
toward a creature within range, dealing 1d12 lightning
• You grow a natural weapon; this weapon can have the
damage to that creature.
statistics of any martial melee weapon without the thrown
At Higher Levels. When you cast this spell using a 3rd- or
property, and takes on a form vaguely reminiscent of it. You
4th-level spell slot, the damage increases to 2d12 and the
have proficiency with this weapon, and are considered to
range increases to 30 feet. When you cast it using a 5th- or
be holding it. You can use your spellcasting modifier in
6th-level spell slot, the damage increases to 3d12 and the
place of your Strength or Dexterity modifier for attack and
range increases to 60 feet. When you cast it using a spell slot
damage rolls with this natural weapon. The natural
of 7th level or higher, the damage increases to 4d12 and the
weapon is magic and you have a +1 bonus to the attack and
range increases to 120 feet.
damage rolls you make using it.
Mind Blast For the duration of the spell, you can use an action to
6th-level psionic change one or all of the properties, losing the benefits of your
previously selected properties and gaining the benefits of the
Casting Time: 1 action new selected properties.
Range: Self (60-foot cone) At Higher Levels: When you cast this spell using a spell slot
Components: S of 4th or higher, you can select one additional property from
Duration: Instantaneous the list of options, with one additional property per spell level
above 3rd.
You emit a blast of psychic energy. Each creature in a 60-foot
cone must make an Intelligence saving throw. A creature takes
6d8 Psychic damage and is stunned until the end of their next Nauseating Poison
turn on a failed save. A creature takes half as much damage 1st-level necromancy
and is not stunned on a successful save.
Classes: Druid, Occultist, Warlock
Casting Time: 1 bonus action
Mutate Range: Self
3rd-level transmutation
Components: V, S
Duration: 1 round
Classes: Druid, Occutlist, Sorcerer, Warlock, Wizard
Casting Time: 1 action
You shroud your hand, a weapon you are holding, or a natural
Range: Self
weapon in dark ichorous miasma. The next time you hit a
Components: V, S, M (something from an extinct animal)
creature with a melee attack (including a melee spell attack)
Duration: Concentration, up to 10 minutes
before the start of your next turn, the attack deals an extra
1d12 poison damage and the target must succeed on a
You manipulate the nature of your body with magic
Constitution saving throw or be poisoned until the end of your
temporarily giving it new properties. You can select three of
next turn.
the following properties:
The spell ends after dealing damage, or at the start of your
next turn, whichever occurs first.
• Your body becomes malleable and amorphous. You have
advantage on saves and checks against grapples and the
restrained condition, you do not suffer disadvantage from Nullify Effect
squeezing into smaller spaces, and you can squeeze 2nd-level psionic
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Duration: 1 round
Casting Time: 1 reaction, which you take when you are forced
to make an Intelligence, Wisdom, or Charisma saving throw You exhale a cloud of poison that magically expands to fill a 30
Range: Self foot cone. Creatures in that area must make a Constitution
Components: S saving throw. On a failure, they take 4d12 poison damage and
Duration: 1 round become poisoned until the start of their next turn. On a
success, the target takes half as much damage and is not
You gain advantage on Intelligence, Wisdom, and Charisma poisoned.
saving throws (Including the triggering save) until the start of The area is lightly obscured until the start of your turn, and
your next turn. You also gain resistance to Psychic and Force any creature that ends their turn within the area takes 2d4
damage until the start of your next turn. poison damage.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, you can roll an additional d20 as part of
your advantage roll. If you cast this at the 5th level or higher, it
Pressure Cutter
5th-level conjuration
grants immunity to Psychic and Force damage for the
duration.
Classes: Sorcerer, Wizard
Casting Time: 1 action
Orbital Stones Range: Self (60 foot line)
4th-level transmutation Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action You unleash a blast of highly pressurized water in a 60-foot-
Range: Self long 15-foot-wide line, slashing through everything in its path.
Components: V, S Each creature in the line must make a Dexterity saving throw,
Duration: Concentration, up to 1 minute taking 10d6 slashing damage on a failure. On a successful
save, a creature takes half as much damage.
You lift three inanimate Small or Medium sized rocks or At Higher Levels. When you cast this spell using a spell lot
similar objects from within 10 feet of you, causing them to of 6th level or higher, the damage increases by 1d6 for each
defy gravity and slowly circle you. With all three stones level above 5th.
orbiting, you have three quarters cover. With at least one stone
remaining, you have half cover.
As a bonus action while at least one stone remains in orbit,
Psychic Drain
2nd-level psionic
you can magically fling a stone at target within 60 feet. Make a
ranged spell attack roll. On hit, the target takes 3d10
Casting Time: 1 action
bludgeoning damage and is knocked backward 5 feet.
Range: 60 feet
Components: S
Poison Dart Duration: Instantaneous
2nd-level transmutation
You draw on the psychic energy of another creature you can
Classes: Occultist, Sorcerer, Warlock, Wizard see to sustain yourself. The target must make a Charisma
Casting Time: 1 action saving throw. On failure it takes 3d8 psychic damage and you
Range: 60 ft gain temporary hit points equal to half the amount of psychic
Components: V, S damage dealt and regain one expended psi point.
Duration: Instantaneous At Higher Levels: When you cast this spell using a spell slot
of 3rd level or higher, the spell deals an additional 1d8 psychic
You conjure a dart of pure poison and hurl it at a creature you damage.
can see within range. Make a ranged spell attack. On a hit, the
target takes 3d12 poison damage and must succeed a
Constitution saving throw or become poisoned until the start Rotting Curse
of your next turn. 1st-level necromancy
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d12 for each Classes: Occultist
slot level above 2nd. Casting Time: 1 action
Range: 60 feet
Poison Puff Components: V, S, M (something from the target creature
(such as blood, hair, or scales) which the spell consumes)
4th-level transmutation
Duration: Concentration, up to 1 minute
Classes: Druid, Occultist, Warlock, Wizard
You inflict a rotting decay on a creature, causing it to to begin
Casting Time: 1 action
to rot. For the duration of the spell, every time the creature
Range: Self (30-foot cone)
takes damage, it takes an additional 1d4 necrotic damage, and
Components: V, S
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141
the effect of all healing on the creature is reduced by half. Sky Burst
The target creature has disadvantage on any Charisma
5th-level evocation
checks for social interaction during the effect of the spell.
Classes: Druid, Sorcerer, Wizard
Seeking Orb Casting Time: 1 action
2nd-level evocation Range: 120 feet
Components: V, S
Classes: Sorcerer, Wizard Duration: Instantaneous
Casting Time: 1 action
Range: 5 feet Five bolts of lightning strike five points of your choice that you
Components: V, S can see within range. Each creature within 5 feet of the
Duration: Concentration, up to 1 minute chosen points must make a Dexterity saving throw. A creature
You create a Tiny orb of pure arcane energy that hovers within takes 4d12 lightning damage on a failed save, or half as much
range, and designate a target creature within 120 feet. For the on a successful one. A creature in the area of more than one
duration of the spell, at the end of each of your turns, the orb lightning burst is affected only once.
grows larger and moves 30 feet directly toward the creature. If At Higher Levels: When you cast this spell using a spell slot
the orb reaches the target, it will detonate dealing 6d4 force of 6th level or higher, you can call down an additional bolt of
damage and an additional 1d4 damage for each round since lightning targeting another point within range for each slot
you cast the spell to the target. The spell ends after it deals level above 5th.
damage. If the orb does not reach the target before the spell
ends, it fades away without dealing damage. Sonic Shriek
5th-level evocation
Seeking Projectile Classes: Bard, Occultist, Sorcerer, Wizard
1st-level transmutation Casting Time: 1 action
Range: Self (120-foot cone)
Classes: Inventor, Ranger Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Touch
Components: V, S, M (a piece of ammunition or weapon with You emit a sonic blast covering a huge area. Each creature in
the thrown property worth at least 1 cp) a 120-foot cone must make a Constitution saving throw. On a
Duration: Concentration, up to 10 minutes failed save, a creature takes 6d8 thunder damage. On a
You touch a piece of ammunition or weapon with the thrown successful save, a creature takes half as much damage. A
property imbuing it with the property of seeking its target. creature automatically succeed on its saving throw if it is
When a ranged attack roll is made with that weapon, the more than 60 feet from you.
attack roll can add your spell casting modifier to the value on At Higher Levels. When you cast this spell using a spell slot
the dice. If that makes the value on the die a 20 or more, the of 6th level or higher, the damage increases by 1d8 for each
attack is a critical hit as if a 20 was rolled. After making the slot level above 5th.
attack roll, the spell ends.
Spatial Manipulation
Shockwave 5th-level conjuration
5th-level psionic
Casting Time: 1 action
Casting Time: 1 action Range: Self(120-foot radius)
Range: Self (30-foot radius) Components: V, S
Components: S Duration: Instantaneous
Duration: Instantaneous
You can swap the position two creatures you can see within
You unleash a burst of telekinetic force in all directions. Each range. An unwilling creature can make a Charisma saving
creature of your choice within 30 feet of you is knocked 5 feet throw, preventing the swap on success.
back and must succeed on a Strength saving throw or take At Higher Levels. When you cast this spell using a spell slot
8d6 damage bludgeoning damage and be knocked prone. A of 6th level or higher, you can swap an additional set of
creature that succeeds on its saving throw takes half as much creatures of each level about 5th.
damage and isn't knocked prone.
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Classes: Druid, Occultist, Warlock, Wizard Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 round
You prick a target with a tiny magical fang of venom. Make a You turn your hand and forearm (or similar appendage) to
melee spell attack against a creature within reach. On a hit, stone until the start of your next turn. As part of casting the
the target takes 4d12 poison damage and must succeed on a spell, you can make a melee spell attack against one creature
Constitution saving throw or becoming poisoned for 1 minute. you can reach. On a hit, the target takes 2d10 bludgeoning
At the end of each of its turns, the target can make another damage.
Constitution saving throw. On a success, the target is no Until the start of your next turn, you can use your reaction
longer poisoned. when you take slashing or piercing damage from an attack to
If you miss your melee attack roll, you can concentrate (as if gain resistance to damage from that attack.
concentrating on a spell) to maintain the attack for another At Higher Levels. When you cast this spell using a spell slot
attempt until the end of your next turn. (You may make of 2nd level or higher, the damage increases by 1d10 for each
subsequent attempts until you hit or lose concentration) slot level above 1st.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d12 for each
slot level above 3rd.
Suffocate
4th-level transmutation
You conjure a magical swarm of flying insects that fill a 5 foot Classes: Bard, Sorcerer, Wizard
cube within range. For the duration of the spell, the swarm is Casting Time: 1 action
magically replenished and cannot be destroyed. As a bonus Range: Self (15-foot cone)
action, you can direct the swarm to move up to 30 feet. If the Components: V, S
swarm enters another creature's space, it stops and swarms Duration: Concentration, up to 1 minute
them, stinging repeatedly, and cannot be moved until the start
of your next turn. The creature takes 2d4 piercing damage You gather sonic energy and can expel as a shockwave in a 15
and must make a Constitution saving throw, taking 2d12 foot cone. Each creature in that area must make a
poison damage on failure. Constitution saving throw. On a failed save, a creature takes
3d8 thunder damage is knocked 10 feet away. On a successful
save, the creature takes half as much damage and not being
knocked away.
Chapter 3 | More Stuff
143
You can create a new shockwave as your action on a Constitution saving throw or take 1d8 thunder damage and
subsequent turn until the spell ends. become deafened until the start of their next turn.
At Higher Levels. When you cast this spell using a spell slot Constitution saving throws to maintain concentration on
of 3rd level or higher, the damage increases by 1d8 for each spells triggered by this damage are made with disadvantage.
slot level above 2nd. This spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
Thunderburst Mine
2nd-level abjuration Tornado
5th-level transmutation
Classes: Inventor
Casting Time: 1 minute Classes: Druid, Sorcerer, Wizard
Range: Touch Casting Time: 1 action
Components: V, S, M (Any tiny nonmagical item, which is Range: 120 feet
destroyed by the activation of the spell) Components: V, S
Duration: 8 hours Duration: Concentration, up to 1 minute
You can set a magical trap by infusing explosive magic into an A whirling tornado erupts, filling a 20-foot-radius, 40-foot-high
item. You can set this item to detonate when someone comes cylinder centered on a point within range.
within 5 feet of it, or by a verbal command using your reaction Any creature that starts its turn within the tornado must
(one or more mines can be detonated). make a Strength saving throw. On a failed save, the creature
When the magic trap detonates, each creature in a 10-foot- takes 4d8 bludgeoning damage and is pushed 10 feet away
radius sphere centered on the item must make a Constitution and 40 feet up. On a successful save, the creature takes half as
saving throw. A creature takes 3d8 thunder damage on a failed much damage and isn't pushed.
save, or half as much damage on a successful one. If a As a bonus action, you can move the tornado up to 30 feet in
creature is in the area of effect of more than one thunderburst any direction. Any ranged weapon attack against a target
mine during a turn, they take half damage from any mines within 20 feet of the tornado has disadvantage, and any
beyond the first. ranged attack that passes through it automatically misses.
A magical mine must be set 5 feet or more from another
mine, and cannot be moved once placed; any attempt to move
it results in it detonating unless the casterer that set it
Turbulent Warp
disarms it with an action. 3rd-level psionic
Classes: Bard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Unburden Creatures in the area take 2d6 bludgeoning damage and must
succeed a Strength saving throw or be knocked 20 feet
1st-level transmutation
backward and 40 feet upward.
At Higher Levels. When you cast this spell using a spell slot
Classes: Inventor
of 4th level or higher, the damage increases by 1d6 for each
Casting Time: 1 action
slot level above 3rd.
Range: Touch
Components: V, S
Duration: 1 hour Water Blast
1st-level conjuration
A creature you touch no longer suffers the penalties to
movement speed or to their Dexterity (Stealth) checks from Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
wearing medium or heavy armor, and is no longer Casting Time: 1 action
encumbered from carry weight unless they are carrying more Range: 30 feet
than twice the weight that would encumber them. Components: V, S
Duration: Instantaneous
Unlocked Potential You conjure a ball of water before hurling it at a target. Make a
1st-level psionic
ranged spell attack against the target. On a hit, the target
takes 3d6 bludgeoning damage and if it is Large or smaller
Casting Time: 1 action
must make a Strength saving throw or be knocked prone.
Range: 60 feet
At Higher Levels. When you cast this spell using a spell lot
Components: S
of 2nd level or higher, the damage increases by 1d6 for each
Duration: Concentration, up to 1 minute
level above 1st.
You unlock the potential of a creature's mind, allowing it to
fully reach its limits. For the duration, once per turn the Water Cannon
creature can add 1d4 to any attack roll, damage roll, or saving 3rd-level evocation
throw it makes. Each time it adds the additional 1d4, it takes
1 psychic damage as it pushes beyond its natural limitations. Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: Self (30-foot line)
Vicious Vapors Components: V, S
2nd-level transmutation Duration: Instantaneous
Classes: Druid, Occultist, Warlock, Wizard You unleash a spout of water that blasts out in a line 30-foot-
Casting Time: 1 action long and 5 foot-wide-line. Creatures in the area must make a
Range: 60 ft Strength saving throw, or take 6d6 bludgeoning damage and
Components: V, S be pushed to an open space at the end of the line away from
Duration: Concentration, up to 1 minute you. If there is no open space to move to (for example they
would move into a wall or another creature), they are pushed
You fill the air with poisonous vapors in a cube 5 feet on each to the closest space and take an additional 2d6 bludgeoning
side. A creature must make a Constitution saving throw when damage and are knocked prone. On a successful save, they
it enters the spell's area for the first time on their turn or take half as much damage and are not pushed.
starts its turn there. On a failed save, they take 1d12 poison
damage and become poisoned until the end of their next turn.
On a successful save, they take half as much damage and do
Windborne Weapon
transmutation cantrip
not become poisoned.
You can move the cloud of vapors up to 20 feet as a bonus
Classes: Druid, Sorcerer, Wizard
action during your turn.
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a piece of ammunition or weapon with
Vortex Blast the thrown property worth at least 1 cp)
3rd-level evocation
Duration: Instantaneous
Classes: Druid, Occultist, Sorcerer, Wizard
Make an attack using this spell's material component as part
Casting Time: 1 Action
of the action used to cast this spell, turning it into a ranged
Range: Self (30-foot cone)
spell attack. This attack ignores cover. On hit, it deals 1d8
Components: V, S
damage of the weapon's damage type.
Duration: Instantaneous
At higher levels: This spell's damage increases by 1d8 when
you reach 5th level (2d8), 11th level (3d8), and 17th level
You create a sudden violent vortex that blasts outwards in a
(4d8).
30-foot cone, tossing characters and objects within the area.
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145
CR 1
Monster Section Elemental Adept..............................................................................24
Silver Sentry....................................................................................11
The following is a list of new monsters and NPCs. These are
designed to fit a variety of roles and provide a diverse cast of
new threats to challenge your players, but also to tie into the CR 2
content and themes of the book. Doctor................................................................................................28
Some of these monsters are designed to be solo encounters. Telepath.............................................................................................23
These monsters present a significant and multifaceted fight Thunderer.........................................................................................27
for their CR.
CR 3
Solo Threats (by CR) Fear Eater.........................................................................................22
Adaptive Slime (CR 5)....................................................................19
Lurking Maw (CR 9).......................................................................15 CR 4
Ascendant Master (CR 16)............................................................25 Nightmare Stalker..........................................................................21
Clockwork Drake (CR 16)............................................................... 7
Ancient Sentinel (CR 19)................................................................ 5
CR 5
Aberrant Abstraction......................................................................19
The rest of the monsters are intended to be encounter-
Adaptive Slime.................................................................................19
building tools. Some have easy combinations: for example, a
Animator...........................................................................................28
Silver Guardian (CR 9), a handful of Silver Soldiers (CR 6),
Cryokinetic.......................................................................................24
and a few Silver Sentries (CR 1) will build a challenging,
Gadgeteer.........................................................................................27
dynamic, and thematic encounter, and can each stand on their
Gunslinger........................................................................................26
own as a minor threat—just probably not a campaign “BBEG”
Flesh Abomination.........................................................................28
encounter. Likewise, the Uncaged monsters or the whole
Madness Regurgitator....................................................................20
writhing mass of eldritch horrors are designed to naturally
Pyrokinetic.......................................................................................24
work together in fun (and challenging) ways.
Shaper...............................................................................................23
Other instances provide simple, flexible tools that can be
Silver Stalker...................................................................................11
dropped into encounters. I particularly wanted to flesh out the
Uncaged............................................................................................17
roster of easy-to-use NPCs.
Ironwrought Golem........................................................................27
Design Philosophy CR 6
These monsters are built to the CR specifications of the base Screaming Runner.........................................................................22
game, but should generally be expected to punch slightly Silver Soldier...................................................................................11
above their CR. This is because each monster tends to be Uncaged (Winged)..........................................................................17
designed with some degree of synergy inside its own skills Warsmith..........................................................................................27
that is not well represented by CR.
While the solo monsters (listed above) endeavor to provide a CR 7
handful of unique challenges across the fight, all the monsters Mind Lurker.....................................................................................21
aim to bring at least one memorable encounter to bear.
CR 9
Class Abilities & Psionics Lurking Maw....................................................................................15
The class abilities and psionics that appear in the monsters Uncaged Warden.............................................................................17
are simplified for convenience. Monsters use recharge
mechanics rather than psi points, for example. This is merely CR 10
to make running monsters easier. If you prefer to use psi Silver Guardian...............................................................................12
points and more integrated class mechanics, you can
generally treat a monster with psionics as a psion of a level CR 13
equal to its CR, and with psi points to match. This will make Unearthed Destroyer........................................................................ 9
monsters stronger than intended, but not by a large margin.
CR 16
Monsters by CR Clockwork Drake............................................................................... 7
Ascendant Master...........................................................................25
CR 1/4
Golem Mechanic.............................................................................27
CR 19
Ancient Sentinel................................................................................ 5
CR 1/2
Rampaging Imprint........................................................................19
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Chapter 1 | Classes
Simple Script
Ancient Sentinel Here’s a simple script that you can follow to get an effective
use from an ancient sentinel:
Legend speaks of ancient constructs built to hold back a
terrible calamaity of untold horrors from beyond. Posted as • The sentinel should always move when able, ideally
eternal guards over ancient lost portals, these construct trampling any smaller creatures in its path and smashing
sentinels were thought to be immune to whispers of madness buildings if possible. Move for maximum destruction
that seeped through—a theory that has proved tragically unless it has a specific objective.
misguided. Now twisted by the forces beyond, the sentinels • Move towards something that can be smashed.
have warped into eldritch engines of destruction, completely • During the advance, unleash a Bladed Trunk attack,
mad and not truly aware of their own actions. moving the target into or out of its path.
Awakening from ancient, forgotten sites, often long-lost • Move through a target using Trampling Advance.
vaults and shrines, these can appear without warning and • If it knocks a target prone or is moving through its last
wreak terrible destruction in a maddened rampage. These target, use its stomp attack.
sentinels are massive creatures from an ancient era, tower- • Lastly, it should lash out with its tentacles against any
ing 30 feet tall, and crushing anything built to a human scale target that is attacking it, either grabbing the attackers or
with ease. flinging things at them.
• If a target is bothering it with ranged attacks, it can fling
creatures or objects it is grappling at the target.
Deployment
The ancient sentinel is intended primarily as a solo encounter, Considerations
and particularly excels as an event. A rampaging, gigantic
mechanical elephant is most dramatic when it has plenty of While the sentinel lacks ranged abilities, it can use Fling as a
buildings—and maybe some villagers—to trample, and for the ranged offensive tool quite effectively, if needed, simply by
players to save. It is a siege monster that is exceptionally picking up objects and throwing them. While its movement
good at engaging many targets simultaneously. It can even speed isn’t particularly high, its Unstoppable Advance trait
enter a campaign a little earlier than its CR might suggest as a and Unstoppable Trample legendary action mean its effective
set piece encounter where the PCs are rallying a defense movement can be quite substantial.
against it. The sentinel may not care about the party at all. If they are
If you do need some more chaos, you can have the ancient insufficiently powerful to stop it, it may simply rampage
sentinel be the harbinger to a wave of psionic monsters that through a city before wandering off to rampage elsewhere.
have broken through in its wake. Its immunity to psychic Only if players prove a danger to it will it focus on them. While
damage means it is largely unfazed by many of their effects, a very challenging monster, the dynamic nature of the fight
making this a devastating pairing. will come from what the sentinel is destroying.
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147
Tactics
Clockwork Drake The clockwork drake is in many ways a variant of a dragon
fight. It has high mobility, dangerous area of effect capabilities,
Clockwork drakes, sometimes improperly called clockwork
and relies on its flight to get into the air and move around. The
dragons (or informally called “metal danger birbs”), are flying,
clockwork drake is an enemy of moderate intelligence, and
metal constructs of intricate machinery and magic. Most often
will generally attack creatures based on their perceived or
created by wizards or inventors, they have a distrust of other
demonstrated threat to it if it doesn’t have an objective target.
magic users, and the ability to nullify magic through blasts of
Clockwork drakes favor open areas, and will generally avoid
their own power. Typically serving as guardians, seekers, or
a fight in enclosed spaces without room to fly around unless
shock troops, many that exist now have long since outlived the
forced to fight in such conditions by their objective or purpose.
creators that developed their esoteric behavior.
Clockwork Drake Crushing Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Medium or smaller target. Hit: 13 (1d12 + 7) bludgeoning damage.
Huge construct, unaligned
Arcane Nullification. The drake ends one spell effect within 30 feet
Armor Class 18 (natural armor) of it. If the spell is of 6th level or higher, the drake must succeed on an
Hit Points 225 (18d12 + 108) [Max: 324] Intelligence (Arcana) check (DC 10 + the level of the spell) to end it.
Speed 40 ft., fly 80 ft.
Flaming Tar Breath (Recharge 5–6). The drake unleashes a blast
STR DEX CON INT WIS CHA of flaming tar in a 30-foot cone. Each creature in the area must make
25 (+7) 8 (−1) 23 (+6) 12 (+1) 15 (+2) 8 (−1) a DC 19 Dexterity saving throw. On a failed save, a creature takes 45
(13d6) fire damage and becomes covered in a thick layer of flaming tar.
Saving Throws Dex +4, Con + 11, Wis +7, Cha +4 On a successful save, the creature takes half as much damage and isn’t
Skills Arcana +6, Athletics +12, Perception +7 covered in tar. While a creature is covered in tar, its speed is halved and
Damage Resistances fire, lightning; bludgeoning, piercing, and it takes 10 (3d6) fire damage at the start of each of its turns. A creature
slashing from nonmagical attacks that aren’t adamantine can spend an action clearing the flaming tar from itself or another
Damage Immunities poison, psychic creature within 5 feet of it.
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned Reactions
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Windy Flapping. The drake adds 5 to its AC against one ranged weapon
Languages understands the languages of its creator but can’t speak
attack that would hit it. To do so, the dragon must see the attacker and
Challenge 16 (15,000 XP) Proficiency Bonus +5
be flying.
Adamantine Weapons. The drake’s weapon attacks are adamantine.
Legendary Actions
Crushing Descent. If the drake flies at least 20 feet downward and The drake can take 3 legendary actions, choosing from the options
then hits a target with a Crushing Stomp attack, the target takes an below. Only one legendary action option can be used at a time and
extra 6 (1d12) bludgeoning damage, and it must succeed on a DC 19 only at the end of another creature’s turn. The drake regains spent
Strength saving throw or be knocked prone and grappled by the drake legendary actions at the start of its turn.
(escape DC 17). Until the grapple ends, the target is restrained and has
disadvantage on Strength checks and Strength saving throws, and the Arc. All creatures within 60 feet of the drake take 2 (1d4) lightning
drake can’t use the same claw on another target. damage. Once the drake uses Arc, it can’t use it again until the start of
its next turn.
Immutable Form. The drake is immune to any spell or effect that
would alter its form. Tail Attack. The drake makes a bladed tail attack.
Legendary Resistance (3/Day). If the drake fails a saving throw, it can Wind Up. The drake conserves energy to unleash in a burst. It gains 10
choose to succeed instead. temporary hit points, and it can take the Dash action as a bonus action
on its next turn.
Lightning Powered. If the drake takes at least 10 lightning damage
from any source, it regains 1 spent legendary action. Wing Attack (Costs 2 Actions). The drake beats its wings. Each
creature within 10 feet of the drake must succeed on a DC 19 Dexterity
Bloodied saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked
prone. The drake can then fly up to half its flying speed.
Overcharged. If the drake is bloodied (reduced to less than half of its
hit points), it starts to crackle with arcs of lightning. Its Flaming Tar
Breath automatically recharges, and any creature that hits it with a
melee attack before the start of its next turn (including the attack that
bloodied it, if applicable) takes 6 (1d12) lightning damage.
Actions
Multiattack. The drake makes two attacks: one with its bladed tail and
one with its crushing stomp.
Bladed Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 16 (2d8 + 7) slashing damage.
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Chapter 1 | Classes
Simple Script
Unearthed Destroyer Here’s a simple script that you can follow to get an effective
use from an unearthed destroyer.
Few know the origin or purpose of these engines of
destruction, only the path of carnage left behind whenever one • Use Gravity Surge to increase gravity.
is unearthed from its ancient resting place. Were these forged • Move toward the closest target.
as terrifying siege weapons, or are they some form of guardian • Cast lightning bolt if it can hit multiple targets, or
bereft of purpose and understanding? Whatever their origin, electrocute if it can’t.
these constructs now serve as a potent warning for anyone • Bite a target, if possible.
who would dare delve too deeply into ancient ruined history. • Use tail attacks to batter targets in range, or cast crackle if
The journey of many an adventuring group has ended when no targets are in range. Use lightning charged if no good
they unearth one of these ancient destroyers. targets are available.
• Use Gravity Surge to lower gravity. Cycle raising and
lowering gravity, unless there is a flying target, in which
Deployment case increase the gravity to ground it. The destroyer does
These destroyers most often serve as a dangerous solo not like flying creatures.
encounter, found deep in an ancient ruin best left • Only use Annihilation Blast if the destroyer is trapped by
undisturbed—though perhaps an adventuring group magic or its target is defended by magic that would
encounters one previously unearthed mid-rampage. otherwise impede chomping it.
They are best fit as a potent campaign foe for a Tier 2 group • Repeat steps.
as they approach 10th level, or as a dangerous obstacle for a
group in early Tier 3. The destroyer is not stupid, but it is simple. It destroys,
They can also serve as a potent lieutenant (or pet) of a consuming creatures and turning them to ash. It doesn’t fear
higher-level villian in Tier 4, though their damage and destruction, and it particularly dislikes things that attempt to
disruption means they will generally remain too potent to be a control it or impede it.
minion-level threat.
Considerations
Ancient and Decaying While a relatively straightforward monster, these creatures are
These constructs are terrible engines of destruction, but are significantly more fatal than they might seem at first glance.
remnants of another era that are barely intact. They are Allow a PCs to gather some information about them: an
unstable and prone to explosions and devastating ends, Arcana check of DC 10 or higher might tell the players that
wreaking one last burst of carnage on their way out. the power core looks unstable, and a result of 15 or higher
might tell them that any creature that is devoured by the
destroyer would be turned to ash. At DC 20 the irreversible
nature its Meltdown may be revealed.
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151
Unearthed Destroyer be stopped once started. The third time this would occur, the destroyer
is instead reduced to 0 hit points, triggering its Death Burst.
Huge construct, unaligned
Bloodied
Meltdown. When the destroyer becomes bloodied (reduced to less
than half of its maximum hit points), it becomes too damaged to
contain its massive power core. At the start of each of its turns, it and
all creatures within 60 feet of it must make a DC 19 Constitution saving
throw, taking 18 (4d8) lightning damage on a failed save, or half as
much damage on a successful one. This is a runaway process that can’t
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Chapter 1 | Classes
Usage
Stalkers can be deployed in a wide range of circumstances Silver Soldier
and are often the first hint that there is something strange Golems that few would recognize as such—somewhere
afoot, as they can range further abroad. Created by mages, between a human and a skeleton, slender and sleek—silver
advanced societies, or parts of ancient tech, these silver relics soldiers exhibit swift, smooth movements.
are an uncommon foe, but one that poses a significant threat They were likely once common foot soldiers in a time and
early on, and remain a relevant threat throughout the game place long forgotten. Any remaining units find themselves
as a minion due to their high hit chance and the guaranteed deadly weapons in an age unprepared for them.
damage of their heat ray. Their excessive Stealth, Survival,
and Perception make them a useful tool throughout the game,
as they are difficult to evade, even with magic. Tactics
Silver soldiers are most effective at a distance, and will
• At levels 1–4, a stalker is a solid solo threat that will pose a attempt to engage from range. Even at close range they will
difficult and dangerous challenge to a party. often use their ranged attack, relying on their excessively high
• At levels 5–10, it is no longer a solo threat, but can be a attack bonus. They can determine the AC of creatures, and
relevant and dangerous facet of an encounter. It is capable will use this knowledge to pick their targets efficiently.
of significant damage but will likely die rapidly and should
be deployed in numbers.
• At levels 11–17+, a stalker’s impact is relevant but minor. Usage
Due to its heat ray and high hit chance, it will remain a With a high damage output, they make excellent ranged
threat that has to be dealt with, even if its damage and hit threats at higher levels, or can be a challenge to overcome in
points render it more of a nuisance than a true threat. Its specialized situations where they have cover and positioning.
high Dexterity means it has a better chance of surviving • At levels 1–4, silver soldiers are exceedingly dangerous.
area of effect abilities than many lower-level threats. Their damage is very high, and they have few weaknesses
to exploit.
• At levels 5–10, they are a significant, high-damage threat.
Silver Sentry They serve as artillery that need to be dealt with, but will
Small, floating contraptions, an unwary observer might deem be somewhat fragile as a solo encounter.
these tiny, insect-like things a minor threat, but they can prove • At levels 11+, they still make excellent artillery threats that
to be a vexing foe. Most notable for their excellent perceptive must be respected. Their long range and high attack bonus
capabilities and ability to highlight targets for their allies, they means they will remain a significant threat.
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153
Actions
Actions
Multiattack. The stalker makes two attacks. It can use its Heat Ray in
Multiattack. The sentry makes two Laser Beam attacks. place of one attack.
Laser Beam. Ranged Spell Attack: +6 to hit, range 60/180 ft., one Arc. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 5
target. Hit: 5 (2d4) fire damage. (2d4) lightning damage.
Targeting Lock. The sentry locks onto a creature or object it can see, Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7
holographically illuminating it. Until the start of the sentry’s next turn, (1d8 + 3) slashing damage.
any attack roll against the affected creature or object has advantage if
the attacker can see it, and the affected creature or object can’t benefit Heat Ray. The stalker casts the heat metal spell, requiring no
from being invisible. components. When cast in this way, the spell ends early if the
target ends its turn out of sight of the stalker or more than 60 feet
away from it.
Silver Soldier Advanced Technology. The soldier applies double its proficiency bonus
Medium construct, unaligned to proficient ability checks, attack rolls, and saving throws (included in
this stat block).
Armor Class 18 (natural armor)
Hit Points 75 (10d8 + 30) [Max: 110] Short Circuit. Whenever the soldier takes 10 or more lightning damage,
Speed 30 ft. it takes an extra 6 (1d12) lightning damage.
Saving Throws Dex +9, Wis +8 Calculated Shot. Ranged Spell Attack: +18 to hit, range 150/600 ft., one
Skills Perception +8 target. Hit: 10 (4d4) fire damage.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t adamantine Laser Beam. Ranged Spell Attack: +9 to hit, range 150/600 ft., one
Damage Immunities poison, psychic target. Hit: 10 (4d4) fire damage.
Condition Immunities charmed, exhaustion, frightened, petrified,
poisoned Reactions
Senses darkvision 120 ft., passive Perception 18
Overwatch. When a creature moves within 600 feet of the soldier and
Languages understands one language known by its creator but can’t
isn't benefiting from cover, the soldier makes one Laser Beam attack
speak
against the creature.
Challenge 6 (2,300 XP) Proficiency Bonus +3
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Silver Guardian
Larger, more advanced, and more dangerous than other silver
relics, these appear as hulking brutes, but have a keen
intellect and the ability to manipulate gravity. They may either
lead other silver relic golems, or serve as a standalone threat.
Tactics
Silver guardians excel in durability and control and will
engage and contain the most dangerous threats. While highly
intelligent, their intelligence is a robotic logic that can be
fooled by player characters behaving in irregular ways.
Usage
They tend to serve as mid- to high-level threats, rarely taking a
minion role. They can, however, make an excellent companion
for a squishier threat.
• At levels 1–4, this would be an insurmountable solo threat.
• At levels 5–10, they serve as a moderate solo threat, or an
excellent duologist or leader of a tough encounter.
• At level 11+, they will no longer be a substantial solo
threat, but can make a great bruiser or controller.
Sufficiently Advanced Technology (Innate Spellcasting). The Calculate. The guardian chooses a number between 1 and 20. Once
guardians innate spellcasting ability is Intelligence (spell save DC 22). It before the end of its next turn, when a creature it can see would
can innately cast the following spells, requiring no components: make an ability check, attack roll, or saving throw, the guardian can
make the creature use the chosen number, instead of rolling.
At will: flingK, floating disk, levitate, thunderwave, warding bond
1/day each: dimension door, orbital stonesK, telekinesis, vortex blastK Slam Attack. The guardian makes one slam attack.
Bloodied
Destabilized Gravity Generator. When the guardian is bloodied
(reduced to less than half its maximum hit points), it immediately
unleashes a blast of gravity. All creatures within 30 feet of it must make
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Chapter 1 | Classes
Lurking Maw If the lurking maw takes 20 damage or more on a single turn from
Huge aberration, chaotic evil a creature inside it, the lurking maw must succeed on a DC 18
Constitution saving throw at the end of that turn or regurgitate all
Armor Class 15 (natural armor) swallowed creatures, which fall prone in a space within 10 feet of
Hit Points 115 (11d12 + 44) [Max: 176] the lurking maw. If the lurking maw dies, a swallowed creature is no
Speed 30 ft., climb 30 ft., swim 30 ft. longer restrained by it and can escape from the corpse using 15 feet of
movement, exiting prone. Such a creature can also escape by being cut
STR DEX CON INT WIS CHA out of the corpse by a creature dealing 10 slashing damage to it.
20 (+5) 12 (+1) 18 (+4) 8 (−1) 16 (+3) 9 (−1)
Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit:
Saving Throws Con +8, Wis +7 9 (1d8 + 5) bludgeoning damage, and the target is grappled (escape
Skills Athletics +9, Perception +7, Stealth +5 DC 13). Until this grapple ends, the target is restrained. The lurking
Damage Resistances poison, psychic maw has four tentacles, each of which can grapple one target.
Condition Immunities charmed, frightened, paralyzed
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 17
Legendary Actions
Languages — The lurking maw can take 1 legendary action, choosing from the
Challenge 9 (5,000 XP) Proficiency Bonus +4 options below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. The lurking maw
Consuming Hunger. If a creature swallowed by the lurking maw regains spent legendary actions at the start of its turn.
dies, the lurking maw is psionically nourished, regaining 13 (2d12) hit
points and either one legendary resistance or one legendary action Crush. The lurking maw crushes a target it is grappling, dealing 7 (2d6)
(its choice). bludgeoning damage to it. If the target is grappled by the lurking maw’s
bite, it takes an extra 3 (1d6) piercing damage.
Expunge Light. At the start of its turn, the lurking maw can extinguish
one light source within 120 feet of it (no action required). A light- Tentacle Attack. The lurking maw makes a single tentacle attack.
generating spell cast with a spell slot of 3rd level or higher can’t be
extinguished in this way. Mind Terrors (Recharge 5–6). Up to five creatures within 60 feet
of the lurking maw must make a DC 12 Wisdom saving throw, with
Legendary Resistance (2/Day). If the lurking maw fails a disadvantage if the creature is in darkness. On a failed save, the
creature becomes frightened for 1 minute. If the saving throw fails by 5
saving throw, it can choose to succeed instead.
or more, the creature is stunned until the end of its next turn.
Lurk. While in darkness, the lurking maw can take the Hide action as a
bonus action to hide one of its tentacles.
Lair Actions
Radiant Weakness. Whenever the lurking maw takes fire or radiant When fighting inside its lair, a lurking maw can invoke the ambient
damage, or any damage while it’s in direct sunlight, it takes an extra 3 magic and terrain around it to take lair actions. On initiative count
(1d6) damage of that type. 20 (losing initiative ties), the lurking maw can take one lair action to
cause one of the following effects:
Bloodied
Hungering Abyss. The lurking maw’s wounds bleed an inky black, Grasping Darkness. A new maw tendril appears in a patch of darkness
magical smoke that boils up into a haze of magical darkness when it is that is a 5-foot cube or larger. It has AC 15, 15 hit points, immunity to
bloodied (reduced to less than half its maximum hit points), filling the poison and psychic damage, and uses a single tentacle attack as if it is
area within a 60-foot radius of it. This haze lasts for 2 (1d4) rounds. the lurking maw. Roll initiative for the tendril. It makes one tentacle
This magical darkness is treated as a magical effect created by a 4th- attack immediately when it appears and again on each of its turns
level spell slot. It also immediately gains 1 additional legendary action. It until it is killed, or until its space is fully illuminated by bright light,
doesn’t regain this additional legendary action at the start of its turn. destroying the tendril.
Bite. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 9
(1d8 + 5) bludgeoning damage, and the target is grappled (escape
DC 15). Until this grapple ends, the target is restrained. A creature
grappled in this way takes 7 (3d4) piercing damage at the start of
each of its turns. If a creature the lurking maw is grappling in this way
has 0 hit points at the start of the lurking maw’s turn, that creature
is swallowed (no action required), and the grapple ends. While
swallowed, the creature is blinded and restrained, it has total cover
against attacks and other effects outside the lurking maw, and it takes
14 (4d6) acid damage at the start of each of the lurking maw’s turns.
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Chapter 1 | Classes
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 18 (+4) 20 (+5) 14 (+2) 16 (+3) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 8 (−1)
Saving Throws Dex +6, Con +8, Wis +9, Cha +6 Saving Throws Con +7, Wis +5
Skills Arcana +8, History +8, Perception +13, Psionics +8, Insight +9 Skills Athletics +6, Perception +5
Damage Resistances cold, force; bludgeoning, piercing, and slashing Damage Resistances cold, force; bludgeoning, piercing, and slashing
from nonmagical attacks from nonmagical attacks
Damage Immunities necrotic Damage Immunities necrotic
Condition Immunities charmed, exhaustion, frightened, poisoned Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 300 ft., passive Perception 23 Senses darkvision 120 ft., passive Perception 15
Languages all, telepathy 120 ft. Languages Common, Deep Speech
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 5 (1,800 XP) Proficiency Bonus +3
Innate Spellcasting. The warden’s innate spellcasting ability is Wisdom Turn Resistance. The Uncaged has advantage on saving throws against
(spell save DC 17). It can innately cast the following spells, requiring no any effect that turns undead.
material components:
Necrotic Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one tar-get.
Hit: 8 (1d10 + 3) necrotic damage plus 4 (1d8) force damage.
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Chapter 1 | Classes
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 1 (−5) 14 (+2) 18 (+3) 16 (+3) 18 (+4) 10 (+0) 16 (+3) 18 (+4) 6 (−2) 12 (+1) 1 (−5)
Saving Throws Int +6, Cha +7 Skills Deception +6, Insight +4, Stealth +6
Damage Resistances acid, cold, fire, lightning, thunder Damage Immunities psychic
Damage Immunities bludgeoning, piercing, and slashing from Condition Immunities exhaustion, frightened, grappled, paralyzed,
nonmagical attacks petrified, poisoned, prone, restrained
Condition Immunities exhaustion, frightened, grappled, paralyzed, Senses blindsight 60 ft., passive Perception 11
petrified, poisoned, prone, restrained Languages —
Senses blindsight 60 ft., passive Perception 13 Challenge 5 (1,800 XP) Proficiency Bonus +3
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3 Adaptive AC. The slime assumes an AC equal to the highest AC
creature within 60 feet of it, its form taking on a rough, somewhat
Cause Madness. A creature that starts its turn within 10 feet of the amorphous facsimile of that creature’s defenses.
aberrant abstraction must succeed on a DC 15 Wisdom saving throw
or take 11 (2d10) psychic damage and be under the effect of the Adaptive Resistance. After taking damage from a damage type, the
confusion spell until the start of its next turn. slime gains resistance to that damage type for 1 minute.
Flicker. Whenever the aberrant abstraction would take damage, roll a Amorphous. The slime can move through a space as narrow as 1 inch
d4. On a 2, it takes half as much damage. On a 4, it takes no damage. wide without squeezing.
True Form. A creature that sees the aberrant abstraction via truesight Actions
must succeed on a DC 18 Wisdom saving throw or become stunned
Multiattack. The slime makes two Amorphous Weapon attacks or uses
for 1 minute. Aberrations automatically succeed on this saving throw.
Adaptive Improvisation to mimic another creature’s turn.
A creature can repeat the saving throw at the end of each of its turns,
with disadvantage if it can still see the aberrant abstraction, ending the Amorphous Weapon. Melee Weapon Attack: +7 to hit, reach 10
effect on itself on a success. ft., one target. Hit: 10 (1d10 + 5) bludgeoning, piercing, or slashing
damage (slime’s choice).
Unstable Location. At the start of its turn, the aberrant
abstraction teleports to the nearest unoccupied space to a Adaptive Improvisation. The slime mimics all of the spells, features,
random non-aberration creature within 120 feet of it. weapons, and other abilities used during the turn of one creature of
its choice within 300 feet of it since the start of the Adaptive Slime’s
Actions last turn. Any attacks it makes in this way have an attack bonus of +7,
Shred Reality. The aberrant abstraction deals 12 (5d4) force damage and the saving throws of any effects it creates have a save DC of 15. It
to all non-aberration creatures within 5 feet of it. chooses its targets for the abilities it uses. The slime can’t mimic spells
above 5th level.
Rampaging Imprint Death Burst. When the rampaging imprint dies, it explodes in a burst
of power. Each creature within 10 feet of it must make a DC 13 Strength
Medium undead, unaligned saving throw, taking 7 (2d6) bludgeoning damage on a failed save, or
half as much damage on a successful one.
Armor Class 14 (psionic defenses)
Hit Points 27 (6d8) [Max: 48] Tantrum. If the rampaging imprint is missing any of its hit points, it
Speed 30 ft. deals an extra 4 (1d8) damage whenever it hits a target with an attack.
Madness Regurgitator
Eldritch Spawn Medium aberration, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 19 (+4) 16 (+3) 14 (+2) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 10 (+0)
Saving Throws Dex +3, Int +7, Wis +6 Saving Throws Dex +4, Wis +4
Skills Deception +5, Insight +6, Perception +6 Skills Investigation +3, Perception +4, Stealth +6, Survival +4
Damage Resistances acid, cold Damage Resistances acid, cold
Damage Immunities psychic Damage Immunities psychic
Condition Immunities charmed, exhaustion, frightened Condition Immunities charmed, exhaustion, frightened
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16 Senses darkvision 120 ft., mindsight 60 ft., passive Perception 14
Languages Deep Speech, telepathy 1 mile Languages Deep Speech
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 4 (1,100 XP) Proficiency Bonus +2
Innate Spellcasting (Psionics). The mind lurker’s innate spellcasting Lurker. The stalker can add twice its proficiency bonus to Dexterity
ability is Intelligence (spell save DC 15). It can innately cast the (Stealth) ability checks (included above).
following spells, requiring no components:
Shroud of Terror. The stalker is invisible to any creature that is
At will: cause fear(C), terrifying visionsK frightened of it.
3/day each: fear(C), flingK, psychic drainK
Soul Eater. If a creature is killed by the stalker, it is forever trapped
Parasitic Madness (1/Day). The mind lurker targets a creature within within the stalker, locked in endless nightmares. The stalker gains
1 mile of it, preferring creatures with one or more levels of madness. access to memories the creature had in life. It gains 1 additional hit die
When the target falls asleep, its dreams are filled with maddening and its Intelligence and Wisdom scores increase by 1 (to a maximum of
nightmares, and when it wakes up, it must succeed on a DC 14 Wisdom 20) for each soul it has consumed. Consumed souls can only be freed
saving throw or take 7 (2d6) psychic damage and suffer a new long- by the wish spell or by killing the stalker.
term madness effect.
Stalk Nightmare. As an action, the stalker can enter the dream of
a sleeping creature within 1 mile of it. That target must make DC 12
Actions Wisdom saving throw. On failed save, the target takes 7 (2d6) psychic
Multiattack. The mind lurker uses an innate psionic ability and then damage, and its hit point maximum is reduced by the same amount.
uses Nightmare Pulse. This reduction lasts until the stalker dies. The target receives a brief
terrifying vision of the stalker, revealing where it is. Whether the saving
Nightmare Pulse. One creature the mind lurker can see within 60 feet throw succeeds or fails, the target can’t be affected by this ability again
of it must succeed on a DC 14 Wisdom saving throw or take 13 (3d8) for the next 24 hours.
psychic damage. A creature that fails the saving throw by 5 or more
is also blinded for 1 minute. A blinded creature can repeat the saving Actions
throw at the end of each of its turns, ending the effect on itself on
a success. Multiattack. The stalker uses its Project Nightmare and then makes a
bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4) piercing damage plus 3 (1d6) psychic damage.
Fear Eater
Medium aberration, chaotic evil
Armor Class 14
Hit Points 91 (14d8 + 28) [Max: 140]
Speed 40 ft., climb 40 ft.
Actions
Screaming Runner Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8
Medium aberration, chaotic evil + 2) piercing damage.
Armor Class 15 (natural armor) Scream. The runner unleashes a horrifying scream of unsettling tenor
Hit Points 110 (13d8 + 52) [Max: 156] in a 30-foot cone. Each creature in the area must succeed on a DC 15
Speed 40 ft. Wisdom saving throw or take 18 (4d8) psychic damage. If the saving
throw fails by 5 or more, the creature is also frightened for 1 minute. A
STR DEX CON INT WIS CHA frightened creature can repeat the saving throw at the end of each of
14 (+2) 16 (+3) 18 (+4) 9 (−1) 14 (+2) 8 (−1) its turns, ending the effect on itself on a success.
Saving Throws Dex +6, Wis +5 Screech. The runner unleashes a grating screech. Each creature within
Damage Resistances acid, cold 60 feet of it that is concentrating on a spell must succeed on a DC 15
Damage Immunities psychic Constitution saving throw or lose concentration.
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive perception 12 Shriek. The runner unleashes a blasting shriek of discordant noise in
Languages — a 30-foot cone. Each creature in the area must succeed on a DC 15
Challenge 6 (2,300 XP) Proficiency Bonus +3 Constitution saving throw or take 22 (5d8) thunder damage. If the
saving throw fails by 5 or more, the creature is also stunned until the
start of the runner’s next turn.
Chapter 1 | Classes
165
NPCs Shaper
Medium humanoid, lawful neutral
The following are templates for psion and inventor NPCs
(Non-Player Characters). You can build NPCs using the Player Armor Class 16 (psionic defenses)
Character rules, or you can use these templates for a quick Hit Points 136 (21d8 + 42) [Max: 210]
and combat-ready version. Their abilities as presented here Speed 30 ft.
are streamlined to generally only the most relevant features,
but you can add any abilities from the class mechanics that STR DEX CON INT WIS CHA
you see fit for that character or their usage in your story. 8 (−1) 14 (+2) 14 (+2) 20 (+5) 16 (+3) 14 (+2)
The versions presented here tend to present a psion with
Saving Throws Int +8, Wis +6
only one psionic discipline for simplicity. It is likely many NPC
Skills Insight +6, Perception +6, Psionics +8
psions simply only have one discipline, or you can add abilities Senses passive Perception 16
from other templates to represent a mix-and-match. Languages Common
Challenge 5 (1,800 XP) Proficiency Bonus +3
Monster Statblock vs PC Character Sheet
Some GMs always use simplified monster statblocks for NPCs, Innate Spellcasting. The shaper’s innate spellcasting ability is
and that is definitely an option. Personally as a GM, I use monster Intelligence (spell save DC 16). It can innately cast the following spells,
statblocks for enemies and temporary allies, eventually converting requiring no components:
them to PC-style stat blocks if they will be present for a long time
At will: floating disk, mage hand, minor illusion, unseen servant
or controlled by players.
3/day each: mirror image, phantom steed
1/day each: creation, major image, wall of stone
Actions
Telepath Multiattack. The shaper uses Create Astral Construct or it moves its
Medium humanoid, lawful neutral astral construct up to 30 feet. It then makes two Astral Strikes with the
construct. The shaper can use Duplicate before making the attacks,
Armor Class 16 (psionic defenses) if available.
Hit Points 52 (8d8 + 16) [Max: 80]
Speed 30 ft. Astral Strike. Melee Spell Attack: +8 to hit, reach 5 ft. (from the Astral
Construct), one target. Hit: 11 (1d12 + 5) force damage.
STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 14 (+2) 19 (+4) 14 (+2) 12 (+1) Create Astral Construct. The shaper creates an astral construct in a
space it can see. The shaper can make the construct solid or ethereal.
Saving Throws Int +6, Wis +4 When solid it takes up a 5-foot cube of space like a creature. It has AC
Skills Insight +6, Perception +6, Psionics +6 16 and 15 hit points. If destroyed it becomes ethereal. The shaper can
Senses blindsight 60 ft., passive Perception 16 make Astral Strikes with the construct whether it is solid or ethereal.
Languages Common, telepathy 120 ft. The astral construct lasts for 1 minute or until the shaper uses this
Challenge 2 (450 XP) Proficiency Bonus +2 action again.
Innate Spellcasting (Psionics). The telepath’s innate spellcasting Duplicate (Recharge 5–6). The shaper creates a second astral
ability is Intelligence (spell save DC 14). It can innately cast the construct. When it makes an Astral Strike, it can strike with
following spells, requiring no components: both constructs (for a total of four total attacks). This second
astral construct fades at the end of the shaper’s turn. This ability
At will: cause fear, command, detect thoughts automatically recharges if not charged when the shaper becomes
1/day each: dominate monster, fear, suggestion bloodied (is reduced to less than half its maximum hit points).
Actions Reactions
Telepathic Intrusion. The telepath forces one creature within 60 Astral Block. When the shaper is hit by an attack while it has an astral
feet of it to make a DC 14 Intelligence saving throw. On failed save, construct deployed that has hit points, it recalls the construct to itself.
the target takes 13 (3d8) psychic damage, and it has disadvantage The damage applies to the construct first; if the damage reduces the
on all attack rolls against the telepath until the start of the telepath’s construct to 0 hit points, it becomes ethereal and the shaper takes the
next turn. remaining damage.
Reactions
Empathetic Rebuke. When the telepath takes damage from a creature
within 60 feet of it, it deals 9 (2d8) psychic damage to that creature.
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Chapter 1 | Classes
Pyrokinetic Cryokinetic
Medium humanoid, lawful neutral Medium humanoid, lawful neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 14 (+2) 20 (+5) 12 (+1) 16 (+3) 8 (−1) 14 (+2) 14 (+2) 20 (+5) 16 (+3) 14 (+2)
Saving Throws Int +8, Wis +4 Saving Throws Int +8, Wis +6
Skills Intimidation +6, Perception +4, Persuasion +6, Psionics +8 Skills Insight +6, Perception +6, Psionics +8
Senses passive Perception 14 Senses passive Perception 16
Languages Common Languages Common
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 5 (1,800 XP) Proficiency Bonus +3
Innate Spellcasting. The pyrokinetic’s spellcasting ability is Cold Detachment. The cryokinetic has advantage on saving throws
Intelligence (spell save DC 16). It can innately cast the following spells, against being charmed or frightened.
requiring no components:
Innate Spellcasting. The cryokinetic’s spellcasting ability is
At will: burning hands, hellish rebuke Constitution (spell save DC 16). It can innately cast the following spells,
2/day each: fire cycloneK, fireball, flaming sphere, scorching ray, wall of requiring no components:
fire
At will: arctic breathK, entombK
One with Flame. The pyrokinetic is immune to fire damage from its 2/day each: flash freezeK, freezing shellK, ice spikeK, ice storm, sleet
own spells. storm
Schism (Recharge 5–6). The pyrokinetic can cast a spell in place of Actions
one flame blast from its Multiattack. This ability automatically recharges
if it’s not charged when the pyrokinetic becomes bloodied (is reduced Multiattack. The cryokinetic makes two attacks with its freezing blast
to less than half its maximum hit points). or its ice sword.
Freezing Blast. Ranged Spell Attack: +8 to hit, reach 5 ft., one target.
Actions Hit: 9 (1d8 + 5) cold damage, and the target must succeed on a DC 16
Multiattack. The pyrokinetic makes two flame blast attacks. Constitution saving throw or become restrained until the start of the
cryokinetic’s next turn.
Flame Blast. Ranged Spell Attack: +8 to hit, reach 60 ft., one target.
Hit: 10 (1d10 + 5) fire damage. If the target is a creature or a Ice Sword. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10
flammable object, it ignites. Until a creature takes an action to douse (1d10 + 5) slashing damage plus 3 (1d6) cold damage.
the fire, the target takes 3 (1d6) fire damage at the start of each of
its turns. Reactions
Ice Block (Recharge 5–6). When the cryokinetic takes damage it
Reactions freezes itself in a block of ice, which melts away at the start of its next
Flaming Retribution. The pyrokinetic casts hellish rebuke in response turn. When it does so, it gains 20 temporary hit points, and it becomes
to being damaged by a creature within 60 feet of it that it can see. petrified. These effects, including any remaining temporary hit points,
all end when the ice melts.
Ascendant Master While in the inner world, the master has resistance to all damage, its
spells don’t require concentration, and each creature of its choice takes
Medium humanoid, lawful neutral 7 (2d6) psychic damage at the start of the each of the master’s turns.
If the master dies, the inner world breaks, freeing all creatures inside it.
Armor Class 18 (psionic defenses)
Hit Points 199 (21d8 + 105) [Max: 273]
Speed 30 ft., fly 30 ft. (hover) Actions
Palm Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 1 bludgeoning damage. At the start of the target’s next turn, it
20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) must make a DC 18 Charisma saving throw, taking 65 (10d12) psychic
damage on a failed save, or half as much damage on a successful one.
Saving Throws Con +10, Int +10, Wis +10, Cha +10
Skills all +10 Enhancing Surge. The master gains 23 (4d8 + 5) temporary hit points,
Damage Resistances cold, fire, psychic; bludgeoning, piercing, and and it ends one condition or magical effect on itself.
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, Telekinetic Touch. One creature of the master’s choice within 60
poisoned, stunned feet of it must make a DC 18 Strength saving throw. On a failed save,
Senses truesight 120 ft., passive Perception 20 the target takes 27 (4d10 + 5) bludgeoning damage, and the master
Languages all chooses to either knock the target prone or push it up to 10 feet in a
Challenge 16 (15,000 XP) Proficiency Bonus +5 direction of the master’s choice.
State of Mind. The master can hold its breath indefinitely, and it Psionic Spell. The master casts one of its at will spells from its Innate
ignores the effects of extreme heat and cold. The master doesn’t Spellcasting trait.
require sleep.
Teleport. The master magically teleports itself, along with any
Unfettered Movement. The master is always under the effects of a equipment it is wearing or carrying, up to 120 feet to an unoccupied
freedom of movement spell. space it can see.
Bloodied
Inner World. When the master is bloodied (reduced to less than half
of their maximum hit points), it enters its inner world, drawing all
creatures within 120 feet of it into this world. Until the master dies, any
creature that enters within 120 feet of it is automatically pulled into its
inner world.
Spells and attacks can’t cross from the Material Plane into the inner
world, and creatures must succeed on a DC 18 Charisma saving throw
to leave the inner world from its outer boundary. Creatures can’t see
into the inner world from the outside, or vice versa.
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Chapter 1 | Classes
Gunslinger instead use this bonus action to attempt to escape (as per the normal
rules of the grapple or restrain).
Medium humanoid, chaotic neutral
Quick Draw. The gunslinger has advantage on initiative rolls.
Armor Class 17 (studded leather)
Hit Points 84 (13d8 + 26) [Max: 130] Bloodied
Speed 30 ft.
Eye for an Eye. When the gunslinger is bloodied (reduced to less than
half of its maximum hit points), it immediately makes two weapon
STR DEX CON INT WIS CHA
attacks (no action required) against the creature that bloodied it, or a
10 (+0) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 12 (+1)
creature of its choice bearing responsibility if it isn’t directly bloodied
by a creature. It makes these attack rolls with advantage. If both of
Saving Throws Dex +8, Wis +6
these attacks hit, it gains 9 (2d8) temporary hit points, and it can
Skills Acrobatics +8, Animal Handling +6, Investigation +4, Perception
immediately use its Quip (no action required).
+9, Sleight of Hand +8
Senses passive Perception 19
Languages Common Actions
Challenge 5 (1,800 XP) Proficiency Bonus +3 Multiattack. The gunslinger makes four revolver attacks (two with
each pistol). The gunslinger can replace one attack with a Quip.
Endless Staccato. The gunslinger automatically reloads its guns at the
start of its turn. Revolver. Ranged Weapon Attack: +10 to hit, range 40/120 ft., one
target. Hit: 9 (1d8 + 5) piercing damage.
Gunner. The gunslinger gains a +2 bonus to attacks it makes with
ranged weapons (included in the attack). Quip. The gunslinger casts vicious mockery as a 5th-level spell-caster
(save DC 14).
Lucky (3/Day). The gunslinger has a consistent luck that kicks in
when it needs it the most. If the gunslinger misses with an attack or Hail of Lead (Recharge 5–6). The gunslinger unleashes a hail of shots
fails an ability check or saving throw, it can reroll the die and must use in a 40-foot cone. All creatures in the area must succeed on a DC 16
the new roll. Dexterity saving throw or take 18 (4d8) piercing damage.
Slippery Side Step. The gunslinger can move 5 feet as a bonus action.
This movement doesn’t provoke opportunity attacks, and it ignores
difficult terrain. If the gunslinger is grappled or restrained, it can
Chapter 1 | Classes
169
Gadgeteer Actions
Medium humanoid, chaotic neutral Multiattack. The gadgeteer can use its Grappling Hook or Smoke
Bomb. It then makes two attacks with its crossbow or Shock Generator.
Armor Class 17 (studded leather)
Hit Points 97 (15d8 + 30) [Max: 150] Repeating Hand Crossbow. Ranged Weapon Attack: +8 to hit, range
Speed 40 ft., climb 30 ft. 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Once per turn,
if the gadgeteer has advantage on a crossbow attack, it can forgo the
STR DEX CON INT WIS CHA advantage to make one additional crossbow attack.
10 (+0) 20 (+5) 14 (+2) 16 (+3) 14 (+2) 12 (+1)
Shock Generator. Melee Spell Attack: +8 to hit, reach 5 ft., one target.
Saving Throws Con +5, Int +6 Hit: 14 (2d8 + 5) lightning damage, and the target can’t take reactions
Skills Acrobatics +8, Arcana +6, Investigation +6, Perception +5, Sleight until the start of its next turn.
of Hand +8
Senses blindsight 60 ft., passive Perception 15 Grappling Hook. The gadgeteer uses its grappling hook on a target
Languages Common within 20 feet of it. The target must be a creature or an object that isn’t
Challenge 5 (1,800 XP) Proficiency Bonus +3 being worn or carried. If the target is Medium or larger, the gadgeteer
is pulled to the target (this movement doesn’t provoke opportunity
attacks). Otherwise, the target must succeed on a DC 14 Strength
Goggles. The gadgeteer has blindsight out to a range of 60 feet saving throw or be pulled to the gadgeteer (objects automatically fail
(included above). this saving throw).
Gadgets. The gadgeteer can use its gadgets to cast the following Smoke Bomb. The gadgeteer creates a sphere of fog around itself,
spells. Its spellcasting ability is Intelligence (save DC 14). It can cast the which has a radius of 5, 10, 15, or 20 feet. This fog lasts until the start
following spells, requiring only somatic components: of the gadgeteer’s next turn. The area is considered heavily obscured
for all creatures besides the gadgeteer (see Goggles trait).
1/day each: burning hands (2nd level), crackleK, fallK, feather fall
Warsmith 1/day each: burning hands, crackleK, fireball, lightning bolt, lightning
tendrilK, scorching ray
Medium humanoid, lawful neutral
STR DEX CON INT WIS CHA Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11
24 (+7) 10 (+0) 14 (+2) 16 (+3) 12 (+2) 12 (+1) (1d8 + 7) bludgeoning damage.
Power Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Saving Throws Con +5, Int +6
Hit: 17 (1d8 + 13) bludgeoning damage.
Skills Arcana +6, Athletics +10, Investigation +6, Perception +5
Senses passive Perception 15
Force Blast. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit:
Languages Common
7 (1d8 + 3) force damage.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Grappling Reel. The warsmith uses its grappling hook on a target
within 20 feet of it. The target must be a creature or an object that
Lightning Channel (3/Day). The warsmith can cast lightning charge K
isn’t being worn or carried. If the target is Huge or larger, the warsmith
as a bonus action, requiring no components.
is pulled to the target (this movement doesn’t provoke opportunity
attacks). Otherwise, the target must succeed on a DC 20 Strength
Sentient Armor. When the warsmith is reduced to 0 hit points, it gains
saving throw, or be pulled to the warsmith (objects automatically fail
30 temporary hit points and can continue to act normally for 1d4 turns
this saving throw).
or until the temporary hit points are lost as its armor continues to fight
on. Its tactics may become simpler, or it may attempt to escape.
Reactions
Tool Expertise. The warsmith adds double its proficiency bonus to any Reactive Plating. When the warsmith is hit by an attack, it reduces the
ability check it makes using smith’s tools or tinker’s tools. damage it takes by 5.
Warplate. The warsmith can use its gadgets to cast the following
spells. Its spellcasting ability is Intelligence (save DC 14). It can cast the
following spells, requiring only somatic components:
170
Chapter 1 | Classes
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 18 (+4) 16 (+3) 10 (+0) 20 (+5) 14 (+2) 20 (+5) 16 (+3) 16 (+3) 8 (−1)
Saving Throws Int +6, Wis +5 Saving Throws Con +8, Int +6
Skills History +6, Insight +5, Investigation +6, Medicine +7, Perception Skills Medicine +9, Perception +6
+5 Senses darkvision 60 ft., passive Perception 16
Senses passive Perception 15 Languages Common
Languages Common Challenge 5 (1,800 XP) Proficiency Bonus +3
Challenge 2 (450 XP) Proficiency Bonus +2
Unnatural Fortitude. If damage reduces the abomination to 0 hit
Evisceration. The doctor adds its Intelligence modifier to its attack and points, it must make a Constitution saving throw with a DC of 5 + the
damage rolls with finesse weapons (included in the attack). damage taken, unless the damage is from a critical hit. On a success,
the abomination drops to 1 hit point instead.
Medical Miracle (3/Day). The doctor can expend one use of a healer’s
kit to cast the lesser restoration spell. Unnatural Health. The abomination regains 4 (1d8) hit points at the
start of its turn. This trait ceases to function if the abomination starts
Actions its turn with 0 hit points.
Scalpel. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9
(1d4 + 7) piercing damage. Actions
Multiattack. The abomination makes three attacks: one with its bite,
Field Medicine. The doctor spends one use of a healer’s kit to tend one with its claws, and one with a tentacle.
to a creature and restore 7 (1d6 + 4) hit points to it, plus additional
hit points equal to the creature’s maximum number of Hit Dice. The Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16
creature can’t regain hit points from this ability again until it finishes a (2d10 + 5) piercing damage.
short or long rest.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) slashing damage.
Animator Actions
Multiattack. The animator makes two animated dagger or sword
Medium humanoid, lawful neutral
attacks. It can replace one attack with an animated chains attack.
Armor Class 17 (mage armor, shield) Animated Dagger. Melee Weapon Attack: +7 to hit, reach 60 ft., one
Hit Points 104 (16d8 + 32) [Max: 160] target. Hit: 8 (1d4 + 6) piercing damage.
Speed 30 ft.
Animated Sword. Melee Weapon Attack: +7 to hit, reach 30 ft., one
STR DEX CON INT WIS CHA target. Hit: 10 (1d8 + 6) slashing damage.
8 (−1) 14 (+2) 14 (+2) 19 (+4) 16 (+3) 12 (+1)
Animated Chains. Melee Weapon Attack: +7 to hit, reach 30 ft., one
Saving Throws Con +5, Int +7 creature. Hit: The target is grappled by the chains (escape DC 15).
Skills Arcana +10 Until this grapple ends, the target is restrained.
Senses passive Perception 13
Languages Common
Challenge 5 (1,800 XP) Proficiency Bonus +3
Reactions
Animated Shield. When a creature the animator can see attacks a
Animated Shield. The animator has a floating shield, which grants it target other than the animator that is within 30 feet of it, the animator
the benefit of a shield without having to hold it. attempts to block the attack with its animated shield, imposing
disadvantage on the attack roll.
Skilled Animator. The animator’s animated swords gain the benefit of
the Dueling Fighting Style (included in the attack). Retaliating Sword. In response to being hit by an attack, the animator
makes one attack with its Animated Dagger or Animated Sword against
the attacker if the attacker is within range.
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171
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 12 (+1) 18 (+3) 14 (+2) 10 (+0)
Saving Throws Con +3, Int +5 Saving Throws Con +3, Int +5
Skills Arcana +5, Perception +4 Skills Arcana +5, Perception +4
Senses passive Perception 14 Senses passive Perception 14
Languages Common Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 1/4 (50 XP) Proficiency Bonus +2
Devastating Blasts. When the thunderer misses an attack with its Gifted Mechanic. The mechanic adds double its proficiency bonus to
thunder cannon, the target takes 3 (1d6) thunder damage. any ability check it makes using smith’s tools or tinker’s tools.
Thundermonger. When the thunderer hits with its thunder cannon, Mending. The mechanic can cast the mending cantrip, requiring
the weapon deals an extra 7 (2d6) thunder damage (included in no components.
the attack).
Actions
Actions Blasting Rod. Ranged Spell Attack: +6 to hit, range 120 ft., one target.
Thunder Cannon. Ranged Weapon Attack: +6 to hit, range 60/120 ft., Hit: 5 (1d10) fire damage.
one target. Hit: 10 (1d12 + 4) plus 7 (2d6) thunder damage. Miss: 3
(1d6) thunder damage. Repair Construct. The mechanic repairs a construct within its reach,
restoring 8 (1d8 + 4) hit points to it.
Crafting............................................................................................... 2 Enchanting......................................................................................58
Quick Summary.............................................................................. 3 Weapon Enchanting Table..........................................................70
Quick Reference.............................................................................. 4 Magic Armor Table.......................................................................73
Reference Prices............................................................................. 4 Ring Crafting Table.......................................................................75
Default Pricing................................................................................ 4 Magical Jewelry.............................................................................77
Valuable Gear.................................................................................. 4 Staff Crafting Table.......................................................................78
Crafting Time................................................................................... 5 Rod Crafting Table........................................................................79
Crafting During a Rest................................................................... 5 Magical Manuals and Tomes......................................................80
Crafting Rolls................................................................................... 5 Ioun Stones....................................................................................81
Materials............................................................................................ 6 Infused Gems.................................................................................82
Reagents........................................................................................... 7 Scrollscribing.................................................................................90
Magical Ink....................................................................................... 7 Scroll Crafting Table....................................................................91
Essences........................................................................................... 7 Wand Whittling..............................................................................92
Ingots................................................................................................. 8 Lesser Wand Crafting Table.......................................................94
Hides & Leathers............................................................................ 8 Greater Wand Crafting Table.....................................................94
Parts................................................................................................... 9 Leatherworking.............................................................................97
Wood.................................................................................................. 9 Armor..............................................................................................98
Purchasing Tables by Type.........................................................10 Weapons..........................................................................................98
Leather & Hide..............................................................................10 Miscellaneous................................................................................98
Cooking...........................................................................................10 Tinkering...................................................................................... 100
Metals..............................................................................................10 Adventuring Gear....................................................................... 102
Wood................................................................................................10 Miscellaneous............................................................................. 102
Magical Materials.........................................................................11 Traps............................................................................................. 103
Misc..................................................................................................11 Tools & Instruments.................................................................. 103
Purchasing Table by Rarity........................................................12 Weapons....................................................................................... 104
Trivial...............................................................................................12 Advanced Ammunition............................................................. 104
Common.........................................................................................12 Mechanical Prosthetics............................................................ 105
Uncommon.....................................................................................12 Vehicles........................................................................................ 105
Rare.................................................................................................13 Woodcarving................................................................................ 109
Very Rare........................................................................................13 Weapons....................................................................................... 110
Legendary.......................................................................................13 Armor........................................................................................... 110
Harvesting & Looting...................................................................14 Musical Instruments................................................................. 110
Hide and Meat Harvesting..........................................................17 Ammunition................................................................................ 110
Loot..................................................................................................18 Miscellaneous............................................................................. 111
Gathering Tables...........................................................................21 Runecarving................................................................................. 113
Alchemy............................................................................................24 Academic Tradition.................................................................... 114
Potions Crafting Table.................................................................26 Ancient Tradition........................................................................ 115
Concoctions Crafting Table........................................................28 Engineering.................................................................................. 117
Magical Dust..................................................................................28 Siege Weapons........................................................................... 118
Explosives.......................................................................................28 Fortifications............................................................................... 118
Magical Ink.....................................................................................29 Bridges......................................................................................... 118
Oils...................................................................................................29 Buildings...................................................................................... 119
Misc..................................................................................................29 Vehicles........................................................................................ 119
Poisoncraft......................................................................................36 Minor Branches.......................................................................... 123
Poison Crafting Table.....................................................................37 Weaving........................................................................................ 123
Blacksmithing................................................................................41 Cobbling....................................................................................... 123
Maintenance & Modifications....................................................42 Masonry....................................................................................... 123
Simple Weapons...........................................................................43 Glassblowing............................................................................... 124
Martial Weapons...........................................................................43 Painting........................................................................................ 124
Armor..............................................................................................44 Brewing........................................................................................ 124
Misc Gear.......................................................................................44 Jewelcrafting................................................................................ 125
Tools.................................................................................................45 Carpentry...................................................................................... 125
Components and Materials.........................................................45 Tailoring....................................................................................... 126
Firearms*........................................................................................45 Appendix A: Calculating New Items..................................... 127
Custom Weapon Guide................................................................46 Appendix B: Optional Detailed Names................................ 128
Weapon Creation Template..........................................................46 Appendix C: Variant Rules....................................................... 133
Step 1: Select one of.......................................................................46 Appendix E: Exotic Materials................................................. 136
Step 2: Select one of.......................................................................46 Appendex F: Camp Actions..................................................... 137
Step 3: Select all that apply...........................................................46 Credits........................................................................................... 138
Cooking............................................................................................52 License........................................................................................... 139
Feast Crafting Table.....................................................................54
Snack Crafting Table....................................................................55
Ration Crafting Table...................................................................55
174
Chapter 1 | Classes
Crafting
Crafting has long been a major focus of the game, and
something countless players have sought to engage with since
the early days - after all, what adventurer wouldn’t want to be
better outfitted, better equipped and more prepared... and what Who can craft?
adventurer wouldn’t want the chance to put their personal Anyone! Who can succeed in making something useful?
mark on their gear? Perhaps a bit of a different story. Crafting is not inherently tied
The core principle of this crafting system is simplicity and to class, though in some cases some classes may give benefits
specificity. Everything works with simple easy to follow rules, to it (like Artificer); crafting may come from your background in
but has enough depth to lift the burden from a GM having to fill the form of a tool proficiency, or it may be something you learn
in every blank by giving specific details for everything. While a during your adventures following the old adage of necessity
GM is always the arbiter of what exists and if a crafting recipe being the mother of invention.
works, by and large, this system can be run with as much or as Crafting is mostly about the time, effort, knowledge and
little input as a GM wants to add - it’s a complete package that materials. As such, most of crafting is knowing the recipe and
provides all the necessarily details for your player’s to get having the time and materials needed... but a skilled craftsman
started - and plenty of tables and guides for GMs as well. works quicker and is more successful, and in this business
practice makes perfect, so there are various progression
Why do you need Crafting? modifiers that apply. Your DM can determine if your
background would merit starting your adventure with any,
Some people may wonder - why do you need a crafting otherwise guidelines for how to gain them are included.
system? Isn’t that what loot is for? The truth is, in some games,
that’s true. Not every adventurer is going to want to pursue
crafting. But with a crafting system, not only can you craft what What can I craft?
you need without finding it in a dragon hoard, what you find in Anything! But this guide is made by a mere mortal, and is thus
that dragon hoard can be so much more. limited in scope. This guide will provide the principles of
In a game with a robust crafting system, there is no junk, crafting for many fields - from alchemy to engineering to
there is just more opportunities and fresh possibilities. A +1 woodworking.
shortsword that no one can use could be the valuable basis of a The basis of how crafting works is similar between each
new spear. Gems, gold, relics, and recyclables... all valid entry field, but the recipes, material, and most important results will
points for the crafter’s creativity. be radically different... After all, a healing potion, a catapult,
Adventurers are inherently innovative folks on a quest for and a magic sword are all things you can craft, but the process
creative solutions to difficult problems. Crafting gives them for each varies quite a bit.
that toolbox. The goal of this document is to teach you how to get started,
So... why do you need crafting? You don’t. But you should and provide the basics that will get you a long way into your
probably want it. adventure, but not make a complete codex of everything that
could potentially be crafted. When you hit something that
Chapter 1 | Classes
175
doesn’t appear in this document, just reference the closest
items and make a bit of a leap to what extra steps might be
How to Craft
needed to realize your vision into your game world! Crafting under this system is very simple. You collect the
ingredients for a particular thing you want to make, and use
your skills with tools to make it into that item. The crafting
A Player Driven System time of this system is very compressed compared to the
One of the fundamental goals and inspirations of the crafting systems you might find in the base options because this system
system is to make it a player driven system. It is a system is not intended to use downtime to gate crafting.
where the player can say “I would like to harvest the monster Rather, this is built to work with an adventuring lifestyle. You
for ingredients” and “I would like to forage as we go through might need a little time here and there, but it will be measured
the forest looking for alchemy reagents” and ultimately “I in hours rather than days and weeks. Consequently, the gates
would like to make a healing potion” and all those rules can be to crafted items are instead the materials and skill required
exposed to the player allowing them to directly browse and rather than time and gold, though you can certainly use gold to
consider what they want to make, as well as how to make it. buy those materials in some cases.
The DM still adjudicates many instances of them, but the ideal Following there is a quick summary, as well as more indepth
is to have a system in which the DM does not have to handcraft break down of crafting time and checks, materials and where
every instance of gathering materials and crafting. to find them, and finally the specifics of each branch.
Example
To walk through these prices:
• A simple item listed here has 1 silver piece of materials,
Crafting Time
All items have a crafting time measured in hours. Crafting is
and takes 1 check with a DC of 8. That is a labor cost of 1
completed in 2 hour chunk. Some branches of crafting must
sp, 1 sp of materials, and consequently, the item has a value
make all their checks consecutively (like Alchemy) while some
of 2 sp.
do not (like Blacksmithing or Enchanting). A crafting roll is
• A fancy item here has 100 gold pieces of materials, but also
made every 2 hours. For each two hours, make a crafting roll.
takes 8 checks at a DC of 15! That is a labor cost of 144
On success, you mark 2 hours of completed time. Once the
gold and a small risk multiplier (the chance you lose your
completed time is equal to the crafting time, the item is
materials) resulting in a value of 250 gold pieces.
complete. On failure, the crafting time is lost and no progress
• The presented masterwork item has very little material
has been made during the 2 hours.
cosst with only 1 gold piece, but is extremely hard to make
If you fail three times in a row, the crafting is a failure and all
with 5 checks with a DC of 20, resulting a massive labor
materials are lost.
cost of 995 gp, and a final value of 1,000 gold pieces.
So, for example, if you needed a Longsword that was worth Crafting During a Rest
1000 gold pieces, you have a few options:
During a long rest, you can make up to 2 hours of progress
during a crafting project if you do nothing else during the long
• You can add a gem worth 985 gold pieces to the materials
rest besides craft and sleep. During this time, you have
when crafting it, resulting in 15 gold pieces + 985.
disadvantage on any Wisdom (Perception) checks and a -5 to
• You could raise the checks to 5 and the DC to 20.
all Passive Perception checks as you are focused on your craft.
• You could spend 250 gold of materials, raise the DC to 19,
You can make 2 hours of progress on any crafting project by
and spend 6 checks making it resulting a sword worth
taking this camp action. For most projects, this progress can
1,103 gold pieces.
be banked completing the project 2 hours at a time. For some
• This cases are largely something you only need to consider
types of crafting, like alchemy, you cannot make incremental
when making items for enchanting, and it’s all quite a bit
progress, but you can continue for 2 additional hours of
simpler than it might might seem, as it’s just expressions of
crafting before or after a long rest in which you took the camp
the formula presented in Appendix A.
action “craft” to get 4 hours (for example).
Expertise
Features that grant tool expertise (the ability to add twice
your proficiency bonus to ability checks made with a tool) are
Materials
Without materials, there is nothing to craft from. Crafting does
calculated into your crafting roll modifier, but do not add to an
not make things from thin air, it makes more useful things
the calculated DC the effects of that item have. from less useful things. Gathering the materials will be the
essential first step in any job. Materials are generally found in
Bonuses three ways.
A crafting roll is a special type of ability check and you
cannot add temporary bonuses to your roll (such as Bardic Loot & Salvaging
Inspiration or the spell guidance) as the crafting roll represents
the entire time you spend working the item. Nothing is useless when you have a party of crafters. One of
In general, the intention is that no external bonuses apply, the main sources of materials will be the things you find -
unless the specifically state they do - this would include feats nothing is useless when you have an expert craftsman in the
(such as ones that allow you to reroll certain rolls), class party.
features (such as one that allows you to add dice to certain
rules), etc. A GM can apply these bonuses, but they are not Gathered & Harvesting
intended to work, and can result in checks becoming too easy.
You can gain can advantage if another player with proficiency How something is gathered varies on the profession - in many
in the related tool helps for the whole crafting time. cases, it can only be gathered when the opportunity arises.
Dragon scales, for example, are a lot easier to gather when
there is a dead dragon nearby. Be it harvesting rare herbs,
Taking 10 monster parts, or minerals, gathering is an opportunity you
When you craft something, double the crafting period (from won’t want to pass up.
2 hours to 4 hours per check) to “take a 10” on the crafting
roll, meaning that your crafting checks are 10 + your related
ability score + your related tool proficiency. This provides a Purchasing
floor level that you can always succeed on if you choose to take Rarely will everything you need to craft what you want fall into
your time. you hands without the assistance of the oldest and most
If someone proficiency is aiding you for the entire duration of powerful tool of any craftsman - money. When you don’t have
the crafting, the crafting check does not gain any bonus, but what you need, frequently you can buy it. For some professions,
can be completed in the standard 2 hours. there will be a lot more materials that can be purchased, while
others will rely more on the other routes.
NPC Crafting
It should always be assumed that when NPCs are crafting, they take Selling and Buying Materials
this option, and thus craft more slowly but reliably. The slap-dash In general, the buying price of a material is it’s listed value, and its
speed crafting is largely the domain of the players, though at the selling price is usually half of that to an interested property.
DM’s discretion the players may convince a NPC to craft faster Between negotiation, market fluctuation, and GM moods, you may
assuming the risk of their materials. get better or worse prices. Note that many materials are simply junk to
a party that does not have a use for them, and will only sell to interested
parties that can use or resell them.
Threatening to burn down a merchant’s shop because they will
Workdays not offer you the listed price may result in an Intimidation check,
When a character is spending all day working, they make 8 but does not change market realities and is typically not beneficial to
hours of progress, and cannot exceed 8 hours working on a your reputation - most merchants that have the gold to buy and sell
crafting project during a day. Players will occasionally want to expensive materials have dealt with adventurers before and are not
work longer than 8 hours, but this fails to account for the easily intimidated.
limitations of mortals - player characters still need to eat, sleep,
and will eventually lose their focus and ability to work. This is
primarily implemented for balance reasons, but also helps The sources of materials are tied to the pillars of the game.
model how much productive time a character can spend - they Looting and Harvesting are tied into the combat pillar,
are not just working 8 hours straight and idling for 8 hours, but Salvaging and Gathering are tied into the exploration pillar,
rather a model of the natural flow of a day, taking breaks, etc. and purchasing and rewards are tied into the social pillar. This
A GM can choose to overrule this and allow extreme crafting provides a lot of routes to add these materials to your game
days in special circumstances, but in almost all cases working based on what works best for your group.
over 8 hours on a crafting project would leave a character with
one or more levels of Exhaustion.
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179
Essences
Types of Materials While reagents are substances that contain a glimmer of
magical power that can be harnessed through refinement,
Essences are more purified forms of magical power.
Reagents These come in three types: Arcane, Divine and Primal as well
Reagents are huge range of things; most often they are plants as in the five normal rarities (common, uncommon, rare, very
that contain some magical essence, but almost as frequently rare, and legendary). These essences are the pure stuff of
they are harvested from various magically inclined monsters. magic that makes things work.
The exact source of a reagent usually does not matter beyond You can get these by rendering down magical reagents,
defining its type, as the part of the reagent used is the fragment salvaging magic items, harvesting them from magical
of magic contained within that is distilled out. monsters, or through the hard work of spell casters. Or you
There are many different ways to make a potion. can find them as loot from people that have already done one
Consequently, the materials are sorted into categories. These of those harder steps. The rules for rendering them down from
categories include curative, reactive, and poisonous. These materials are contained within each branch of crafting, while
each come in the standard material rarities: common, the rules for creating them yourself are under Enchanting, as it
uncommon, rare, very rare, and legendary. is their domain and skill set needed to do so.
Reagents cannot be salvaged once they have been combined While all branches occasionally use essences when extra
into another form (such as potions, essences, or ink). magical power is needed, they are the primary material of
Enchanters, and their pricing can be found in that section.
Interchangeable Reagents Essences can be found as loot during the courses of your
All curative, reactive, and poisonous ingredients are adventures, but can also be harvested (from monsters),
interchangeable. This is intentional to drastically simplify the salvaged (from magical equipment), synthesized (from
crafting process and tracking thereof. Individual names are included reagents), or created from the raw power of a spell caster,
only to deepen the immersion of the finding and buying ingredients, though the method is long and arduous.
and can be treated as interchangeable by their label if preferred. Essences are flexible in their exact nature. There are many
paths to each desired outcome, and this flexibility is
represented in Essences. While the traditional way to make a
Belt of Hill Giant Strength may call for a Hill Giant heartas it’s
essence, an enchanter may substitute a dragon heart as their
primal essences may make a Belt of Dragon Strength that just
has the same statistical effect.
Salvaging Essences
You also may be able to salvage magical essence from
unwanted or broken magical items, though such a reclamation
process can be difficult, and rarely results in more than a
fraction of the essence infused into the original item. An item
returns one essence equal to its rarity when harvested. The
process takes 2 hours to complete, and does not work if the
item is currently attuned to any creature. An essence can only
Magical Ink be salvaged from permanent magic items; a permanent magic
While ink has many uses, crafting is mostly concerned with item is one that recharges or does not have a limitation on its
magical ink which has the power to hold the arcane words of charges or uses. A magic item with charges or uses can only be
scrolls. This is synthesized by alchemists from the magical salvaged while it is at full charges or uses.
properties of reagents - as it is concerned with extracting their The item becomes nonmagical after the essence is salvaged
magical properties, the exact nature of the reagents used do from it. If it required magic to function or exist, it is destroyed.
not effect the final ink beyond its potency.
Magical ink is not typically found or harvested on its own, Synthesizing Essences
though it may be found as loot, and in some instances a DM In addition to harvesting essences from magical monsters
could rule that some blood collected from a fiend, celestial or fully intact, a more approachable and incremental way is to
dragon could be counted as such. It is generally created from combine several reagents to get an essence. You have to
reagents or purchased from alchemists that create it from combine three reagents of the same rarity to gain one essence
reagents. of that rarity. You can combine reagents in the following ways:
Magical ink cannot be salvaged once they have been
Essence Component Reagents
combined into another form (such as potions, essences, or
ink). Arcane 1 curative, 1 poisonous, 1 reactive
Primal 3 reactive
Divine 2 curative, 1 reactive
Processing Hides
The process of turning hide into leather takes quite awhile (as per
the crafting table), and is often something adventurers can delegate
to NPCs (delivering hides to be processed) or do during downtime.
If you would like a more expeditated system, there is no balance
reason for this, and you can short the leather crafting process to
taking 2 hours, it just won’t be exceedingly realistic.
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181
Parts
The term “parts” is used to refer to gears, wires, springs, windy
bits, screws, nails, and doodads. Parts can be either found or
salvaged or forged from metal scraps (or even straight from
ingots by a Blacksmith for those that really want to be
industrial about it). The exact nature of each item making up
this collection is left abstracted.
In addition, metal scraps are collections of salvaged material
that generally fall into the category of things “too small to
track” which can than be used for the creations of tinkerers. In
addition to all of this, occasionally tinkers will use ingots...
particularly ones of tin (which is their namesake, after all).
Like other crafting branches, there are also named
components for more iconic pieces of gear - the stock of a
crossbow, for example, or other items. The cost for these items
can be found on the common component table, and are
generally minor.
Lastly, Tinkerers use essences when constructing things that
push beyond the mundane principles of plausibility, crafting
magical properties into their inventions.
Named Components
In almost all cases, named components (such as a “wooden stock”
for a crossbow) can be simply abstracted out in the a minor cost,
but, as always, the level of abstraction is up to the DM.
Salvaging parts
The other main way to acquire parts is to salvage it. This can
be determined by your DM what can be salvaged, but in
general common items provide parts, uncommon or expensive
items may provide fancy parts, and esoteric parts is found only
from esoteric sources at your DMs discretion. Tools, vehicles,
and complex items generally return 1d4 metal scraps and 1d4
parts for a small or smaller item, 2d6 metal scraps for medium
sized item, and 3d8 metal scraps for large sized item. and
more for larger items, though may return less of rare types of
parts.
Wood
Commonly available in its lowest quality (firewood), higher
quality woods are often found rather or in exotic locations.
Wooden branches (including wood scraps) are assumed to be
of a useful wood that can be worked, while firewood covers
everything else, with more useful woods falling into categories
such as “quality branches” or rarer options. Wooden scraps are
assumed to be scraps of common branch quality wood, and
consequently cannot be salvaged from firewood.
Salvaging
For the most part, wood cannot be easily salvaged. Wood
carving is not necessarily a reversible process, and wood
cannot be smelted down.
You can render wooden crafted product into wooden scraps
equal to 4 x the number of branches used to create it.
Quality Branch
A quality branch refers to one that can be made it use more precious
objects, particularly bows. It is nonmagical in nature, but typically
yew when dealing with bows, though ash, mulberry, elm, okay,
hickory hazel, and maple can be used under broader definitions.
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Cooking
Materials Rarity Used For Price
Supplies (Salt, Staples, etc) Trivial Cooking 1 gp
Uncommon Supplies (Uncommon spices,
Common Cooking 10 gp
oils, rare seeds, etc)
Rare Supplies (Hard to luxury goods) Uncommon Cooking 100 gp
Metals
Materials Rarity Used For Price
Metal Scraps Trivial Tinkering, Blacksmithing 1 sp
Silver Scraps Trivial Jewelcrafting 1 sp
Gold Scraps Common Jewelcrafting 1 gp
Iron Ingot Common Blacksmthing 1 gp
Steel Chain (2 ft) Common Blacksmthing, Tinkering 1 gp
Steel Ingot Common Blacksmithing 2 gp
Mithril Ingot Uncommon Blacksmithing 30 gp
Adamant Ingot Uncommon Blacksmithing 40 gp
Adamantine Ingot Uncommon Blacksmithing 60 gp
Wood
Materials Rarity Used For Price
Firewood Trivial Cooking, Wood Working 1 cp
Wood Scraps Trivial Tinkering, Wood Working 2 cp
Common Branch Common Wand Whittling, Wood Working 1 sp
Wooden Stock Common Tinkering 5 sp
Short Haft Common Blacksmithing 1 sp
Long Haft Common Blacksmithing 2 sp
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183
Magical Materials
Materials Rarity Used For Price
Common Reagent Common Alchemy, Poisoncraft 15 gp
Glass Vial Common Alchemy, Poisoncraft 1 gp
Glass Flask Common Alchemy, Poisoncraft 1 gp
Crystal Vial Common Alchemy 10 gp
Normal Ink Common -- 5 gp
Parchment Common Scroll Scribing 1 sp
Alchemy, Enchanting, Scroll
Common Essence Common 45 gp
Scribing, Wand Whittling
Common Magical Ink Common Scroll Scribing 15 gp
Uncommon Reagent Uncommon Alchemy, Poisoncraft 40 gp
Alchemy, Enchanting, Scroll
Uncommon Essence Uncommon 150 gp
Scribing, Wand Whittling
Uncommon Magical Ink Uncommon Scroll Scribing 40 gp
Uncommon Parchment Uncommon Scroll Scribing 40 gp
Rare Reagent Rare Alchemy, Poisoncraft 200 gp
Alchemy, Enchanting, Scroll
Rare Essence Rare 700 gp
Scribing, Wand Whittling
Rare Magical Ink Rare Scroll Scribing 200 gp
Rare Parchment Rare Scroll Scribing 200 gp
Very Rare Reagent Very Rare Alchemy, Poisoncraft 2,000 gp
Alchemy, Enchanting, Scroll
Very Rare Essence Very Rare 7,000 gp
Scribing, Wand Whittling
Very Rare Magical Ink Very Rare Scroll Scribing 2,000 gp
Very Rare Parchment Very Rare Scroll Scribing 2,000 gp
Legendary Reagent Alchemy, Poisoncraft Alchemy, Poisoncraft 5,000 gp
Alchemy, Enchanting, Scroll
Legendary Essence Legendary 25,000 gp
Scribing, Wand Whittling
Legendary Magical Ink Legendary Scroll Scribing 5,000 gp
Legendary Parchment Legendary Scroll Scribing 5,000 gp
Misc
Materials Rarity Used For Price
Buckle Trivial Leatherworking 2 sp
Fletching Trivial Wood Working 5 cp
Length of String Trivial Wood Working 5 cp
Armor Padding Common Blacksmithing, Leatherworking 5 gp
Parts Common Tinkering 2 gp
Fancy Parts Common Tinkering 10 gp
Esoteric Parts Uncommon Tinkering 100 gp
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Chapter 1 | Classes
Common
Materials Rarity Used For Price
Common Branch Common Wand Whittling, Wood Working 1 sp
Short Haft Common Blacksmithing 1 sp
Long Haft Common Blacksmithing 2 sp
Wooden Stock Common Tinkering 5 sp
Glass Vial Common Alchemy, Poisoncraft 1 gp
Glass Flask Common Alchemy, Poisoncraft 1 gp
Parchment Common Scroll Scribing 1 sp
Scales Common Leatherworking 1 gp
Parts Common Tinkering 2 gp
Quality Branch Common Wand Whittling, Wood Working 2 gp
Gold Scraps Common Jewelcrafting 1 gp
Iron Ingot Common Blacksmthing 1 gp
Steel Chain (2 ft) Common Blacksmthing, Tinkering 1 gp
Steel Ingot Common Blacksmithing 2 gp
Hide Common Leatherworking 2 gp
Rawhide Leather Common Leatherworking 2 gp
Tanned Leather Common Leatherworking 3 gp
Boiled Leather Common Leatherworking 3 gp
Medium Carapace Common Leatherworking 4 gp
Armor Pading Common Blacksmithing, Leatherworking 5 gp
Normal Ink Common -- 5 gp
Uncommon Supplies (Uncommon spices,
Common Cooking 10 gp
oils, rare seeds, etc)
Fancy Parts Common Tinkering 10 gp
Crystal Vial Common Alchemy 10 gp
Common Reagent Common Alchemy, Poisoncraft 15 gp
Common Magical Ink Common Scroll Scribing 15 gp
Large Carapace Common Leatherworking 30 gp
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185
Uncommon
Materials Rarity Used For Price
Uncommon Branch Uncommon Wand Whittling 25 gp
Mithril Ingot Uncommon Blacksmithing 30 gp
Uncommon Reagent Uncommon Alchemy, Poisoncraft 40 gp
Uncommon Magical Ink Uncommon Scroll Scribing 40 gp
Uncommon Parchment Uncommon Scroll Scribing 40 gp
Adamant Ingot Uncommon Blacksmithing 40 gp
Adamantine Ingot Uncommon Blacksmithing 60 gp
Rare Supplies (Hard to luxury goods) Uncommon Cooking 100 gp
Esoteric Parts Uncommon Tinkering 100 gp
Alchemy, Enchanting, Scroll
Uncommon Essence Uncommon 150 gp
Scribing, Wand Whittling
Tough Leather Uncommon Leatherworking 600 gp
Resistant Hide Uncommon Leatherworking 600 gp
Rare
Materials Rarity Used For Price
Rare Reagent Rare Alchemy, Poisoncraft 200 gp
Rare Branch Rare Wand Whittling 80 gp
Rare Magical Ink Rare Scroll Scribing 200 gp
Rare Parchment Rare Scroll Scribing 200 gp
Alchemy, Enchanting, Scroll
Rare Essence Rare 700 gp
Scribing, Wand Whittling
Very Rare
Materials Rarity Used For Price
Very Rare Branch Very Rare Wand Whittling 800 gp
Very Rare Reagent Very Rare Alchemy, Poisoncraft 2,000 gp
Very Rare Magical Ink Very Rare Scroll Scribing 2,000 gp
Very Rare Parchment Very Rare Scroll Scribing 2,000 gp
Alchemy, Enchanting, Scroll
Very Rare Essence Very Rare 7,000 gp
Scribing, Wand Whittling
Legendary
Materials Rarity Used For Price
Legendary Reagent Legendary Alchemy, Poisoncraft 5,000 gp
Legendary Magical Ink Legendary Scroll Scribing 5,000 gp
Legendary Parchment Legendary Scroll Scribing 5,000 gp
Legendary Branch Legendary Wand Whittling 2,000 gp
Alchemy, Enchanting, Scroll
Legendary Essence Legendary 25,000 gp
Scribing, Wand Whittling
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Chapter 1 | Classes
Basic Harvesting
Beasts, Dragons, and Monstrosities can be harvested using
Wisdom (Survival) for meat and hides. As a GMs discretion, a
Plant type creature can be harvested for food using the same
DC and amount, but providing common fresh ingredients
instead of meat. Basic Harvesting takes 10 minutes. At your
GMs discretion, it may take longer for larger creatures.
Chapter 1 | Classes
187
• Special materials can replace up to half of the materials harvested based on the qualifications of the monster.
Special Materials
Modifier Minimum CR Harvesting Difficulty Additional Requirements Effect
Harvested from a creature with AC 16 Armor crafted has +1
tough hide/scales 8 +4
or higher AC
Armor crafted has
Harvested from a creature with
resistant hide/scales 8 +5 related elemental
resistance to an elemental damage type
resistance
Armor crafted has +1
dragon scales 14 +8 Harvested from a Dragon. AC and Resistance to
related element.
uncommon meat 5 +3 -- --
rare meat 10 +5 -- --
very rare meat 17 +7 -- --
legendary meat 21 +9 -- --
• If the difficulty modifier is not met, the material is harvested without the modifier, it’s special property ruined during
harvesting.
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Chapter 1 | Classes
Loot
Individual Treasure (CR 0-4)
Equivalent Monetary
d100 Materials Found Coinage
Value
01-15 1d6 wood scraps, 1 length of string 2d4(5) cp 18 cp
16-30 1d4 metal scraps 1d4(3) sp 6 sp
31-40 1d4 leather scraps, 1 hide scraps 1d4(3) sp 6 sp
41-60 supplies 1d6(4) sp, 2d4(5) cp 1 gp, 5 sp
61-70 1d2 parts 1d6(4) gp, 2d4(5) sp 6 gp, 5 sp
71-75 uncommon supplies 1 gp, 1d10(5) sp 10 gp
76-80 common poisonous reagent 2d4(5) sp 15 gp, 5 sp
81-85 common curative reagent 2d4(5) sp 15 gp
86-90 common reactive reagent 2d4(5) sp 15 gp
91-94 common magical ink 1d6 gp, 1d10 sp 18 gp, 5 sp
95-96 common divine essence 1d6 sp, 1d10 cp 46 gp
97-98 common primal essence 1d6 sp, 1d10 cp 46 gp
99-00 common arcane essence 1d6 sp, 1d10 cp 46 gp
Replacing Hoards
Note that crafting materials found as part of a Hoard replace coinage, gems, or art objects of equal Equivalent Gold Value. You can use the same
d100 roll for both the Treasure Hoard table and the crafting replacement.
Gather Reagents
d100 DC Forest Desert Grasslands Marsh Mountains
01-10 -- -- -- -- -- --
common curative common poisonous
11-20 10 -- -- --
reagent reagent
common curative common reactive common curative common poisonous common reactive
21-40 10
reagent reagent reagent reagent reagent
common poisonous common curative common reactive common curative common curative
41-50 10
reagent reagent reagent reagent reagent
common reactive common poisonous common poisonous common reactive common poisonous
51-60 10
reagent reagent reagent reagent reagent
1d4 common 1d2 common 1d2 comon 1d4 common 1d2 common
61-70 10
poisonous reagents reactive reagents poisonous reagents poisonous reagents curative reagents
1d4 common 1d2 common 1d2 common 1d4 common 1d2 common
71-80 10
curative reagents reactive reagents curative reagents reactive reagents reactive reagents
uncommon curative uncommon reactive uncommon curative uncommon uncommon reactive
81-90 10
reagent reagent reagent poisonous reagent reagent
uncommon uncommon
uncommon reactive uncommon reactive common curative
91-95 10 poisonous poisonous
ingredient ingredient ingredient
ingredient ingredient
common primal common arcane common divine common primal common primal
96-00 10
essence essence essence essence essence
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Chapter 1 | Classes
Gather Reagents
d100 DC Caves Underdark Jungles Shore Tundra
01-10 -- -- -- -- -- --
common reactive common poisonous common curative common curative common reactive
11-30 12
reagent reagent reagent reagent reagent
common poisonous common reactive common poisonous common poisonous common curative
31-50 12
reagent reagent reagent reagent reagent
1d4 common 1d4 common 1d4 common 1d4 common 1d4 common
51-60 12
reactive reagent poisonous reagents curative reagents curative reagents reactive reagents
uncommon reactive uncommon uncommon curative uncommon reactive uncommon curative
61-70 12
reagent poisonous reagent reagent reagent reagent
uncommon curative uncommon curative uncommon reactive uncommon reactive uncommon reactive
71-80 12
reagent reagent reagent reagent reagent
common divine common arcane common primal common primal common primal
81-90 12
essence essence essence essence essence
uncommon uncommon uncommon reactive uncommon reactive uncommmon
91-95 12
poisonous reagent poisonous reagent reagent reagent reactive reagent
uncommon divine uncommon arcane uncommon primal uncommon primal uncommon primal
96-00 12
essence essence essence essence essence
Gather Reagents
d100 DC Feylands Shadowlands Elemental Plane Lower Plane Upper Plane Outer Plane
common common
common common reactive common common reactive
01-20 14 poisonous poisonous
curative reagent reagent curative reagent reagent
reagent reagent
common reactive common reactive common common reactive common reactive common reactive
21-40 14
reagent reagent curative reagent reagent reagent reagent
1d4 common 1d4 common
1d4 common 1d4 common 1d4 common 1d4 common
41-60 14 poisonous poisonous
curative reagent reactive reagent curative reagent reactive reagent
reagent reagent
uncommon
uncommon uncommon uncommon uncommon uncommon
61-80 14 poisonous
curative reagent reactive reagent reactive reagent curative reagent reactive reagent
reagent
uncommon uncommon uncommon uncommon uncommon uncommon
81-99 14
primal essence arcane essence primal essence arcane essence divine essence arcane essence
rare primal rare arcane rare primal rare arcane rare divine rare arcane
00 14
essence essence essence essence essence essence
Gather Materials
d100 DC Caves Underdark Jungles Shore Tundra
01-10 12 -- -- 1d4 firewood -- --
discarded armor 1d4 common
11-20 12 parts shoft haft wood scraps
padding branches
21-40 12 1d12 scales 1d4 supplies 1d4 supplies medium carapace firewood
41-60 12 adamant ore mithril ore uncommon supplies rare supplies supplies
1d4 common
61-80 12 large carapace uncommon branch uncommon branch uncommon supplies
branches
slighty rusty fancy
80-95 12 1d4 mithril ore large carapace uncommon branch 1d4 icesteel ore
parts
common primal common arcane common primal common primal common primal
96-00 12
essence essence essence essence essence
Gather Materials
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195
d100 DC Forest Desert Grasslands Marsh Mountains
01-20 10 1d4 x 10 firewood -- 1d4 firewood 1d4 firewood 1d4 firewood
1d12 common
21-40 10 1d12 scales 1d12 wood scraps 1d12 wood scraps 1d12 fletching
branch
1d4 quality 1d4 medium 1d4 quality
41-60 10 uncommon supplies adamant ore
branches carapace branches
61-80 10 uncommon branch large carapace 1d4 hides supplies mithril ore
1d2 uncommon
80-95 10 rare supplies rare suppplies uncommon branch uncommon branch
branch
common primal common arcane common divine common primal common primal
96-00 10
essence essence essence essence essence
Hunt Game
d100 DC Caves Underdark Graveyards Shore Tundra
fresh fresh
01-30 12 supplies -- --
ingredients ingredients
1d4 fresh fresh 1d4 fresh
31-60 12 -- fresh ingredients
ingredients ingredients ingredients
1d8 fresh
fresh 1d4 fresh ingredients
61-90 12 1d4 hides 1d4 hides ingredients
ingredients 1 hide
1 supplies
1d6 fresh
1d6 fresh 1d6 fresh fresh
ingredients, 1 1d6 fresh ingredients,
91-00 12 ingredients, ingredients, ingredients,
medium 1d4 hides
1d4 hides 1d4 hides 1 hide scraps
carapace
Hunt Game
d100 DC Forest Desert Grasslands Marsh Mountains
fresh fresh
01-30 10 -- -- --
ingredients ingredients
1d4 fresh fresh 1d4 fresh
31-60 10 supplies supplies
ingredients ingredients ingredients
1d4 fresh
1d4 fresh 1d4 fresh
61-90 10 ingredients 1 supplies 1d4 supplies
ingredients hide ingredients
hide
1d8 fresh 1d6 fresh 1d8 fresh
1d4 fresh
91-00 10 ingredients 1d4 ingredients 1 ingredients 1d4 1d6 fresh ingredients 1 large carapace
ingredients
hides large carapace hides
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Chapter 1 | Classes
Magical Dust
Name Materials Crafting Time Checks Difficulty Rarity Value
1 handful of sand
1 common arcane essence
Dust of Disappearance 4 hours 2 DC 15 uncommon 130 gp
2 common reactive reagent
1 common curative reagent
1 handful of sand
1 common primal essence
Dust of Dryness 4 hours 2 DC 14 uncommon 100 gp
1 common reactive reagent
1 common poisonous reagent
1 uncommon poisonous reagent
Dust of Sneezing and
1 common reactive reagent 4 hours 2 DC 14 uncommon 95 gp
Choking
1 common poisonous reagent
Explosives
Name Materials Crafting Time Checks Difficulty Rarity Value
1 flask of alcohol
Dwarven Alcohol 1 common reactive reagents 8 hours 4 DC 12 Common 20 gp.
1 sturdy metal flask
Packet of Blasting
2 common reactive reagent 2 hours 1 DC 14 common 40 gp
Powder
Smoke Powder 2 common reactive regent 2 hours 1 DC 15 common 40 gp
2 packets blasting powder
Simple Explosive 2 hours 1 DC 15 common 120 gp
1 common reactive reagent
4 packets blasting powder
Potent Explosive 2 hours 1 DC 17 uncommon 250 gp
1 common reactive reagent
3 parts
Nail Bomb 2 uncommon reactive reagent 2 hours 1 DC 17 uncommon 275 gp
1 packet of blasting powder
8 packets blasting powder
Powerful Explosive 4 hours 2 DC 19 rare 750 gp
1 rare reactive reagent
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201
Magical Ink
Name Materials Crafting Checks Difficulty Rarity Value
Time
Common Magical 1 common alchemical reagent
2 hours 1 DC 10 Common 15 gp
Ink 1 glass vial
Uncommon Magical 1 uncommon alchemical reagent
2 hours 1 DC 12 Uncommon 40 gp
Ink 1 glass vial
Rare Magical 1 rare alchemical reagent
2 hours 1 DC 14 Rare 200 gp
Ink 1 glass vial
Very Rare Magical 1 very rare alchemical reagent
4 hours 2 DC 16 Very Rare 2,000 gp
Ink 1 glass vial
Legendary Magical 1 legendary alchemical reagent
8 hours 4 DC 18 Legendary 5,000 gp
Ink 1 glass vial
Oils
Crafting
Name Materials Checks Difficulty Rarity Value
Time
2 common reactive reagents
Burning OilK 2 hours 1 DC 13 common 40 gp
1 glass vial
1 common reactive reagents
Frost OilK 1 common primal essence 2 hours 1 DC 14 common 75 gp
1 glass vial
4 silver scraps
Silver OilK 1 common reactive reagent 2 hours 1 DC 12 common 20 gp
1 glass vial
2 uncommon reactive reagents
Flametongue OilK 1 common arcane essence 2 hours 1 DC 16 uncommon 170 gp
1 glass vial
1 rare poisonous
2 very rare reactive
Oil of Sharpness 4 hours 2 DC 19 very rare 5,200 gp
300 gold of precious metal flakes.
1 crystal vial
Misc.
Name Materials Crafting Checks Difficulty Rarity Value
Time
1 common divine essence
Restorative Ointment 2 uncommon curative reagent 8 hours 4 DC 15 uncommon 250 gp
3 common curative reagents
1 legendary curative reagent
16 hours
Sovereign Glue 1 legendary reactive reagent 8 DC 22 legendary 25,000 gp
(2 days)
1 very rare divine essence
1 legendary poisonous reagent
16 hours
Universal Solvent 1 legendary reactive reagent 8 DC 22 legendary 25,000 gp
(2 days)
1 very rare primal essence
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Chapter 1 | Classes
Potions
Draught of DamnationK
Potion, rare
Potion, rare This stick red liquid has a living viscosity to it,
churning slow within the flask. When you drink this potion, you
become a fiend (as if by shapechanged for 1 hour). The type of
fiend you become is determined by your level. The new form is
a random fiend with a Challenge Rating equal to your level, up
to a maximum of 10. If there are multiple options at that
Challenge Rating, roll to determine which option is selected).
When the effect ends and revert to your normal form, you
take 1d6 necrotic damage equal to the CR of the fiend who’s
form you assumed as the toxins of pure evil attempt to destroy
your body before relinquishing control of it. If this damage kills
you, your soul is dragged to the realm of the fiends by
malignant will of the fiend.
Healing Potion
Potion, common
You regain 2d4 + 2 Hit Points when you drink this potion. The
potion’s red liquid glimmers when agitated. Potion of Climbing
Potion, uncommon
Quality Rarity Hit Points Restored
Common Common 2d4 + 2 When you drink this potion, you gain a climbing speed equal to
Greater Uncommon 4d4 + 4 your walking speed for 1 hour. During this time, you have
advantage on Strength (Athletics) checks you make to climb.
Superior Rare 8d4 + 8
The potion is separated into brown, silver, and gray layers
Supreme Very Rare 10d4 + 20 resembling bands of stone. Shaking the bottle fails to mix the
colors.
PanaceaK
Potion, legendary
Potion of Diminution
When you drink this potion, you regain all lost hit points, all Potion, rare
status effects are removed, all reductions to ability scores are
removed, any missing limbs are restored, all diseases are When you drink this potion, you gain the “reduce” effect of the
cured, all curses are removed, and all levels of exhaustions are enlarge/reduce spell for 1d4 hours (no concentration required).
removed, and you cease to age for 1 year. This potion can The red in the potion’s liquid continuously contracts to a tiny
remove effects that can otherwise only be removed by wish. bead and then expands to color the clear liquid around it.
If you ever drink a second panacea potion, make a DC 30 Shaking the bottle fails to interrupt this process.
Constitution saving throw. On failure, you gain no benefits from
it and die.
Potion of Flying
Potion, very rare
Potion of Animal Friendship
Potion, uncommon When you drink this potion, you gain a flying speed equal to
your walking speed for 1 hour and can hover. If you’re in the air
When you drink this potion, you can cast the animal friendship when the potion wears off, you fall unless you have some other
spell (save DC 13) for 1 hour at will. means of staying aloft. This potion’s clear liquid floats at the
A murky, muddy potion, it leaves various animal shapes and top of its container and has cloudy white impurities drifting in
tracks on the side of the container as it swirls. it.
Potion of Fire Breath
Potion of Clairvoyance Potion, uncommon
Potion, rare
After drinking this potion, you can use a bonus action to exhale
When you drink this potion, you gain the effect of the fire at a target within 30 feet of you. The target must make a
clairvoyance spell. An eyeball bobs in this yellowish liquid but DC 13 Dexterity saving throw, taking 4d6 fire damage on a
vanishes when the potion is opened. failed save, or half as much damage on a successful one. The
Chapter 1 | Classes
203
effect ends after you exhale the fire three times or when 1 hour Potion of Resistance
has passed. This potion’s orange liquid flickers, and smoke fills
Potion, uncommon
the top of the container and wafts out whenever it is opened.
When you make this potion, you can make it resist one
Potion of Gaseous Form particular image type. For Necrotic or Radiant resistance,
Potion, rare substitute an uncommon divine essence for the primal
essence. For Force resistance, substitute an uncommon arcane
When you drink this potion, you gain the effect of the gaseous essence. For psychic, substitute an uncommon psionic
form spell for 1 hour (no concentration required) or until you essence.
end the effect as a bonus action. This potion’s container seems
to hold fog that moves and pours like water. The color of the potion depends on what kind of resistance it
is, often having that element swirling within it.
Potion of Growth When you drink this potion, you gain resistance to the selected
Potion, rare damage type of the potion for 1 hour.
When you drink this potion, you gain the “enlarge” effect of the
enlarge/reduce spell for 1d4 hours (no concentration required). Potion of Speed
The red in the potion’s liquid continuously expands from a tiny Potion, very rare
bead to color the clear liquid around it and then contracts.
Shaking the bottle fails to interrupt this process. When you drink this potion, you gain the effect of the haste
spell for 1 minute (no concentration required). The potion’s
yellow fluid is streaked with black and swirls on its own.
Potion of Heroism
Potion, rare
Potion of Water Breathing
For 1 hour after drinking it, you gain 10 temporary hit points Potion, uncommon
that last for 1 hour. For the same duration, you are under the
effect of the bless spell (no concentration required). This blue You can breathe underwater for 1 hour after drinking this
potion bubbles and steams as if boiling. potion. Its cloudy green fluid smells of the sea and has a
jellyfish-like bubble floating in it.
Potion of Invisibility
Potion, very rare Potion of Mind Reading
Potion, rare
This potion’s container looks empty but feels as though it holds
liquid. When you drink it, you become invisible for 1 hour. When you drink this potion, you gain the effect of the detect
Anything you wear or carry is invisible with you. The effect thoughts spell (save DC 13, no concentration required) for 1
ends early if you attack or cast a spell. hour. The potion’s dense, purple liquid has an ovoid cloud of
pink floating in it.
Potion of Poison
Potion, uncommon
Concoctions
Alchemical AcidK
Concoction, common
Alchemical FireK
Concoction, common
Oils Explosives
Burning OilK Blasting Powder
Oil, common Explosive, common
As an action, you can coat a weapon in this oil and ignite it. For A fine grey powder with large grains and the faint smell of
1 minute, the ignited weapon burns, dealing an additional 1d4 sulfur and charcoal that comes in small packets weighing 1/2
fire to attacks made with it, and providing bright light in a pound.
20-foot radius and dim light for an additional 20 feet. When ignited by 1 or more fire or lightning damage, it
explodes violently. All creatures within 10 feet of it must make
a DC 14 Dexterity saving throw. On failure, they take 1d4 fire +
Flametongue OilK 1d4 thunder damage, or half as much on a success. The
Oil, uncommon amount of damage increases by 1d4 (both the fire and thunder)
and the radius increases by 5 feet for each additional packet of
As an action, you can coat a weapon in this oil and ignite it. For Blasting Powder detonated in the same spot, up to a maximum
1 minute, the ignited weapon burns, dealing an additional 2d6 of five packets. Deals double damage to buildings and
fire to attacks made with it, and providing bright light in a structures. Creatures in range of more than one stack of up to
20-foot radius and dim light for an additional 20 feet. 5 explosives at the same time take damage only from the
highest damage effect.
Frequently used for mining and other responsible things...
Oil of Sharpness until adventurers get their hands on it.
Oil, very rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver Nail Bomb
shards. The oil can coat one slashing or piercing weapon or up Explosive, uncommon
to 5 pieces of slashing or piercing ammunition. Applying the oil
takes 1 minute. For 1 hour, the coated item is magical and has A brutal instrument, this mixes explosive powder and nails to
a +3 bonus to attack and damage rolls. create a devastating fragmentation device. An exceedingly
dangerous device. Heavier and more deadly than other
explosives, the primary damage comes from the metal
Silver OilK shrapnel (nails) flung in all directions. It can be detonated by
Oil, common
dealing 1 fire or lightning damage to it. As an action, a packet
of this explosive can be accurately thrown 20 feet, but will not
A sparkling chromatic oil. The oil can coat one slashing or
detonate on impact (usually). When it detonates, all creatures
piercing weapon or up to 5 pieces of slashing or piercing
within 20 feet (for common) of the target point must make a
ammunition. Applying the oil takes 1 minute. For 1 hour, the
Dexterity saving throw with a DC equal to the crafter’s
coated item is considered silvered.
Alchemy DC. On failure, they take 8d4 piercing damage, or half
as much on a success.
You can fuse your explosives. When fused, intentionally
dealing fire damage to the explosives (or otherwise lighting the
fuse) causes it to detonate on a delay, selected from: short (the
end of your turn), medium (the start of your next turn), and
long (2 rounds, at the start of your turn).
Dwarven Alcohol
Explosive, common
A fine grey powder with large grains and the faint smell of Magical Ink
sulfur and charcoal that comes in small packets weighing 1/2 Component, common/uncommon/rare/very rare/legendary
pound.
When ignited by 1 or more fire or lightning damage, it Magical ink that is used by Enchanters to create scrolls, made
releases a blast of thick black smoke that fills a 20 foot radius. by rendering down magical alchemical ingredients.
Everything in this smoke is heavily obscured for 2d4 rounds.
At the start of your next turn after the number of rounds rolled,
the smoke begins to fade leaving everything within the radius
lightly obscured, and it clears completely at the start of your
next after that.
Additionally uses of the smoke powder extend the duration
of heavy obscurement for an additional 1d4 rounds.
Simple/Potent/Powerful Explosive
Explosive, common/uncommon/rare
Grenade Casing
Explosive, uncommon
Alchemy Modifiers
The following are alchemical modifiers that can applied to potion. All alchemical modifiers require approval from the DM if the
modifier will work with a given potion or creation.
Difficulty
Modifier Effect
Modifier
Require two additional reactive reagents of equal rarity to the rarest reagent of the
Aerosol +8 potion. Rather than drinking it, when uncorked or broken (as an action) it effects all
creatures in a 5 foot radius as if they’d consumed it.
Requires an common divine essence. Adds the effect of lesser restoration to the
Celestial +3
potion.
Divine +6 Requires an rare divine essence. Adds the effect of greater restoration to the potion.
Endothermic +4 Any fire damage the potion does becomes frost damage
Requires an additional reactive reagent. Expands the area of effect of any area of
Expansive +5
effect the potion has by 5 feet.
The effect of the potions becomes shrouded from magic such as identify. You can
Insidious +3 make the potion appear as another potion of the same rarity. Another alchemist can
indentify it by making an Alchemy Check against your Alchemy DC
Additional Materials
You can simply load more reagents into any potion, increasing its potency in different ways, though it increases the difficulty. You
can make a “custom potion” simply by using these modifiers with no base potion. When you do so, the base DC is 8.
Common Curative +2 The potion restores +1d4 hit points when consumed.
Common Reactive +2 The potion deals +1d4 fire damage when shattered (or consumed).
Common Poisonous +2 The potion deals +1d4 poison damage when consumed
Uncommon Curative +3 The potion restores +2d4 hit points when consumed.
Uncommon Reactive +3 The potion deals +2d4 fire damage when shattered (or consumed).
Uncommon
+3 The potion deals +2d4 poison damage when consumed
Poisonous
Rare Curative +4 The potion restores +3d4 hit points when consumed.
Rare Reactive +4 The potion deals +3d4 fire damage when shattered (or consumed).
Rare Poisonous +4 The potion deals +3d4 poison damage when consumed
Very Rare Curative +5 The potion restores +4d4 hit points when consumed.
Very Rare Reactive +5 The potion deals +4d4 fire damage when shattered (or consumed).
Very Rare Poisonous +5 The potion deals +4d4 poison damage when consumed
Legendary Curative +6 The potion restores +5d4 hit points when consumed.
Legendary Reactive +6 The potion deals +5d4 fire damage when shattered (or consumed).
Legendary Poisonous +6 The potion deals +5d4 poison damage when consumed
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Crafting Roll
Poisoncraft Putting that together that means that when you would like to
create potion, your crafting roll is as follows:
A subdomain of alchemy, the profession of poisoncraft is often
seen as the “dark side” of Alchemy. While Alchemy often deals
in poisonous reagents, typically speaking they aim to tame the Poisoncraft Modifier = your Poisoner’s Kit proficiency bonus
poison, channeling it into useful effects. While capable of + your Intelligence or Wisdom modifier (your choice).
making crudely poisonous potions, such things are generally
considered failures to an alchemist. To a poisoner, they are Poisoncraft Saving Throw
considered the art itself.
When a poison requires a saving throw, the following is the
Poisoncraft shares Self Life and Reagents with Alchemy; for
formula for calculating the saving throw. The saving throw is
details regarding those, see Alchemy.
calculated at the time of creation based on the creators
attributes and proficiency, and does not change once it is
Quick Reference created.
While each step will go into more depth, the quick reference
Poison DC = 8 + your Poisoner’s Kit proficiency bonus + your
allows you to at a glance follow the steps to make a potion in
Intelligence or Wisdom Modifier (your choice).
its most basic form:
• Select a poison that you would like to craft from the Success and Failure
“Poison Crafting Table”. For Poisoncraft, after you make the crafting roll and succeed
• Acquire the items listed in the materials column for that marks your progress on a crafting project. If you succeed, you
potion. make 2 hours of progress toward the total crafting item (and
• Use your Poisoner’s Kit tool to craft the option using the have completed one of the required checks for making an
number hours listed in the Crafting Time column, or during item). Checks for Enchanting do not need to be immediately
a long rest using the crafting camp action if the crafting consecutive. Failure means that no progress is made during
time is 2 hours or less. Poisoncraft items must be crafted in that time. Once an item is started, even if no progress is made,
a single session. the components reserved for that item can only be recovered
• For every 2 hours, make a crafting roll of 1d20 + your via salvage.
Intelligence or Wisdom modifier (your choice) + your If you fail three times in a row, all progress and materials are
proficiency bonus with a Poisoner’s Kit. You can abort the lost and can no longer be salvaged.
craft after a bad crafting roll if you wish, this counts as a
failure.
• On success, you mark 2 hours of completed time. Once the Poisons
completed time is equal to the crafting time, the magic item Given their insidious and deadly nature, poisons are illegal in
is complete. On failure, the crafting time is lost and no most societies but are a favorite tool among assassins, drow,
progress has been made during the 2 hours. If you fail 3 and other evil creatures.
times in a row, the crafting is a failure and all materials are Poisons come in the following four types.
lost.
Contact. Contact poison can be smeared on an object and
remains potent until it is touched or washed off. A creature that
Related Tool & Ability Score touches contact poison with exposed skin suffers its effects.
Poisoncraft works using Poisoner’s Kit. Attempting to craft a
potion without these will almost always be made with Ingested. A creature must swallow an entire dose of ingested
disadvantage, and proficiency with these allows you to add poison to suffer its effects. The dose can be delivered in food or
your proficiency to any poisoncraft crafting roll. a liquid. You might decide that a partial dose has a reduced
Poisoncraft uses your choice of your Intelligence or Wisdom effect, such as allowing advantage on the saving throw or
modifier, representing your path of knowledge to the art of dealing only half damage on a failed save.
making deadly things deadlier.
Inhaled. These poisons are powders or gases that take effect
when inhaled. Blowing the powder or releasing the gas
Applying the Poison subjects creatures in a 5-foot cube to its effect. The resulting
To apply an Injury to a weapon or a Contact poison to an
cloud dissipates immediately afterward. Holding one’s breath
object, you must have a poisoner’s kit and proficiency with it to
is ineffective against inhaled poisons, as they affect nasal
apply poison to a weapon. To do so without requiring a DC 15
membranes, tear ducts, and other parts of the body.
dexterity check, on failure the poison is lost, and if you fail by 5
or more you suffer the effect of the poison. No check is
Injury. Injury poison can be applied to weapons, ammunition,
required when using a poisoner’s kit with proficiency.
trap components, and other objects that deal piercing or
slashing damage. An injury poison typically lasts 1 minute on a
weapon, and lasts for up to 5 hits. A creature that takes
piercing or slashing damage from an object coated with the
poison is exposed to its effects.
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209
Applied to a melee weapon or up to 5 pieces of ammunition. A When released, this poison fills a 5 foot radius around the
creature subjected to this poison must make a Constitution source. You can accurately throw a vial up of it (shattering on
saving throw with a DC equal to crafter’s Poison DC. impact) at a point up to 30 feet away, or release it by other
On failure, the target becomes poisoned for 1 minute. While means. A creature subjected to this poison must make a
poisoned this way, a creature takes 1d6 fire damage at the end Constitution saving throw with a DC equal to crafter’s Poison
of each of its turns, and any hit points regained is reduced by DC.
half. At the end of each of their turns, they can repeat the On failure, the craeture becomes Poisoned for 8 hours. The
saving throw, ending the effect on success. Poisoned creature is Unconscious. The creature wakes up if it
Once applied, the poison retains potency for 1 minute before takes damage or if another creature takes an action to shake it
drying, and wears off of a weapon after that weapon has awake.
delivered the effect 5 times. If stored as powder, you can throw this powder 5 feet. If
stored in a vial, you can throw 20 feet.
Crawler Mucus (Contact)
Poison, uncommon Fainting Fumes (Inhaled)K
Poison, rare
Applied to an object. The first creature that touches must make
a Constitution saving throw a DC equal to crafter’s Poison DC When released, this poison fills a 10 foot radius around the
or be Poisoned for 1 minute. The Poisoned creature is source. You can accurately throw a vial up of it (shattering on
Paralyzed. The creature can repeat the saving throw at the end impact) at a point up to 30 feet away, or release it by other
of each of its turns, Ending the Effect on itself on a success., means. A creature subjected to this poison must make a
after which the poison is rubbed off. Constitution saving throw a DC equal to crafter’s Poison DC.
On failure, the target becomes poisoned for 1 hour. If the
saving throw fails by 5 or more, the creature is also
Dizzying Touch (Contact) unconscious while poisoned in this way. The creature wakes
Poison, common up if it takes damage or if another creature takes an action to
shake it awake.
Applied to an object. The first creature that touches must make
a Constitution saving throw with a DC equal to crafter’s Poison
DC. On failure, the creature becomes poisoned for 1 minute. Grievous Poison (Injury)K
While poisoned in this way, the must succeed a Wisdom saving Poison, very rare, harvested
throw at the end of each of their turns or fall prone.
Applied to a melee weapon or up to 5 pieces of ammunition.
A creature subjected to this poison must make a Constitution
Endless Dreams (Ingested)K saving throw with a DC equal to crafter’s Poison DC, taking
Poison, legendary 6d6 poison damage on a failed save, or half as much damage
on a successful save.
Applied to food or beverage. A creature that consumes this Once applied, the poison retains potency for 1 minute before
poison must make a Constitution saving throw with a DC equal drying, and wears off of a weapon after that weapon has
to crafter’s Poison DC. On failure, the next time the creature delivered the effect 5 times.
falls asleep they enter endless slumber in stasis. They do not
wake and cannot roused by any normal means. A creature
sleeping in this way does not require food or drink, and does
not age.
This effect can only be ended by greater restoration cast at
7th level or higher, or wish.
Chapter 1 | Classes
211
Applied to a melee weapon or up to 5 pieces of ammunition. A Applied to a melee weapon or up to 5 pieces of ammunition. A
creature subjected to this poison must make a Constitution creature subjected to this poison must make a Constitution
saving throw with a DC equal to crafter’s Poison DC. saving throw with a DC equal to crafter’s Poison DC.
On failure, the target becomes poisoned for 1 hour. If the On failure, they take 2d6 Poison damage and become
saving throw fails by 5 or more, the creature is also Poisoned for 1 hour. At the end of a poisoned creature’s turn, it
unconscious while poisoned in this way. The creature wakes can repeat the saving throw, ending the condition on success.
up if it takes damage or if another creature takes an action to Once applied, the poison retains potency for 1 minute before
shake it awake. drying, and wears off of a weapon after that weapon has
Once applied, the poison retains potency for 1 minute before delivered the effect 5 times.
drying, and wears off of a weapon after that weapon has
delivered the effect 5 times.
Malice (Inhaled)
Poison, rare
Potent Inhaled Poison (Inhaled)K impact) at a point up to 30 feet away, or release it by other
means. A creature subjected to this poison must make a
Poison, uncommon
Constitution saving throw with a DC equal to crafter’s Poison
DC. On failure, they take 2d4 Poison damage.
When released, this poison fills a 10 foot radius around the
source. You can accurately throw a vial up of it (shattering on
impact) at a point up to 30 feet away, or release it by other Simple Contact Poison (Contact)K
means. A creature subjected to this poison must make a Poison, common
Constitution saving throw with a DC equal to crafter’s Poison
DC. Applied to an object. The first creature that touches must make
On failure, they take 2d4 Poison damage and become a Constitution saving throw with a DC equal to crafter’s Poison
Poisoned for 1 hour. At the end of a poisoned creature’s turn, it DC or take 2d4 Poison damage, after which the poison is
can repeat the saving throw, ending the condition on success. rubbed off.
This effect lingers in the area it was released for 1d4 rounds.
A strong wind will clear away and disperse the poison. A
creature that enters the area for the first time must save Slow Death (Ingested)K
against the poison. Poison, very rare
Potent Contact Poison (Contact)K Applied to food or beverage. A creature that consumes this
Poison, uncommon poison begins to slowly die if they are not immune to poison.
Each time that creature completes a long rest, their maximum
Applied to an object. The first creature that touches that object hit points is reduced by 1. If their maximum hit points reaches
after it is applied must make a Constitution saving throw with zero, they die. While their hit points are less than half of their
a DC equal to crafter’s Poison DC. original maximum, they are poisoned. This effect can be
On failure, they take 4d4 Poison damage and become removed by effects that remove the poisoned condition, and
Poisoned for 1 hour. At the end of a poisoned creature’s turn, it can be only be identified by magic or a DC 15 Wisdom
can repeat the saving throw, ending the condition on success. (Medicine) check.
If a creature is cured, they regain their lost maximum hit
points after completing a long rest.
Potent Ingested Poison (Ingested)K
Poison, uncommon
Veins of Tar (Ingested)K
A creature subjected to this poison must make a Constitution Poison, rare
saving throw with a DC equal to crafter’s Poison DC. On
failure, they take 3d6 Poison damage and suffer the poisoned Applied to food or beverage. A creature that consumes this
condition for 1 hour. poison must make a Constitution saving throw with a DC equal
to crafter’s Poison DC. On failure, they are under the effect of
the slow spell for 8 hours. This effect can be removed by effects
Simple Ingested Poison (Ingested)K that remove poison.
Poison, common
Blacksmithing • Select the item that you would like to craft from any of the
Blacksmithing is a popular professional interest of two sorts of Blacksmithing Crafting Tables.
adventurers: those that want to hit things with heavy metal • Acquire the items listed in the materials column for that
objects, and those that want a heavy metal object between item.
them and the thing hitting them. • Use your Blacksmithing Tools tool to craft the option using
While often relying on the town blacksmith to do their work the number hours listed in the Crafting Time column.
for them is a fine option, rolling up your sleeves and doing the • For every 2 hours, make a crafting roll of 1d20 + your
work yourself can allow you to express your creativity... and Strength modifier + your proficiency bonus with a
may save you a few coins in the process. Blacksmithing Tools.
Blacksmithing is slow hard work, but has a higher tolerance • On success, you mark 2 hours of completed time. Once the
for failure than most, and is more dependent on knowing your completed time is equal to the crafting time, the item is
material, as the templates you work from tend to be common complete.
across many of them. • On failure, the crafting time is lost and no progress has
been made during the 2 hours. If you fail 3 times in a row,
the crafting is a failure and all materials are lost.
Related Tool
Blacksmithing works using Blacksmithing Tools. Attempting to Magical Forges
craft an blacksmithing item without will often be impossible, The world of D&D is a fantastical place with many wonders;
though a DM may let you use makeshift tools to make a check sometimes you may find locations that have been constructed
with disadvantage. Proficiency blacksmith’s tools allows you to in such a way as to leverage powerful primal powers in the
add your proficiency to any Blacksmithing crafting roll. forging technique - a forge at the heart of volcano or atop an
ever frozen glacial, which might imbue items crafted there with
While Blacksmiths can benefit from their skills in small ways special properties.
such as sharpening their weapons and retrofitting their gear on
the go, many of their crafting options require a fully equipped Crafting Roll
Forge; a fully equipped Forge entails forge, anvil, and
blacksmith’s tools. Putting that together that means that when you would like to
smith an item, your crafting roll is as follows:
Simple Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Dagger 0.5 ingot 2 hours 1 DC 10 Common 3 gp
1 ingots
Handaxe 2 hours 1 DC 11 Common 5 gp
1 short haft
1 ingot
Javelin 2 hours 1 DC 9 Common 3 gp
1 short haft
1 ingots
Light Hammer 2 hours 1 DC 9 Common 3 gp
1 short haft
2 ingots
Mace 2 hours 1 DC 9 Common 5 gp
1 short haft
1 ingot
Sickle 2 hours 1 DC 10 Common 4 gp
1 short haft
1 ingot
Spear 2 hours 1 DC 9 Common 3 gp
1 long haft
Martial Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
3 ingot
Battleaxe 4 hours 2 DC 12 Common 10 gp
1 short haft
2 ingots
Flail 1 short haft 4 hours 2 DC 12 Common 10 gp
1 short chain
4 ingot
Glaive 4 hours 2 DC 13 Common 20 gp
1 long haft
8 ingots
Greataxe 4 hours 2 DC 13 Common 30 gp
1 short haft
Greatsword 10 ingots 4 hours 2 DC 15 Common 50 gp
4 ingot
Halberd 4 hours 2 DC 13 Common 20 gp
1 long haft
Longsword 4 ingot 4 hours 2 DC 14 Common 15 gp
8 ingots
Maul 4 hours 2 DC 12 Common 25 gp
1 short haft
4 ingot
Morning Star 4 hours 2 DC 14 Common 15 gp
1 short haft
3 ingot
Pike 4 hours 2 DC 12 Common 15 gp
1 long haft
Rapier 1 ingot 4 hours 2 DC 15 Common 25 gp
Scimitar 2 ingot 4 hours 2 DC 14 Common 25 gp
Shortsword 2 ingot 4 hours 2 DC 12 Common 10 gp
2 ingot
War Pick 4 hours 2 DC 12 Common 10 gp
1 short haft
4 ingot
War Hammer 4 hours 2 DC 12 Common 15 gp
1 short haft
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Chapter 1 | Classes
Armor
Name Materials Crafting Time Checks Difficulty Rarity Value
Chain Shirt 5 ingots 14 hours 7 DC 13 common 50 gp
8 ingots
Scale Mail 14 hours 7 DC 12 common 50 gp
1 armor padding
Breastplate 10 ingots 16 hours 8 DC 16 common 400 gp
16 ingots
Half Plate 28 hours 14 DC 17 common 750 gp
1 armor padding
4 ingots
Ring mail 10 hours 5 DC 11 common 30 gp
1 armor padding
9 ingots
Chain mail 14 7 DC 13 common 75 gp
1 armor padding
12 ingots
Splint 28 hours 14 DC 14 common 200 gp
1 armor padding
30 ingots
Plate 56 hours 28 DC 17 common 1,500 gp
1 armor padding
Defensive Items
Name Materials Crafting Time Checks Difficulty Rarity Value
Shield 2 ingots 6 hours 3 DC 10 common 10 gp
Tower ShieldK 8 ingots 10 hours 5 DC 13 common 50 gp
Spiked ShieldK 3 ingots 8 hours 4 DC 14 common 40 gp
Bracers K
2 ingots 4 hours 2 DC 13 common 15 gp
Misc Gear
Name Materials Crafting Time Checks Difficulty Rarity Value
Bell 2 metal scraps 2 hours 1 DC 9 common 1 gp
Bucket 4 metal scraps 2 hours 1 DC 5 common 3 sp
Ring 1 ingot 2 hours 1 DC 8 common 2 gp
Horseshoe (4) 2 ingots 4 hours 2 DC 10 common 5 gp
Chain (5 ft) 1 ingot 4 hours 2 DC 10 common 3 gp
Caltrops 1 iron ingot 2 hours 1 DC 8 common 1 gp
Ball Bearings 1 iron ingot 2 hours 1 DC 8 common 1 gp
Iron Pot 1 iron ingot 2 hours 1 DC 9 common 2 gp
20 x Pitons 1 iron ingot 2 hours 1 DC 8 common 1 gp
10 x Iron Spike 2 iron ingot 2 hours 1 DC 8 common 1 gp
2 ingots
Manacles 1 lock 2 hours 1 DC 12 common 20 gp
1 chain (5 feet)
Helmet* 2 ingots 8 hours 4 DC 12 common 12 gp
The effects of a helmet are included in armor, this entry is largely to allow for standalone helmet creation for enchanters.
Chapter 1 | Classes
217
Tools
Name Materials Crafting Time Checks Difficulty Rarity Value
4 ingots
Blacksmithing Tools 8 hours 4 DC 11 common 20 gp
2 parts
2 ingots
Carpenter’s Tools 6 hours 3 DC 12 common 8 gp
1 parts
Firearms*
Name Materials Crafting Time Checks Difficulty Rarity Value
10 x Thunder Cannon
2 ingots 2 hours 1 DC 15 common 20 gp.
Ammo
20 x Firearm 2 lead ingots
4 hours 2 DC 15 uncommon 80 gp
ammunition 1 packet of blasting powder
3 ingots
Pistol 4 parts 16 hours 8 DC 16 uncommon 250 gp
2 fancy parts
6 ingots
Musket 4 parts 16 hours 8 DC 17 uncommon 400 gp
2 fancy parts
8 ingots
4 parts
Shotgun 32 hours 16 DC 19 uncommon 2,425 gp
2 fancy parts
2 esoteric parts
6 ingots
2 uncommon primal essence
2 uncommon arcane essence
Thunder CannonK 8 hours 4 DC 17 uncommon 1,000 gp
4 parts
2 fancy parts
1 esoteric part
*Firearms & Thunder Cannons are not found in all settings. Consult your GM
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Chapter 1 | Classes
Martial Weapons
Weapon Cost Damage Weight Properties
War Spear K
5 gp 1d8 piercing 2 lbs. Versatile (1d10).
Long Chain Flail K
15 gp 1d6 piercing 12 lbs. Reach.
Versatile (1d6), Reach,
Finesse GlaiveK 25 gp 1d4 slashing 5 lbs
Finesse.
SaberK 15 gp 1d8 slashing 2 lbs. Finesse
Broadsword K
8 gp 2d4 slashing 3 lbs. --
Katana K
15 gp 1d6 slashing 2 lbs. Versatile (2d4), Finesse
Cestus K
2 gp 1d6 bludgeoning 1 lb. Light
Simple Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
1 ingot 1 long
Finesse SpearK 2 hours 1 DC 15 Common 13 gp
haft
Sturdy 10-Foot
1 extra long haft 0 hours 0 DC 0 Common 1 sp
PoleK
ChainK 2 ingots 2 hours 1 DC 14 Common 5 gp
Heavy 2 ingot 3 short
2 hours 1 DC 14 Common 12 gp
GreatclubK hafts
Brass
1 ingot 2 hours 1 DC 13 Common 10 gp
KnucklesK
Martial Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
4 ingots long
War SpearK 4 hours 2 DC 16 Common 110 gp
haft
Long Chain 2 ingots short
4 hours 2 DC 17 Common 110 gp
FlailK haft chain
1 ingot 1 long
Finesse GlaiveK 4 hours 2 DC 21 Common 450 gp
haft
SaberK 2 ingot 4 hours 2 DC 18 Common 170 gp
Broadsword K
3 ingots 4 hours 2 DC 15 Common 42 gp
Katana K
3 ingots 4 hours 2 DC 19 Common 175 gp
CestusK 2 ingots 4 hours 2 DC 16 Common 70 gp
• Custom Weapons are a good bit more expensive than normal weapons. This is a reflection of their customization and greater
difficulty to craft, is derived from their crafting DC.
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Chapter 1 | Classes
Material Modifiers
Metal Difficulty Weapon Effect Armor Effect
Modifier
Armor forged from Bronze is inferior,
Weapons forged from Bronze are inferior, having -1 to
Bronze -3 having -1 to its AC. Gains the Fragile
attack and damage rolls. Gains the Fragile property.
property.
Cold Iron
(Meteoric -2 Gains the Fragile property. Gains the Fragile property.
Iron)
Gains the “Special: Critical Strikes with this weapon
permanently damage nonmagical weapons, shields or
While you’re wearing it, any critical hit
Adamantine +7 armor of the defending creature that are not forged from
against you becomes a normal hit.
Adamantine (reducing the attack roll of a weapon or the
AC of armor by 2)”.
A weapon with the heavy property forged from it loses the
If the armor normally imposes
heavy property. If the weapon didn’t have the heavy
disadvantage on Dexterity (Stealth)
property, it gains the light property. The DC of an
Mithral +5 checks or has a Strength requirement,
Enchanter applying an Enchantment to it is reduced by 4,
the mithral version of the armor doesn’t.
and it always counts has having 1 common essence of any
Easier for Enchanters to Enchant.
type as part of the craft
Perception checks relying on sight have
You have advantage on attack rolls while in darkness disadvantage against you when you are
Dark Steel +6
wielding Darksteel weapons. in dim light or darkness while wearing
this armor.
A weapon forged from icesteel deals an additional 1d4 Wearing armor forged from icesteel
Ice Steel +6
cold damage on hit. grants resistance to Fire damage.
A weapon forged from firesteel deals an additional 1d4 Wearing armor forged from firesteel
Fire Steel +6
fire damage on hit. grants resistance to Cold damage.
Chapter 1 | Classes
221
Crafting Modifiers
Modifier Difficulty Weapon Effect Armor Effect
Modifier
The weapon gains the Thrown (10/30) property if it does Your falling speed increases to 520
Aerodynamic +5 not have the Thrown property. If it has the Thrown feet per round while wearing this
property, the range increases by 10/30 feet instead. armor.
The weapon’s damage die is reduced be d2. Adds the
“Special: You can use a bonus action immediately after
Double Bladed +10 --
to make a single melee attack with it. This attack deals
1d4 slashing damage on a hit”
If an Effect moves you against your
will along the ground while wearing
A weapon with the light property forged from it loses the
Weighted this armor, you can use your Reaction
+5 light property. If the weapon didn’t have the light
(Dwarven) to reduce the distance you are moved
property, it gains the heavy property.
by up to 10 feet. The weight of the
armor is increased by 50%
You are considered proficient with
Elven +7 The weapon gains the Finesse property.
this armor even if you lack proficiency
A Fragile weapon breaks on an attack roll of 1 against an A Fragile set of armor is destroyed
armored target (a target wearing armor or with the when you take a critical strike from a
Fragile N/A
natural armor property) if that armor does not have the creature wielding a weapon without
Fragile property. the Fragile property.
The weapon’s Quality Die when maintained becomes a The armor’s Quality Die when
Hardened +4
d12 maintained becomes a d12.
Requires two-handed weapon with reach. The weapon
becomes one handed and its base damage die increases
Lance +2 by d2, but you have disadvantage when you use a lance --
to attack a target within 5 feet of you. Also, a lance
requires two hands to wield when you aren’t mounted.
A set of Masterwork armor gains a
A Masterwork weapon gains +1 to attack rolls. Removes Damage ReductionDR value of 2.
Masterwork +7 MW
the fragile property if present. Removes the fragile property if
present.
The armor can be donned or doffed in
Segmented +5 --
half as much time
This weapon can hold 1 magical gem crafted by an This armor can hold 1 magical gem
Slotted +2
Enchanter crafted by Enchanter.
Attackers that strike you with
unarmed strikes or natural weapons
If a weapon deals bludgeoning damage, it now deals
Spiked +4 take 1d4 piercing damage. A creature
piercing damage.
that ends its turn while grappling you
takes 1d4 piercing damage.
• MW
Masterwork: Failing a crafting roll for Masterwork does not cause a failure, but the resulting weapon is only a Masterwork
if all crafting roll successes pass the DC of Masterwork. An item is automatically masterwork if every roll qualified for a
Masterwork version.
• DR Damage Reduction: While you are wearing armor, bludgeoning, piercing, and slashing damage that you take from
nonmagical weapons is reduced by the value of your Damage Reduction to a minimum of 1.
Supplimental Modifiers
Modifier Materials Needed Difficulty Modifier Weapon Effect Armor Effect
2 common arcane essence Weapon adds +1 to attack and damage Armor AC is
Magical +10Magic
2 uncommon essence* rolls. increased by +1.
This weapon is considered silvered for
This armor is
Silvered +5 silver scraps* +2 the purposes of overcoming damage
shiny
resistance.
• Supplimental Materials are doubled for weapons with the two-handed property or armor.
•
Magic
Magic: Difficulty modifier is reduced to +3 if combined with Mithral or Adamantine material modifiers.
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Chapter 1 | Classes
Thunder Cannon
Requires attunement
The principle weapon of a Thundersmith. Deals 1d12
piercing damage, and has the Ammunition (60/180), Two-
Handed, Loud, and Stormcharged properties.
1 legendary meat
1 very rare reagent (any)
Legendary Meat
3 rare supplies 6 hours 3 DC 20 legendary 3,000 gp
FeastK
3 uncommon supplies
1 common supplies
1 legendary fresh ingredient
1 very rare reagent (any)
Legendary FeastK 3 rare supplies 6 hours 3 DC 20 legendary 3,000 gp
3 uncommon supplies
1 common supplies
of the prepared creatures highest stat (if multiple stats are tied,
Feasts the cook chooses which when preparing the meal).
Alternatively, the cook can bring forth exotic properties of the
Common Feast creature, conferring one trait of the cooked animal to those
that consume it as per the following table (this replaces the
Food, feast, common
benefit to ability checks and saves):
Up to 5 creatures can consume this feast within an hour of it
being prepared. After consuming this hearty meal, you become Minimum Rarity Creature Boon
satiated for the next 24 hours. This is a hearty meal well Hold Breath, Keen Senses, Pounce,
surpassing the benefits of normal meals or rations, and each uncommon
Stone Camouflage
creature that consumes it regains an additional hit die during
Amphibious/Water Breathing, Web
the next long rest. rare
Walker
If cooked by a creature with proficiency in Cooking Utensils,
creatures that consume this feast regain additional hit dice very rare Pack Tactics, Spider Climb
equal to the cook’s proficiency bonus during the next long rest Magic Resistance, Regeneration,
instead. legendary
Shapechanger(Mimic)
Uncommon Feast The details from the creature boon can be found on the
Enhancing/Wondrous/Superb/Legendary creature stat block. The cook must be aware of the creature’s
Food, feast, uncommon/rare/very rare/legendary property to make the meal imbue that property, and the DM
may adjust the property in cases where it would not work for
Up to 5 creatures can consume this feast within an hour of it players or be too powerful as written. At the DMs discretion,
being prepared. After consuming this hearty meal, you become any of ability can be added to this list.
satiated for the next 24 hours. You gain the benefits for a
common feast, but can gain additional benefits by trading hit Elementally Fortifying Feast
dice as part of your next long rest after consuming this meal Food, feast, rare
- these hit dice are consumed after calculating how many you
would have after the rest (including the benefits of the feast), Up to 5 creatures can consume this feast within an hour of it
but you can trade hit dice in this way you would normally lose being prepared. After consuming this hearty meal, you become
if you have more than your maximum hit dice. satiated for the next 24 hours. The magical properties of the
You can trade hit dice in this way up to a number equal to meal confer the following special benefits:
your proficiency bonus. The benefits scale based on the rarity
on the feast.
Element Benefit
Advantage on saves against cold climates
Benefits [Uncommon/Rare/Very Rare/Legendary] Cold
and resistance cold damage.
Roll a [d4/d6/d8/d12] per hit die traded and gain temporary
Advantage on saves against hot climates and
hit points equal to the value rolled. Fire
resistance to fire damage.
Trade three hit dice for an additional spell slot of
Advantage on Constituation saving throws
[1st/2nd/3rd/4th] level
Lightning against the stunned condition and resistance
Gain a point that can be expended like Inspiration by trading lightning damage
[5/4/3/2] hit dice per point.
These benefits fade after 24 hours. You cannot gain the
Any benefit from a feast fades after 24 hours. benefits of another feast until these benefits fade and you are
no longer satiated.
How Feast Spent Dice Work
If, for example, at level 4, if you start a rest with 2 hit dice, and
consume a meal that would give an additional hit die, you would Seaworthy Bouillabaisse
end the rest with 5, but your maximum is 4, so you would lose the Food, feast, uncommon
5th. This allows you to spend that extra fifth hit die for additional
benefits. You could spend 3 hit dice on these benefits, but doing so Up to 5 creatures can consume this feast within an hour of it
would mean you only have 2 hit dice after the long rest. being prepared. After consuming this hearty meal, you become
satiated for the next 24 hours. The magical properties of the
meal grant you immunity to sea sickness as well as advantage
Meat Feast on Dexterity or Constitution saving throws involving the
Meat/Hearty/Superb/Legendary motion of sea vessels.
Up to 5 creatures can consume this feast within an hour of it Additionally, if you do not have proficiency in Water Vehicles,
being prepared. After consuming this hearty meal, you become you can add half your proficiency bonus (rounded down) to any
satiated for the next 24 hours. Consuming the essence of a check involving them for the duration.
properly prepared creature of great power confers some of its
power to you while satiated by the feast.
You can add +1/+2/+3/+4 to ability checks and saving throws
Chapter 1 | Classes
229
A tough jerky with exotic flavoring. Very spicy, uncomfortably A small hard candy ball, with extreme caffineated properties.
so. After a creature consumes this snack as an action, they When you pop one of these into your mouth as a bonus action,
gain the following benefits for the next 10 minutes: you are under the effect of haste for 1d4 rounds. You still suffer
the normal effect of haste ending when the effect ends.
• You cannot be put to sleep by magical means.
• You have disadvantage on Wisdom ability checks.
• You have disadvantage on Constitution saving throws to
maintain concentration on a spell.
• You can use a bonus action to exhale fire at a target within
Rations
10 feet of you. The target must make a DC 13 Dexterity
saving throw, taking 2d6 fire damage on a failed save, or Elvish Bread
half as much damage on a successful one. Food, ration, uncommon
You can eat a number of pieces of this jerky equal to your A creature can use its action to eat one bite of this bread (1
Constitution modifier per day. ration of it). Eating a piece restores 1 hit point, and the bread
provides enough nourishment to sustain a creature for one day.
Mint Chew
Food, snack, uncommon Iron Rations
Food, ration, common
A chewy minty candy. You can pop one into your mouth as a
bonus action. While being chewed (for up to 10 minutes), you A basic food ration that will keep you from starving for a day
are energized and can ignore the effects of up to 3 levels of after consuming them. Common side effects include a craving
Exhaustion for the duration, and cannot be put to sleep by for real food after prolonged exposure.
magical means.
You can only gain this benefit once per day, after which
consuming additional pieces of the candy has no effect until
you complete a long rest.
Morph Cookies
Food, snack, uncommon
Quick Reference
Enchanting While each step will go into more depth, the quick reference
Enchanting is a hard and expensive profession, but one eagerly allows you to at a glance follow the steps to make a magic item
pursued by many all the same. The makers of miracles, the in its most basic form:
craftsmen of wonder, no other profession holds the fascination • Select the magic item that you would like to craft from any
of adventurers quite like Enchanter, for their domain of the Magic Item Tables.
encompasses the large majority of magical items. • Acquire the items listed in the materials column for that
An item need not pass through an enchanter’s hands to be item.
magical, indeed many a blacksmith has forged a magical blade • Use your Arcana skill to infuse the option using the number
with the right materials, but the true wonder of enchantment is hours listed in the Crafting Time column, or during a long
to turn the mundane magical. An enchanter can turn even the rest using the crafting camp action if the crafting time is 2
most base and commonplace item into something wonderful hours or less.
and powerful, and when given the head start of working with • For every 2 hours, make a crafting roll of 1d20 + your
an already well crafted item can craft things of legend. Intelligence modifier + your Arcana proficiency.
Many enchanters further specialize in subdomains such as • On success, you mark 2 hours of completed time. Once the
Scroll Scribing or Wand Whittling for more specialized good completed time is equal to the crafting time, the magic item
that require more specialized tools, with many even pursuing is complete. On failure, the crafting time is lost and no
such things as Jewelery Crafting in order to create the precious progress has been made during the 2 hours. If you fail 3
items that most easily enchant, but the general field of times in a row, the crafting is a failure and all materials are
Enchanting still covers a large swath of the wondrous. lost.
Scrolls are heavily featured as component of nearly all
magical items forming the basis for the powerful
enchantments that imbue them with their magic - templates of Related Skill & Ability Score
sort, and thus the ability to craft scrolls with Scroll Scribery is Rather than any one tool, Enchanting primarily off the Arcana.
often the most desired of the subdomains for an Enchanter. Due to the subdomains of scrolls (Scroll Scribing) and runes
(Runecraft) being part of enchanting Enchanting, proficiency in
Calligraphy Tools is often useful.
Enchanting uses your Intelligence modifier. While magic
comes in many forms (Arcane, Primal, Divine) and many
Chapter 1 | Classes
231
casters are able to control it with other aspects of their talent, make 2 hours of progress toward the total crafting item (and
the ability to systematically bind it into magic items requires a have completed one of the required checks for making an
deep understanding of its inner workings that can only be item). Checks for Enchanting do not need to be immediately
accomplished through meticulous study and knowledge. consecutive. Failure means that no progress is made during
that time. Once an item is started, even if no progress is made,
Psionic Items the components reserved for that item can only be recovered
The items listed on the Psionic Items table is the exception to via salvage.
this rule. These are items infused with psionic power, and instead If you fail three times in a row, all progress and materials are
use the “Psionics” skill, a skill that any psionic character can be lost and can no longer be salvaged.
considered proficient if not using special psionics rules.
These items are something of a subtype of enchanting, and may not
exist in your setting if psionics aren’t included. Consult your GM.
Crafting Roll
Putting that together that means that when you would like to
enchant an item, your crafting roll is as follows:
1 slippers
Slippers of Spider 1 scroll of spider climbing
8 hours 4 DC 14 uncommon 225 gp
Climbing 1 common arcane essence
1 common primal essence
1 thieves’ tools
1 scroll of enhance ability
Yve’s Thieves’ Tools DS
8 hours 4 DC 15 uncommon 440 gp
1 uncommon arcane essence
2 common arcane essence
1 boots worth at least 50 gp
1 scroll of fly
1 scroll of levitate 16 hours
Winged Boots 8 DC 15 uncommon 1000 gp
1 scroll of featherfall (2 days)
1 uncommon arcane essence
1 uncommon primal essence
Belt of Hill Giant 1 belt 16 hours 8 DC 18 rare 3,500 gp
Strength 1 scroll of enhance ability (2 days)
1 scroll of enlarge/reduce
3 rare primal essence
1 set of bracers worth at least 200 gp
1 scroll of shield
Bracers of Defense 1 scroll of shield of faith 16 hours 8 DC 17 rare 2,300 gp
1 rare divine essence
1 rare arcane essence
1 brazier worth 200 gp
Brazier of
1 scroll of conjure elemental 16 hours
Commanding Fire 8 DC 17 rare 2,400 gp
2 rare primal essences (2 days)
Elementals
2 rare reactive reagents
1 bowl worth 200 gp
Bowl of
1 scroll of conjure elemental 16 hours
Commanding Water 8 DC 17 rare 2,400 gp
2 rare primal essences (2 days)
Elementals
2 rare curative reagents
1 censer worth 200 gp
Censer of 1 scroll of conjure elemental
16 hours
Controlling Air 2 rare primal essences 8 DC 17 rare 2,400 gp
(2 days)
Elementals 1 rare reactive reagent
1 uncommon arcane essence
1 cape worth at least 200 gp
1 scroll of dimension door
16 hours
Cape of Mountebank 1 scroll of pyrotechnics 8 DC 18 rare 2,000 gp
(2 days)
1 rare arcane essence
1 uncommon primal essence
1 chime worth 50 gp
Chime of Opening 1 scroll of knock 10 hours 5 DC 14 rare 666 gp
10 common arcane essences
1 cloak worth 50 gp
Cloak of 1 scroll of mirror image 12 hours
6 DC 16 rare 1,270 gp
Displacement 1 rare arcane essence (1.5 days)
1 uncommon arcane essence
1 cloak worth at least 50 gp
1 scroll of form of the familiarK
1 scroll of darkness 12 hours
Cloak of the Bat 6 DC 15 rare 1,500 gp
1 scroll of fly (1.5 days)
1 rare primal essence
1 uncommon arcane essence
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Chapter 1 | Classes
1 set of manacles
1 scroll of hold monster
16 hours
Dimension Shackles 1 scroll of forbiddence 8 DC 17 rare 4,900 gp
(2 days)
1 rare divine essence
1 rare arcane essence
1 fletching
1 scroll of entangle
Feather Token
1 scroll of web 6 hours 3 DC 15 rare 435 gp
(Anchor)
1 scroll of binding curseK
1 uncommon arcane essence
1 fletching
1 scroll of conjure animals
Feather Token (Bird) 6 hours 3 DC 17 rare 770 gp
2 scrolls of enlarge reduce
1 uncommon primal essence
1 fletching
1 scroll of gust of wind
Feather Token (Fan) 1 scroll of animate objectK 6 hours 3 DC 15 rare 525 gp
1 uncommon arcane essence
1 uncommon primal essence
1 fletching
Feather Token (Swan 1 boat 50 feet long and 20 feet wide
8 hours 4 DC 16 rare 4000 gp
Boat) 1 scroll of dimension door
1 uncommon arcane essence
1 fletching
Feather Token (Tree) 1 scroll of plant growth 6 hours 3 DC 15 rare 475 gp
1 uncommon primal essence
1 fletching
Feather Token 1 whip
6 hours 3 DC 14 rare 275 gp
(Whip) 1 scroll of animate objects
1 uncommon arcane essence
1 figurine of a griffon worth at least
Figurine of 20 gp
16 hours
Wondrous Power 1 scroll of summon greater steed 8 DC 17 rare 2,700 gp
(2 days)
(Brozne Griffon) 1 rare divine essence
1 uncommon divine essence
1 figurine of a fly worth at least 20 gp
Figurine of
1 scroll of giant insect
Wondrous Power 8 hours 4 DC 15 rare 1,300 gp
1 rare primal essence
(Ebony Fly)
1 uncommon primal essence
2 figurines of a lion worth at least 20
Figurine of gp
12 hours
Wondrous Power 1 scroll of conjure animals 6 DC 15 rare 730 gp
(1.5 days)
(Golden Lions) 1 uncommon primal essence
1 uncommon divine essence
3 figurines of a goat worth at least 20
gp
Figurine of
1 scroll of conjure animals
Wondrous Power 16 hours 8 DC 16 rare 1,700 gp
1 rare arcane essence
(Ivory Goats)
1 uncommon divine essence
1 uncommon arcane essence
1 figurine of an elephant worth at
Figurine of least 20 gp
Wondrous Power 1 scroll of conjure animals 8 hours 4 DC 15 rare 600 gp
(Marble Elephant) 1 scroll of enlarge reduce
1 uncommon primal essence
1 figurine of a dog worth at least 20
Figurine of
gp
Wondrous Power 8 hours 4 DC 15 rare 515 gp
1 scroll of conjure animals
(Onyx Dog)
1 uncommon primal essence
Chapter 1 | Classes
237
1 brass bottle
1 scroll of conjure elemental
1 scroll of planar binding 32 hours
Efreeti Bottle 16 DC 18 very rare 24,000 gp
2 very rare primal essences (4 days)
3 rare primal essences
3 rare arcane essences
1 3 inch cube worth at least 500 gold
1 scroll of gate
32 hours
Cubic Gate 1 scroll of planeshift 16 DC 20 very rare 75,000 gp
(4 days)
1 very rare arcane essence
1 very rare divine essence
1 helm worth at least 100 gp
5 diamonds worth 50 gp
10 rubies worth 20 gp
15 fire opals worth 10 gp
20 opals worth 10 gp
24 hours
Helm of Brilliance* 1 scroll of daylight 12 DC 18 very rare 17,000 gp
(3 days)
1 scroll of fireball
1 scroll of prismatic spray
1 wall of fire
1 rare arcane essence
1 uncommon arcane essence
1 bronze horn worth at least 100 gold
1 scroll of spirit guardians
Horn of Valhalla 1 scroll of guardian of faith 32 hours
16 DC 19 very rare 5,600 gp
(Bronze) 1 scroll of conjure celestial (4 days)
2 rare primal essence
2 rare divine essence
4 horseshoes worth 10 gp each
4 scrolls of levitate
Horseshoes of a 1 scroll of fly 24 hours
12 DC 18 very rare 5,500 gp
Zephyr 1 scroll of longstrider (3 days)
4 rare arcane essences
4 uncommon primal essences
1 admantine cube 100 adamantine
ingots
1 scroll of magnificent mansion 40 hours
Instant Fortress 20 DC 18 very rare 42,000 gp
2 very rare arcane essence (5 days)
4 rare arcane essence
2 rare divine essence
1 4 foot tall mirror worth at least 50
gp
Mirror of Life 1 scroll of demiplane 32 hours
16 DC 19 very rare 25,000 gp
Trapping 1 scroll of banishment (4 days)
1 very rare arcane essence
2 rare arcane essence
1 robe worth at least 200 gp
1 scroll of daylight
1 scroll of prismatic spray
Robe of Scintillating 24 hours
1 scroll of wall of light 12 DC 18 very rare 25,000 gp
Colors (3 days)
1 very rare arcane essence
1 rare arcane essence
1 rare divine essence
1 black or blue robe worth 200 gp
1 scroll of magic missile
1 scroll of etherealness
32 hours
Robe of Stars 1 scroll of blink 16 DC 19 very rare 32,800 gp
(4 days)
1 very rare arcane essence
1 very rare divine essence
6 rare arcane essence
240
Chapter 1 | Classes
1 belt
1 scroll of enhance ability
Belt of Stone Giant 24 hours
1 scroll of enlarge/reduce 12 DC 20 very rare 26,000 gp
Strength (3 days)
1 scroll of stoneskin
3 very rare primal essence
1 belt
1 scroll of enhance ability
Belt of Fire Giant 32 hours
1 scroll of transformation 16 DC 22 very rare 47,000 gp
Strength (4 days)
1 very rare arcane essence
3 very rare primal essence
1 iron flask worth at least 200 gp
1 scroll of imprisonment
40 hours
Iron Flask (Empty) 1 scroll of planar blinding 20 DC 21 legendary 98,000 gp
(5 days)
1 legendary arcane essence
1 very rare divine essence
1 iron horn worth at least 500 gold
1 scroll of spirit guardians
Horn of Valhalla 40 hours
1 scroll of conjure celestial 20 hours DC 20 legendary 33,800 gp
(Iron) (5 hours)
1 very rare primal essence
1 very rare divine essence
22 cards
Deck of Many Things 22 hours 11 DC 100 legendary ???
1 tears of a dungeon master
1 belt
1 scroll of enhance ability
1 scroll of transformation
Belt of Cloud Giant 40 hours
1 scroll of investiture of wind 16 DC 23 legendary 83,000 gp
Strength (5 days)
1 very rare arcane essence
3 very rare primal essence
1 legendary primal essence
1 belt
1 scroll of enhance ability
1 scroll of transformation
Belt of Storm Giant 48 hours
1 scroll of invulnerability 24 DC 25 legendary
Strength (6 days) 200,000 gp
1 very rare arcane essence
3 very rare primal essence
2 legendary primal essence
1 very rare magical crystal ball
Crystal Ball of True
1 scroll of truesight 8 hours 4 DC 21 legendary 50,000 gp
Seeing
1 legendary arcane essence
1 white, gray, or black robe worth at
least 500 gp
Robe of the 1 scroll of mage armor 40 days (5
20 DC 21 legendary 100,000 gp
Archmage 1 scroll of antimagic field days)
1 legendary arcane essence
5 very rare arcane essence
1 legendary arcane essence
1 scroll of disintegrate
Sphere of 1 scroll of levitate 40 hours
20 DC 21 legendary 81,000 gp
Annihilation 1 scroll of demiplane (5 days)
2 very rare arcane essence
1 very rare divine essence
1 fine block cloth worth 100 gp
1 scroll of planeshift
40 hours
Well of Many Worlds 1 scroll of demiplane 20 DC 20 legendary 75,000 gp
(5 days)
1 legendary divine essence
1 very rare arcane essence
1 crystal worth at least 1,000 gp
1 scroll of scrying
Crystal Ball of 24 hours
1 scroll of mage hand 12 DC 19 legendary 40,000 gp
ThievingDS (3 days)
1 legendary arcane essence
1 very rare arcane essence
Chapter 1 | Classes
241
1 mace
1 scroll of banishment
Mace of 16 hours
2 rare divine essence 8 DC 16 rare 2,400 gp
Disruption (2 days)
1 uncommon divine essence
1 uncommon arcane essence
1 sword worth at least 1,000 gp
16 hours
Dragon Slayer 3 rare primal essence 8 DC 18 rare 4400 gp
(2 days)
1 scroll of bestow curse
1 mace
1 scroll of dispel constructK
12 hours
Mace of Smiting 1 rare arcane essence 6 DC 16 rare 1,500 gp
(1.5 days)
1 uncommon arcane essence
1 uncommon divine essence
1 weapon worth at least 100 gp
1 scroll of magic weapon
16 hours
Dragon Slayer 2 rare primal essence 8 DC 17 rare 3,000 gp
(2 days)
1 rare divine essence
2 uncommon arcane essence
1 mace
1 scroll of fear 12 hours
Mace of Terror 6 DC 17 rare 1,680 gp
1 rare arcane essence (1.5 days)
2 uncommon arcane essence
1 sword hilt worth 200 gp
1 scroll of vorpal weaponK
1 scroll of magic weapon
24 hours
Sun Blade 1 scroll of daylight 12 DC 17 rare 5,500 gp
(3 days)
3 rare divine essence
2 uncommon arcane essence
2 uncommon primal essence
1 sword
Sword of Life 1 scroll of vampiric touch 12 hours
6 DC 17 rare 1,550 gp
Stealing 1 rare arcane essence (1.5 days)
2 uncommon arcane essence
1 sword
1 scroll of rotting curseK
Sword of 1 scroll of inflict wound 12 hours
6 DC 16 rare 1,600 gp
Wounding 1 rare arcane essence (1.5 days)
3 uncommon arcane essences from an evil
source
1 weapon
Vicious Weapon 1 scroll of vorpal weapon 8 hours 4 DC 16 rare 1,650 gp
3 uncommon arcane essence
1 sword worth at least 200 gp
Sword of Life 1 scroll of vampiric touch 12 hours
6 DC 16 rare 1,800 gp
Stealing 1 rare arcane essence (1.5 days)
2 uncommon arcane essence
1 sword worth at least 200 gp
1 scroll of decaying touch
Sword of 1 scroll of rotting curse 12 hours
6 DC 17 rare 5,000 gp
Wounding 2 rare arcane essence (1.5 days)
2 very rare poisonous reagent
1 rare poisonous reagent
1 javalin worth at least 100 gp
Javelin of the 1 scroll of returning weapon 12 hours
6 DC 16 rare 1,300 gp
Harpy EagleDS 1 rare primal essence (1.5 days)
1 uncommon arcane essence
1 piece of ammunition
+3 Ammunition 1 uncommon arcane essence 4 hours 2 DC 18 very rare 585 gp
1 scroll of magic weapon
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Chapter 1 | Classes
Magical Necklaces
Name Materials Crafting Checks Difficulty Rarity Value
Time
Amulet of Proof against 1 amulet
8 hours 4 DC 14 uncommon 350 gp
Detection and Location 1 scroll of nondetection
1 brooch or amulet worth 10 gp
1 scroll of magic missile
Brooch of Shielding 6 hours 3 DC 14 uncommon 444 gp
1 scroll of shield
1 scroll of protection from energy
1 medallion worth 25 gold
1 scroll of detect thoughts
Medallion of Thoughts 8 hours 4 DC 15 uncommon 500 gp
1 uncommon arcane essence
1 uncommon psionic essence
1 necklace worth at least 25 gold
Necklace of Adaption 1 scroll of protection from poison 6 hours 3 DC 12 uncommon 170 gp
1 common divine essence
1 necklace worth 50 gold pieces
1 scroll of purify food and drink 12 hours
Periapt of Health 6 DC 12 uncommon 325 gp
1 scroll of lesser restoration (1.5 days)
2 common divine essence
1 amulet worth at least 50 gold pieces
Periapt of Wound 1 uncommon divine essence
8 hours 4 DC 14 uncommon 450 gp
Closure 1 scroll of cure wounds
1 scroll of prayer of healing
1 necklace worth at least 10 gp
1 scroll of alter self
Savage Tailsman K
8 hours 4 DC 14 uncommon 550 gp
2 common arcane essence
2 uncommon arcane essence
1 amulet worth 200 gp
16 hours
Amulet of Heath 1 rare divine essence 8 DC 18 rare 2500 gp
(2 days)
1 rare primal essence
6 gems worth 50 gold pieces each
1 scroll of planar ally
1 scroll of wind walk
1 scroll of branding smite
Necklace of Prayer 12 hours 10,000
1 greater restoration 6 DC 16 rare
Beads* (1.5 days) gp
1 cure wounds
1 scroll of lesser restoration
1 scroll of bless
6 rare divine essence
250
Chapter 1 | Classes
* Necklace of prayer beads crafted in this way have all the possible beads.
• Note that this creates the item, not the golem. Creating the golem requires a sum of gold and time beyond the item. When
making a manual of golems in this way, you can pick which golem type it is for.
Ioun Stones
Name Materials Crafting Crafting Difficulty Rarity Value
Time Checks
1 rose gem worth at least 200 gp
Ioun Stone 1 scroll of mage armor 16 hours
8 DC 17 rare 3,800 gp
(Protection) 3 rare arcane essence (2 days)
1 rare divine essence
1 dark blue gem worth at least 200 gold
Ioun Stone 1 scroll of enhance ability 16 hours
8 DC 17 rare 2260 gp
(Awareness) 1 rare primal essence (2 days)
1 rare arcane essence
1 clear gem worth at least 200 gold
Ioun Stone 1 scroll of create food and water 16 hours
8 DC 16 rare 2,290 gp
(Sustenance) 2 rare divine essence (2 days)
1 uncommon arcane essence
1 purple gem worth at least 200 gp
Ioun Stone 16 hours
5 rare arcane essence 8 DC 17 rare 5,100 gp
(Reserve) (2 days)
4 uncommon arcane essence
1 pale blue gem at least 500 gold
Ioun Stone 24 hours
1 scroll of enhance ability 12 DC 19 very rare 33,000 gp
(Strength) (3 days)
4 very rare primal essence
1 pale lavender gem worth at least 500 gold
Ioun Stone 1 scroll of dispel magic 24 hours
12 DC 19 very rare 18,000 gp
(Absorption) 1 very rare arcane essence (3 days)
1 very rare divine essence
1 deep red gem worth at least 500 gold
Ioun Stone 1 scroll of enhance ability 24 hours
12 DC 19 very rare 33,000 gp
(Agility) 2 very rare primal essence (3 days)
2 very rare divine essence
1 pink gem worth at least 500 gold
Ioun Stone 1 scroll of enhance ability 24 hours
12 DC 19 very rare 33,000 gp
(Fortitude) 2 very rare divine essence (3 days)
2 very rare primal essence
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Chapter 1 | Classes
Infused Gems
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Brilliant 1 diamond worth at least 25 gp
4 hours 2 DC 14 Common 95 gp
Diamond 1 common arcane essence
Effervescent 1 emerald worth at least 25 gp
4 hours 2 DC 13 Common 70 gp
Emerald 1 common primal essence
1 ruby worth at least 50 gp
Flickering Ruby 4 hours 2 DC 14 Common 125 gp
1 common primal essence
Sparkling 1 sapphire worth at least 100 gp
6 hours 3 DC 15 Uncommon 320 gp
Sapphire 1 uncommon arcane essence
1 garnet worth at least 100 gp
Glittering
1 common divine essence 6 hours 3 DC 16 Uncommon 420 gp
Garnet
1 uncommon arcane essence
1 diamond worth at least 100 gp
Magic Diamond 6 hours 3 DC 16 Uncommon 370 gp
1 uncommon arcane essence
1 cut gem worth at least 50 gp
Perfect Infusion 1 common arcane essence 6 hours 3 DC 18 Uncommon 400 gp
1 common primal essence
Chapter 1 | Classes
255
Captain’s CoatDS
Armor (studded leather), rare (requires attunement)
Doodle RingGS
Ring, common
Helm of HeroesGS
Wondrous item, rare (requires attunement)
Shawm of SunderingDS
Wondrous item, uncommon (requires attunement by a bard)
Squall CollarDS
Wondrous item, rare (requires attunement)
This cold steel choker is forged into the shape of a roiling
storm. It gives you a static shock when touched. It has 3
charges. While wearing the collar, you can use an action and
expend 1 charge to cast sleet storm (save DC 15) from it. The
Squall Collar regains all expended charges daily at dawn.
Squall CallerDS
Weapon (battleaxe), uncommon (requires attunement)
This battleaxe has the thrown property with a normal range
of 20 feet and a long range of 60 feet. It has 3 charges. While
holding the battleaxe, you can use an action and expend 1
charge to cast gust of wind (save DC 13) from it. The Squall
Caller regains all expended charges daily at dawn.
Savage TailsmanK
Wondrous Item, Uncommon (requires attunement)
While each step will go into more depth, the quick reference Uncommon Parchment 40 gp
allows you to at a glance follow the steps to make a scroll in its Rare Magical Ink 200 gp
most basic form: Rare Parchment 200 gp
Very Rare Magical Ink 2,000 gp
• Select the a spell you know that you would like to craft
from spells you are able to cast, or through Alternate Very Rare Parchment 2,000 gp
Methods (see “Magic Formula”). Legendary Magical Ink 5,000 gp
• Acquire the items listed in the materials column for a
Legendary Parchment 5,000 gp
scroll of that level and type.
• Use your Calligraphy Tools to write the scroll using the
number hours listed in the Crafting Time column, or during Crafting Roll
a long rest using the crafting camp action if the crafting
When you would like to create a scroll, it will depend on your
time is 2 hours or less.
Intelligence and skill with Calligrapher’s tools:
• For every 2 hours, make a crafting roll of 1d20 + your
Intelligence modifier + your proficiency with Calligraphy
Scrollcrafting Modifier = your Calligrapher’s Tools
Tools.
proficiency bonus + your Intelligence modifier.
• On success, you mark 2 hours of completed time. Once the
completed time is equal to the crafting time, the magic item
is complete. On failure, the crafting time is lost and no Crafting Without Essence
progress has been made during the 2 hours. If you fail 3 A crafter that is capable of casting magic can replace the
times in a row, the crafting is a failure and all materials are essence when crafting a spell scroll with the ability to cast that
lost. spell, but when doing so they must cast that spell for each
crafting check they make on that item. This is an exhausting
process, draining their magic far more deeply than normal
Related Tool & Ability Score casting, and confers a level of exhaustion for each crafting
Scrollscrafting works using Calligraphy Tools. Attempting to check made this way.
craft a scroll without these is impossible.
The related ability score is Intelligence. While spellcasters of A Difficult Process
any stripe can make scrolls of the spells they know, the process This is intentionally a difficult process, as stockpiling spell scrolls is
is one of systematic application of magical theory to lay down something that should be challenging, otherwise magic can end up
the spell in a function that can later be used. trivializing many encounters, and this method of crafting removes a
Additionally, like it’s kin Wand Whittling and Enchanting, large potential cost barrier.
proficiency in Aranca is required; without proficiency in
arcana, you cannot add your Tool proficiency to the crafting
rule. Magical Formula
To craft a spell scroll, you must know the Magic Formula of the
Scriptures spell you want to make a Spell Scroll of. The easiest way to do
A DM can choose to allow a Cleric to use Wisdom in place of this is to be able to cast the spell. You always know the Magic
Intelligence and require proficiency in Religion instead of Arcana. Formula of a spell you know how to cast. Otherwise, you need
Scrolls produced this way are called Scriptures and can only be used to have deep knowledge of the spell to be able to make a scroll
by others of the same faith. of it. The following are some ways you can gain that
knowledge:
Materials: Ink & Parchment • Have it in your spellbook as a Wizard.
The Materials for Scrollcrafting are Ink and Parchment. Ink • Have it in your spellmanual as an Infusionsmith Artificer.
and Parchment used in scrolls is typically purchased, and • Have it your ritual book as a ritual caster.
below are the table prices. Some types of rare parchment may • Have a spell scroll of it (DC +2)
be processed from rare alchemical ingredients by an alchemist • Study its magical formula and record it. To learn a spell in
or from the hides of magical creatures by a leatherworker. If this way requires proficiency in arcana and 1 day (8 hours
they are found as part of treasure, they are calculated as any per day) of study per level of the spell, as well as access to a
other precious non-currency treasure would be calculated. teacher or book that records the spell. Once learned, you
The ink used to create scrolls must be a special formulation can record it in a Magical Formula book and can
that allows it to contain the magical essence behind the glyphs, subsequently make scrolls of it.
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263
1 scroll of polymorph
Wand of 2 very rare arcane essence 24 hours
12 DC 18 very rare 25,000 gp
Polymorph 1 very rare primal essence (3 days)
1 very rare branch
1 legendary arcane essence
1 very rare primal essence
Wand of the 48 hours
1 very rare divine essence 24 DC 21 very rare 50,000 gp
Warmage +3 (6 days)
1 jewel worth 500 gp
1 very rare branch
Blast Stick
Wand, Common
WhisperstickK
Wand, Common
This wand has an 20 charges. This wand is considered a
ranged weapon with a range of 60/180, and the Light property. This wand has 6 charges. While holding it, you can use an
It deals 1d6 force damage on hit. Each time you make an action to expend 1 of its charges to cast message. You need to
attack with it, it expends one charge. If you have a spellcasting point the wand at the target to cast it in this way.
modifier, you can use your spellcasting ability in place of your The wand regains 1d4 + 2 expended charges daily at dawn.
Dexterity modifier when making an attack with this wand. If you expend the wand’s last charge, roll a d20. On a 1, the
wand breaks, making a loud bang audible up to 100 feet.
The wand regains 1d10 + 10 expended charges daily at dawn.
If you expend the wand’s last charge, roll a d20. On a 1, the
wand breaks.
Goodberry DispenserK
Wand, Common
Magician’s WandK
Wand, Common
This wand has has 6 charges. While holding, you can use an
action to expend 1 of its characters to cast minor illusion.
When you cast minor illusion using this wand, you have
advantage on Dexterity (Sleight of Hand) checks involving
tricks or illusions until the end of your turn.
The wand regains 1d4 + 2 expended charges daily at dawn.
If you expend the wand’s last charge, roll a d20. On a 1, the
wand breaks, dumping the last 10 instances of filth it has
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269
Quick Reference
While each step will go into more depth, the quick reference
Crafting Roll
allows you to at a glance follow the steps to work items from Putting that together that means that when you would like to
leather. make an item, your crafting roll is as follows:
• Select the item that you would like to craft from any of the Leatherworking Modifier = your Leatherworking Tools
Leatherworking Crafting Tables. proficiency bonus + your Dexterity modifier
• Acquire the items listed in the materials column for that
item. Success and Failure
• Use your Leatherworking Tools tool to craft the option For Leatherworking, after you make the crafting roll and
using the number hours listed in the Crafting Time column, succeed, mark your progress on a crafting project. If you
or during a long rest using the crafting camp action if the succeed, you make 2 hours of progress toward the total
crafting time is 2 hours or less. crafting item (and have completed one of the required checks
• For every 2 hours, make a crafting roll of 1d20 + your for making an item). Checks for Leatherworking do not need to
Dexterity + your proficiency bonus with a Leatherworking be immediately consecutive. Failure means that no progress is
Tools. made during that time.
• On success, you mark 2 hours of completed time toward Once an item is started, even if no progress is made, the
the total crafting time. components reserved for that item can only be recovered via
• On failure, the crafting time is lost and no progress has salvage. If you fail three times in a row, all progress and
been made during the 2 hours. If you fail 3 times in a row, materials are lost and can no longer be salvaged.
the crafting is a failure and all materials are lost.
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Armor
Crafting
Name Materials Checks Difficulty Rarity Value
Time
3 rawhide leather
Leather Armor 4 hours 2 DC 12 common 10 gp
2 buckles
3 rawhide leather
Studded
6 metal scraps 6 hours 3 DC 14 common 45 gp
Leather Armor
2 buckles
2 rawhide leather
Hide Armor 1 hide 4 hours 2 DC 10 common 10 gp
2 buckles
25 scales
12 hours
Scale Mail 5 leather scraps 6 DC 12 common 50 gp
(1.5 days)
1 armor padding
Carapace 1 large carapace
Breastplate 2 leather (any) 8 hours 4 DC 12 common 50 gp
(-1 breastplate)* 2 buckles
Tough Carapace 1 large tough carapace
12 hours
Breastplate 2 leather (any) 6 DC 15 common 400 gp
(1.5 days)
(Breastplate) 2 buckles
Carapace 1 medium carapace
Shield 1 leather piece 4 hours 2 DC 10 common 10 gp
(Shield) 4 leather scraps
Leather 2 boiled leather
4 hours 2 DC 10 common 10 gp
BucklerK 2 leather scraps
Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Whip 1 tanned leather 4 hours 2 DC 9 common 4 gp
1 tanned leather
ScourgeK 6 hours 3 DC 14 common 40 gp
3 metal scraps
Miscellaneous
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Rawhide* 1 hide 8 hours 4 DC 6 common 2 gp
Tanned Leather 1 hide or rawhide 16 hours 8 DC 6 common 3 gp
Boiled Leather 1 hide or rawhide 16 hours 8 DC 6 common 3 gp
20 x Leather
1 leather(any) 2 hours 1 DC 4 common 2 gp
Scraps
Hide 20 hide scraps 2 hours 1 DC 10 common 2 gp
20 x Hide
1 hide 2 hours 1 DC 4 common 2 gp
Scraps
4 leather scraps
Belt 2 hours 1 DC 9 common 1 gp
1 buckle
Quiver 5 leather scraps 2 hours 1 DC 9 common 1 gp
Sheath 4 leather scraps 2 hours 1 DC 9 common 6 sp
Holster 2 leather scraps 2 hours 1 DC 9 common 5 sp
Waterskin 2 leather scraps 2 hours 1 DC 8 common 2 sp
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271
1 sheet of leather
Backpack 4 leather scraps 2 hours 1 DC 14 common 5 gp
2 buckles
10 leather scraps
Bag 2 hours 1 DC 10 common 2 gp
1 buckles
10 x Parchment 10 leather scraps 2 hours 1 DC 10 common 1 gp
Uncommon
Parchment
Rare Parchment
Very Rare
Parchment
Legendary
Parchment
1 tanned leather
Armor Padding 2 hours 1 DC 10 common 5 gp
2 buckles
Dice Bag 1 leather scraps 2 hours 1 DC 9 common 1 gp
4 rawhide
4 tanned leather
Saddle, Exotic 6 hours 3 DC 14 common 60 gp
2 parts
1 fancy parts
2 rawhide
Saddle Military 2 tanned leather 4 hours 2 DC 12 common 20 gp
2 parts
1 tanned leather
Saddle, Pack 2 hours 1 DC 10 common 5 gp
2 leather scraps
2 tanned leather
Saddle, Riding 4 hours 2 DC 10 common 10 gp
1 parts
Saddlebag 1 tanned leather 2 hours 1 DC 10 common 4 gp
4 leather scraps
Bit and Bridele 1 wood scraps 2 hours 1 DC 10 common 2 gp
1 metal scraps
1 tanned leather
Throwing
3 leather scraps 4 hours 2 12 common 20
BandolierK
1 buckle
ScourgeK
Martial Weapon, Reach, Special
Named Components
In almost all cases, named components (such as a “wooden stock”
for a crossbow) can be simply abstracted out in the a minor cost,
but, as always, the level of abstraction is up to the DM.
Crafting Roll
Putting that together that means that when you would like to
smith an item, your crafting roll is as follows:
Adventuring Gear
Crafting
Name Materials Checks Difficulty Rarity Value
Time
3 metal scraps
Lantern
2 parts 4 hours 2 DC 11 common 10 gp
(Bullseye)
1 glass flask
3 metal scraps
Lantern
1 parts 4 hours 2 DC 9 common 5 gp
(Hooded)
1 glass flask
Lamp 2 metal scraps 4 hours 2 DC 10 common 5 sp
2 metal scraps
Lock 8 hours 4 DC 17 common 10 gp
3 parts
1 rope
Grappling Hook 2 metal scraps 2 hours 1 DC 12 common 7 gp
1 parts
10 pitons
50 feet rope
Climber’s Kit 2 hours 1 DC 12 common 25 gp
4 parts
1 fancy parts
Merchant’s 1 metal scraps
2 hours 1 DC 10 common 5 gp
Scale 2 parts
1 metal scraps
Tinderbox 2 hours 1 DC 10 common 2 gp
1 parts
2 metal scraps
12 hours
Spyglass 2 fancy parts 6 DC 18 common 1,000 gp
(1.5 days)
5 esoteric parts
2 metal scraps
Wind Up Timer 2 hours 1 DC 12 common 5 gp
1 parts
2 metal scraps
Clockwork Toy 2 hours 1 DC 12 common 10 gp
3 parts
1 metal scraps
3 parts
Pocket Watch 8 hours 4 DC 14 common 150 gp
1 fancy parts
1 esoteric parts
Underwater 4 metal scraps
Breathing 3 common primal essence 8 hours 4 DC 16 uncommon 300 gp
Apparatus 2 fancy parts
2 metal scraps
Drill 2 hours 1 DC 12 common 5 gp
1 parts
Miscellaneous
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Miscellaneous
5 metal scraps 4 hours 2 DC 12 common 2 gp
parts
2 metal scraps
Autoloader 2 parts 8 hours 4 DC 17 uncommon 250 gp
5 fancy parts
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275
Traps
Crafting
Name Materials Checks Difficulty Rarity Value
Time
2 metal scraps
Noise Trap 2 hours 1 DC 13 common 10 gp
2 parts
4 metal scraps
Hunting Trap 2 hours 1 DC 13 common 10 gp
2 parts
2 metal scraps
Trip Wire 2 hours 1 DC 12 common 5 gp
1 parts
Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
1 wooden stock
Light Crossbow 4 metal scraps 4 hours 2 DC 13 common 25 gp
6 parts
1 wooden stock
4 metal scraps
Hand Crossbow 8 hours 4 DC 16 common 75 gp
2 parts
3 fancy parts
1 wooden stock
Heavy 8 metal scraps
6 hours 3 DC 13 common 50 gp
Crossbow 6 parts
2 fancy parts
1 hand crossbow
Ordinary
1 quarterstaff 6 hours 3 DC 14 common 120 gp
Walking StickDS
3 parts
1 shield
1 hooded lantern
Lantern
1 +1 shortsword 16 hours 8 DC 18 very rare 1700 gp
ShieldDS
3 esoteric parts
5 fancy parts
1 +2 heavy crossbow
Rapid Fire
1 autoloader 8 hours 4 DC 18 very rare 6500 gp
CrossbowDS
2 fancy parts
Advanced Ammunition
Crafting
Name Materials Checks Difficulty Rarity Value
Time
1 piece of ammunition
Whistling Shot 2 hours 1 DC 12 common 8 gp
2 parts
1 piece of ammunition
Bola Shot 1 net 2 hours 1 DC 14 common 15 gp
2 parts
1 piece of ammunition
Payload Shot 1 item weighing less than 1 lb 2 hours 1 DC 16 common 35 gp
1 parts
10 pieces of ammunition
10 x Propelled
1 packet of blasting powder 2 hours 1 DC 15 common 80 gp
Shot
5 parts
1 piece of ammunition
1 fancy parts
Spell Shot (a) 1 scroll of fog cloud or 2 hours 1 DC 15 uncommon 80 gp
(b) 1 scroll of entangle or
(c) 1 scroll of multishot
1 piece of ammunition
Adaptable Shot 2 hours 1 DC 14 common 13 gp
1 parts
1 piece of ammunition
Bouncing Shot 2 hours 1 DC 15 common 30 gp
1 fancy parts
1 piece of ammunition
Richochet Shot 2 hours 1 DC 16 common 40 gp
1 fancy parts
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277
Mechanical Prosthetics
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Basic Leg 8 metal scraps
4 hours 2 DC 10 common 5 gp
Prosthetics 1 parts
6 metal scraps
4 parts
Mechanical Arm 8 hours 4 DC 14 common 125 gp
2 fancy parts
1 common arcane essence
8 metal scraps
4 parts
Mechanical Leg 8 hours 4 DC 14 common 125 gp
2 fancy parts
1 common arcane essence
1 one handed melee weapon
8 metal scraps
Weaponized
4 parts 8 hours 4 DC 15 common 180 gp
Arm
2 fancy parts
1 esoteric parts
1 tool of your choice
6 metal scraps
Specialized
4 fancy parts 8 hours 4 DC 15 uncommon 270 gp
Mechanical Arm
1 esoteric parts
1 common arcane essence
8 metal scraps
Spring Loaded 4 parts
8 hours 4 DC 16 uncommon 300 gp
Leg 2 esoteric parts
1 common arcane essence
Vehicles
Crafting
Name Materials Checks Difficulty Rarity Value
Time
1 boat (not inluded in cost)
10 parts
16 hours
Folding Boat 3 esoteric parts 8 DC 17 Rare 1,800 gp
(2 days)
2 uncommon primal essence
1 rare arcane essence
1 cart (not inluded in cost)
10 parts
16 hours
Folding Cart 3 esoteric parts 8 DC 15 Rare 1,500 gp
(2 days)
2 uncommon arcane essence
1 rare arcane essence
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Chapter 1 | Classes
An attachment to crossbows. When equipped, the crossbow no This is a special shot that contains a dangerous rocket like
longer has the loading property, though gains a “reload 5” propellant accelerating to greater speed and distance. This
feature, and must be reloaded as an action or a bonus action shot can be fired at a weapon’s long range without
after firing 5 times. disadvantage, and does an additional weapon die of damage on
hit. However, targets gain twice the bonus to AC from cover
against this shot as they are difficult to arc.
Basic Leg Prosthetic
Item, Common
Watch
A functional replacement leg. While using this in replacement Item, Common
for one of your legs, your movement speed is reduced by 10
feet and you have disadvantage on Dexterity saving throws and A small time piece that accurately tracks time. Must be wound
Dexterity (Acrobatics) skill checks. up every day or it will cease to track time.
This toy is a clockwork animal, monster, or person, such as a A functional mechanical leg that can replace a missing one.
frog, mouse, bird, Dragon, or Soldier. When placed on the While attuned it in this way, it functions the same as the limb it
ground, the toy moves 5 feet across the ground on each of your replaces. Additionally, it can absorb a great deal of impact
turns in a random direction. It makes Noises as appropriate to when falling and spring to new heights. You can reduce all
the creature it represents. falling damage by 20 feet, and your jumping distance is
doubled. After falling, your jumping distance is further
increased by a quarter of the distance fallen.
Bola Shot
Item, Ammunition, Common
Specialized Mechanical Arm
This special piece of ammunition entangles a target it hits. On Wondrous Item, Common
hit, a Large or smaller target must make a DC 12 Dexterity
saving throw, or become restrained, as if by a net. A functional mechanical arm that can replace a missing one.
This works for either a biological creature or a construct. This
item follows the rules for attunement, but does not require an
Drill attunement slot once attuned. While attuned it in this way, it
Item, Common
functions the same as the limb it replaces. Additionally, this
arm can house a tool of your choice.
Can make holes in things. Can destroy a lock with a DC of 14
or lower to pick or break with 10 minutes of work.
Underwater Breathing Apparatus
Wondrous Item, Uncommon
Mechanical Arm
Wondrous Item, Common
The wearer can breath underwater for up to 1 hour. You cannot
(intelligibly) speak or perform verbal spell components while
A functional mechanical arm that can replace a missing one.
wearing this device.
This works for either a biological creature or a construct. This
item follows the rules for attunement, but does not require an
attunement slot once attuned. While attuned it in this way, it Weaponized Arm
functions the same as the limb it replaces. Wondrous Item, Common
A small timer that can be set to accurate count down time, up This shot can be fired at half the normal range of the weapon
to 4 hours, making a clanging noise at the end of the time. firing it. You can deliever any object less than 2 inches in any
dimension weighing less than 2 lbs to a target creature or point
Advanced Timers within that range.
If players wish to make a timer that does something other than make
a noise at the completion, they likely can, but the DM can determine When you recover this arrow, roll a d6. On a 1, it is broken.
if additional challenge is involved (such as a timer that lites a fuse
upon completion).
Whistling Shot
Item, Common
Spell Shot
Item, Uncommon When fired, this shot emits a shill whistle that can be heard
from up to 500 feet from where it is fired and its target point.
A magically infused arrow. It comes in three different types,
based on what kind of magic is infused in it.
Adaptable Shot
Item, Common
You can select a different damage type for the attack from
bludgeoning, piercing, slashing, acid, cold, fire, or lightning
when firing this shot.
Bouncing Shot
Item, Common
You can attack a target out of line of sight of with it if you know
their location by bouncing it off a surface. They have the benefit
of half cover instead of full cover when firing this shot.
Ricochet Shot
Item, Common
If you hit an attack roll with it, you can make another attack
roll against another target within 10 feet of the first as part of
the same attack when firing this shot.
When you recover this arrow, roll a d6. On a 1, it is broken.
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Chapter 1 | Classes
Lantern Shield
Armor (shield), very rare
You can use a bonus action to twist the shaft of this quarterstaff
and deploy or retract the limbs of a light crossbow built into its
head. It is indistinguishable from a walking stick while the
limbs are retracted. It functions as a quarterstaff in either
mode, however it only functions as a crossbow when the limbs
are deployed. This crossbow lacks the loading property and is
fitted with an internal magazine that can hold up to six
crossbow bolts. It automatically reloads after firing until the
magazine runs out of ammunition. Reloading the magazine
takes an action. You are proficient with this magical weapon if
you are proficient in either light crossbows or quarterstaffs.
Art & Item by Dungeon Strugglers
Chapter 1 | Classes
281
Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
1 quality branch
Shortbow 1 leather scraps 12 hours 6 DC 12 common 25 gp
1 length of string
1 quality branch
Longbow 1 leather scraps 14 hours 7 DC 13 common 50 gp
1 length of string
1 common branch
Composite Bow 4 leather scraps 24 hours 12 DC 12 common 50 gp
1 length of string
Quarterstaff 1 common branch 2 hours 1 DC 10 common 2 sp
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Chapter 1 | Classes
Armor
Crafting
Name Materials Checks Difficulty Rarity Value
Time
4 common branches
Wooden Shield 1 metal scraps 8 hours 4 DC 12 common 10 gp
1 leather scraps
Musical Instruments
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Flute 1 quality branch 8 hours 4 DC 9 common 4 gp
3 quality branches 16 hours
Harp 8 DC 12 common 35 gp
4 lengths of string (2 days)
2 quality branches
16 hours
Lute 2 lengths of string 8 DC 13 common 35 gp
(2 days)
1 fancy parts
4 common branches
Drum 1 rawhide leather 8 hours 4 DC 8 common 6 gp
1 parts
2 quality branches
Dulcimer 2 lengths of string 8 hours 4 DC 11 common 25 gp
1 fancy parts
2 quality branches
Lyre 2 lengths of string 10 hours 5 DC 12 common 35 gp
1 fancy parts
Pan Flute 1 quality branch 8 hours 4 DC 11 common 12 gp
Shawm 1 quality branch 8 hours 4 DC 8 common 2 gp
3 quality branches
Viol 2 lengths of string 8 hours 4 DC 12 common 30 gp
1 fancy parts
Ammunition
Name Materials Crafting Checks Difficulty Rarity Value
Time
1 common branch
10 x Arrow 1 metal scraps 2 hours 1 DC 10 common 5 sp
1 fletching
1 common branch
10 x Bolt 1 metal scraps 2 hours 1 DC 10 common 5 sp
1 fletching
2 wood scraps
10 x Dart 1 metal scraps 2 hours 1 DC 11 common 5 sp
1 fletching
10 x Blowgun 2 wooden scraps
2 hours 1 DC 8 common 1 sp
Needles 1 fletching
Miscellaneous
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Short Haft 1 common branch 2 hours 1 DC 8 common 1 sp
Long Haft 1 common branch 2 hours 1 DC 8 common 2 sp
Wooden Stock 1 common branch 2 hours 1 DC 9 common 5 sp
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283
Carved Branches
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Quality Branch 1 common branch 4 hours 2 DC 9 common 2 gp
Uncommon
1 quality branch 4 hours 2 DC 14 uncommon 25 gp
Branch
Rare Branch 1 uncommon branch 6 hours 3 DC 15 rare 70 gp
Very Rare 12 hours
1 rare branch 6 DC 19 very rare 800 gp
Branch (1.5 days)
Legendary 12 hours
1 very rare branch 6 DC 20 legendary 2,000 gp
Branch (1.5 days)
• The material used cannot be the result of carving a branch of a lower quality.
Exotic Wood
Modifier Effect Difficulty Modifier
Instruments made from these special types of wood provide +1 Spell Save DC when
Resonant +8
used as a casting focus.
This inferior type of wood causes weapons made of it to break when rolling a 1, or
Brittle +0
armor made of it to break when you are struck by a critical hit
This unique light but sturdy wood reduces the weight of things made of it by half.
Featherlight +4
Ammunition does not have disadvantage when attacking at long range
Composite Bow
Martial Ranged Weapon, Ammunition, Heavy, (Range
150/600), Two-Handed
Crafting Roll
Runecarving Ancient Tradition Runecarver Modifier =
your Mason’s Tools or Painter’s Supplies (your choice)
Rune carving is the art of marking special magical
enhancements in the form of magical runes. These are proficiency bonus + your Wisdom modifier
symbolic representations that channel and focus power to
confer a special magical effect to the item they are marked on. Academic Tradition Runecarver Modifier =
your Calligrapher’s Supplies or Woodcarving Tools (your
choice) proficiency bonus + your Intelligence modifier
Quick Reference
The following is a quick reference to follow for each step of Success and Failure
carving runes:
For Runecarving, after you make the crafting roll and succeed,
mark your progress on a crafting project. If you succeed, you
• Select a basic item you would like to mark a rune on. This
make 2 hours of progress toward the total crafting item (and
can be an mundane item, gem, non-magical weapon, or
have completed one of the required checks for making an
non-magical armor.
item). Checks for Runecarving do not need to be immediately
• Select a rune you would like to mark on that item from the
consecutive. Failure means that no progress is made during
table based on the item type.
that time. Once an item is started, even if no progress is made,
• Acquire the materials listed in the materials column for that
the components reserved for that item.
rune.
• Use your Related Tool (based on your Runecraving
If you fail three times in a row, all progress and materials are
tradition) to craft the option using the number of hours
lost and can no longer be salvaged.
listed in the crafting time column. You can make progress
in 2 hour increments.
• For every 2 hour increment, make a crafting roll of 1d20 + Runecarving Saving Throw
your Intelligence + your Proficiency with bonus with your
Some runes require a saving throw, the following is the
related tool.
formula for calculating the saving throw. The saving throw is
• On success, you mark 2 hours of completed time. Once the
calculated at the time of creation based on the creators
completed time is equal to the crafting time, the item is
attributes and proficiency, and does not change once it is
complete. On failure, the crafting time is lost and no
created. A saving throw does not include any expertise or other
progress has been made during the 2 hours. If you fail three
bonuses a crafter has to the crafting roll.
times in a row, the crafting is a failure and all materials are
lost.
Rune DC = 8 + your related tool proficiency bonus + your
Wisdom or Intelligence modifier (based on your Tradition).
Related Tool & Ability Score
Rune Attack Roll Modifier = your related tool proficiency +
Rune carving comes in two different traditions; you can mark
your Wisdom or Intelligence modifier (based on Tradition).
runes from either tradition, but they require different tool
proficiency and ability modifiers.
Placing a Rune
Ancient Tradition You can place a rune a nonmagical weapon, set of armor, or
The runes of the Giants, Dwarves, and other ancient traditions. item. When you place an rune on an item, that item requires
Your ability modifier for this tradition is Wisdom, and you can attunement. When a creature is attuned to it, the rune grants
select your related tool from Mason’s Tools or Painter’s the wielder certain benefits as defined by the rune.
Supplies.
Wrath can use that item to cast levitate as a bonus action without
expending a spell slot. This uses the creator’s Rune DC (set at
Rune Very Rare (requires attunement)
the time of carving the rune). Once a rune’s power is used, the
rune’s active can’t be used again until the next dawn.
A jagged chaotic rune that spreads out in all directions and
flashes with angry red light.
Passive Effect. When marked on an item, the attuned Comprehension
wearer can use their reaction to inflict 1d6 lightning damage Rune, Uncommon (requires attunement)
on any creature within 30 feet of them that deals damage to
them. A rune that resembles a script that no one can determine the
Active Effect. While attuned to an item with this rune, you nature of, glowing a steady white-blue light.
can use item to cast chain lightning without expending a spell Passive Effect. When marked on armor or an item, the
slot. Once activated, it cannot be activated again until the next attuned wearer can read all writing, even if it is not in a
dawn. language they would normally understand. This confers only
the literal meaning of the text, and does not break a cipher or
Death code.
Active Effect. While attuned to an item with this rune, you
Rune, Legendary (requires attunement)
can cast comprehend languages without expending a spell slot.
Once activated, it cannot be activated again until the next
A rune of omnious complexity wreathed in shadows.
dawn.
Passive Effect. While marked on armor or any item, the
attuned wearer cannot die unless the rune is removed from the
possession. They are still incapicated and unconcious when Connection
reduced to 0 hit points, but reaching 3 death saving throws has Rune, Uncommon (requires attunement)
no effect while the rune is being worn or carried on their
person. While attuned to this rune, undead of CR 5 or treat you A rune made up of an interlocking square, circle, and triangle,
as another undead, and only attack if you otherwise that courses with pure white light.
commanded to or provoked. Passive Effect. When marked on an item, an attuned wearer
Active Effect. While attuned to an item with this rune, you can spend an action to gain supernatural insight into other
can use item to cast power word kill without expending a spell sentient creatures for 10 minutes. You gain advantage on all
slot. Once you this rune’s power is used, you cannot use it Wisdom (Insight) checks, but dealing damage to another
again until dawn the next day. sentient creature while in this heightened state of awareness
causes you to take 1 psychic damage.
Active Effect. While attuned to an item with this rune, you
Academic Tradition can force another creature to experience a brief flash of
Color connection to your state of mind. The effects of this may vary,
but most often allows you to gain advantage on a Charisma
Rune, Common
(Persuasion) check with them. If used as a reaction to taking
damage, you can force the creature that dealt the damage to
A multifaced rune the glimmers a shifting color. A creature that
you to take psychic damage equal to half the damage dealt.
touches an item with this rune can change the color of that
Once activated, it cannot be activated again until the next
item as an action.
dawn.
Protection Blood
Rune, Uncommon (requires attunement)
Rune, Rare (requires attunement)
A complicated rune with twisting multilayered geometric
A swirling rune with repeating spiraling patterns that pulses
markings that glimmers a dull grey.
with a deep red light.
Passive Effect. When marked on armor or an item, any time
Passive Effect. When marked on a weapon, if an attuned
an attuned wearer takes damage, that damage is reduced by 1.
wielder deals damage with that weapon to a living creature of
Active Effect. While attuned to an item with this rune, you
CR 1/4 or higher, the weapon deals an additional 1d4 necrotic
can use that item to cast shield without expending a spell slot.
damage, and the wielder regains hit points equal to the
Once a rune’s power is used, the rune’s active can’t be used
necrotic damage dealt.
again until the next dawn.
Active Effect. After dealing necrotic damage with this
weapon, an attuned wielder can use their bonus action to
Gravity activate the rune, drawing the blood of the creature dealing an
Rune, Uncommon (requires attunement) additional 3d4 necrotic damage, and regainin hit points equal
to the additional necrotic damage dealt. Once a rune’s power is
An rune formed of detailed concentric circles that faintly used, the rune’s active can’t be used again until the next dawn.
glimmers with soft purple glow.
Passive Effect. When marked on armor or an item, or a
weapon, an attuned wielder takes no falling damage.
Power
Rune, Rare (requires attunement by a spellcaster)
Active Effect. While attuned to an item with this rune, you
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A vibrant rune with intricate line work that shines a bright
cyan.
Passive Effect. When wearing armor or an item marked
Time
Rune, Legendary (requires attunment)
with this run, once per turn when the wearer rolls for damage
with a spell, they can maximize one die of the damage roll.
A complicated geometric rune that slowly pulses with pale
When wielding a weapon marked with this rune, the damage of
grey light.
that weapon is considered magical, and once per turn, when
Passive Effect. When marked on armor or an item, an
the wielder rolls damage for an attack with that weapon, they
attuned wearer gains 20 feet of additional movement speed, +2
can maximize one damage die.
to AC and Dexterity saving throws, and you can take two
Active Effect. While attuned to an item with this rune, when
reactions during a round, though you cannot take multiple
you cast a spell, you can use this rune to empower it, casting it
reactions on the same turn. You age twice as fast while attuned
as if it was one level higher. Once activated, it cannot be
to this rune.
activated again until the next dawn.
Active Effect. While attuned to an item with this rune, you
can use item to cast time stop without expending a spell slot.
Speed Alternatively, you can use this rune as a reaction failing a
Rune, Very Rare (requires attunement) Dexterity saving throw or being hit by an attack to
automatically pass a Dexterity saving throw, or cause an attack
A flickering white rune with jagged lines. to miss. You can use this ability after the roll to change its
Passive Effect. When marked on armor or an item, an outcome. Once activated, it cannot be activated again until the
attuned wearer can take the dash action as a bonus action on next dawn.
their turn. When marked on a weapon with light property, an
attuned wearer can make a single weapon attack with the
bonus action on their turn.
Active Effect. While attuned to an item with this rune, you
can use that item to cast haste without expending a spell slot.
Once activated, it cannot be activated again until the next
dawn.
Space
Rune, Rare (requires attunement)
Reality
Rune, Very Rare (requires attunement)
A fanciful twisting rune that confuses the eye with ever shifting
patterns of colors.
Passive Effect. When marked on an item, an attuned wearer
can cast ever more convincing illusions. Creatures have
disadvantage on their first Intelligence (Investigation) check to
determine if a spell you cast is an illusion (the first check it
makes against that spell).
Active Effect. You can cause one illusion you’ve made to
become real. This effects a 10 foot by 10 foot cube of the
illusion if it is larger than that. This cannot creature an object
worth more than 100 gold pieces, lasts 1 hour, and cannot
create a creature of a CR greater than 5 (when attempting to, it
may create a weakened version of that creature, or simply fail).
If the illusion direclty causes damage (from falling on a
creature, or otherwise being harmful) it can deal a maximum
of 8d8 damage (potentially split accross multiple creatures).
This limit does not apply to creatures created through it. Once
activated, it cannot be activated again until the next dawn.
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Quarrying Stone
Quarrying Stone is significantly harder and at the edge of the
what this system attempts to define. As a rule of thumb, if
quarry that can produce stone is available, 1 laborer can
produce 1 unit of stone in 8 hours of hard labor (1 unit per
day). A laborer with 18 strength or more can produce twice as
much stone in the same time period.
Setting up quarry exceeds the scope of this system, but
would take days or weeks.
Crafting Roll
Engineering Modifier = your Carpenter’s Tools proficiency
bonus + your Intelligence modifier
Labor
Unlike most crafting, Engineering can encompass large
projects that require additional laborer. A laborer can be any
creature with a Strength of 12 or higher that can understand
you, lift and carry objects, and is willing to work for you for for
the duration. You can be your own laborer if you fit the
requirements. A creature with a Strength of 18 or more or
proficiency in Carpentry tools can count as skilled laborer, and
is worth two laborers. Two creatures of insufficient strength
but with a strength 8 or more strength working together can be
counted as single laborer, but only for 4 hours a day, after
which more labor confers a level of exhaustion.
Additional labor does not inherently speed a project up,
though a DM may rule that it is possible in a case by case
basis. Checks can be made with insufficient labor as long as
you have half the labor pool needed, but each crafting check
takes 4 hours in this case.
The number of laborers requires is based on the scale of the
project, as per the following table:
Siege Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
2 unit of lumber
4 quality branches
Ballista (Large) 8 hours 4 DC 16 Common 150 gp
10 parts
5 leather scraps rope (20 ft)
4 unit of lumber
4 quality branches
Mangonel
20 parts 8 hours 4 DC 17 Common 300 gp
(Large)
2 fancy parts
4 rawhide leather rope (40 ft)
4 unit of lumber
10 rawhide leather
Ram (Large) 8 hours 4 DC 14 Common 65 gp
10 parts
2 ingots rope (20 feet)
8 unit of lumber
Trebuchet 20 parts
16 hours 8 DC 16 Uncommon 750 gp
(Huge) 2 fancy parts
10 leather scraps rope (60 feet)
10 unit of lumber
Siege Tower
20 parts 8 hours 4 DC 16 Common 120 gp
(Gargantuan)
10 rawhide leather rope (60 feet)
Fortifications
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Low Stone Wall 1 unit of stone
8 hours 4 DC 10 Common 8 gp
(per 10 ft) 1 bucket of cement
Stone
5 units of stone 24 hours
Battlements 12 DC 14 Common 140 gp
5 bucket of cement (3 days)
(per 10 ft)
Palisade (per 10
2 unit of lumber 2 hours 1 DC 10 Common 2 gp
ft)
8 unit of lumber
Watch Tower 16 hours 8 DC 12 Common 50 gp
5 parts
Wooden 5 unit of lumber
Battlement (per 4 parts 4 hours 2 DC 12 Common 50 gp
10 ft) 4 metal scraps
Bridges
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Narrow Wooden
1 unit of lumber
Bridge (per 10 4 hours 2 DC 14 Common 25 gp
2 parts
ft)
Large Wooden
3 unit of lumber
Bridge (per 10 8 hours 4 DC 14 Common 55 gp
6 parts
ft)
Huge Wooden
5 unit of lumber 16 hours
Bridge (per 10 8 DC 15 Common 165 gp
10 parts (2 days)
ft)
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Narrow Stone
1 unit of stone
Bridge (per 10 8 hours 4 DC 15 Common 80 gp
1 bucket of cement
ft)
Large Stone
3 units of stone 16 hours
Bridge (per 10 8 DC 15 Common 160 gp
3 buckets of cement (2 days)
ft)
Huge Stone
5 units of stone 32 hours
Bridge (per 10 16 DC 16 Common 520 gp
5 buckets of cement (3 days)
ft)
Buildings
Name Materials Crafting Time Checks Difficulty Rarity Value
Basic Shelter 1 unit of lumber
4 hours 2 DC 8 Common 3 gp
(10 ft x 10 ft) 1 parts
Shack 2 units of lumber 4 hours
2 DC 10 Common 25 gp
(15ft x 15 ft) 2 parts With 5 laborers
Small House 6 units of lumber 8 hours (2 days)
4 DC 12 Common 100 gp
(25 ft x 25 ft) 6 parts With 5 laborers
8 units of lumber
2 units of stone
Small Temple 16 hours (4 days)
12 parts 8 DC 14 Common 550 gp
(25 ft x 35 ft) With 5 laborers
4 buckets of cement
4 fancy parts
10 units of lumber
5 units of stone
Large House 24 hours (3 days)
10 parts 12 DC 15 Common 2,400 gp
(35 ft x 35 ft) With 10 laborers
5 buckets of cement
5 fancy parts
25 units of lumber
20 units of stone
Mansion 80 hours (10 days)
20 parts 40 DC 16 Common 13,000 gp
(50 ft x 50 ft) With 10 laborers
20 buckets of cement
5 fancy parts
50 units of lumber
50 units of stone
Cathedral (50 ft x 20 parts 160 hours (20 days)
80 DC 17 Common 40,000 gp
100 ft) 20 buckets of cement With 10 laborers
10 fancy parts
2 esoteric parts
Vehicles
Crafting
Name Materials Checks Difficulty Rarity Value
Time
3 units of lumber
2 quality branch
Carriage (Large) 1 tanned leather 16 hours 8 DC 13 Common 100 gp
5 parts
2 fancy parts
2 units of lumber
4 metal scraps
Cart (Large) 4 hours 2 DC 12 Common 15 gp
4 leather scraps
2 parts
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2 units of lumber
2 quality branches
Chariot (Large) 2 tanned leather 20 hours 10 DC 14 Common 250 gp
4 parts
2 fancy parts
2 units of lumber
2 common branches
Sled (Large) 8 hours 4 DC 11 Common 20 gp
2 parts
4 leather scraps
3 units of lumber
2 quality branches
Wagon (Large) 10 hours 5 DC 12 Common 35 gp
4 parts
4 leather scraps
Ships
Name Materials Crafting Time Checks Difficulty Rarity Value
100 units of lumber
20 quality branches
Galley 160 hours (20 days)
100 parts 80 DC 16 Common 26,000 gp
(Gargantuan) With 10 laborers
10 fancy parts
Rope (600 ft)
20 units of lumber
20 parts
Keelboat 40 hours (5 days)
5 fancy parts 15 DC 14 Common 1,900 gp
(Gargantuan) With 10 laborers
10 rawhide leather
Rope (200 ft)
40 units of lumber
10 quality branches
Longship 80 hours (10 days)
100 parts 40 DC 15 Common 8,000 gp
(Gargantuan) With 10 laborers
5 fancy parts
Rope (500 ft)
Rowboat 3 units of lumber
8 hours 4 DC 13 Common 50 gp
(Large) 8 parts
60 units of lumber
10 quality branches
Sailing Ship 80 hours (10 days)
100 parts 40 DC 15 Common 8,000 gp
(Gargantuan) With 10 laborers
10 fancy parts
Rope (2,000 ft)
80 units of lumber
20 quality branch
Warship 80 hours (10 days)
100 parts 40 DC 17 Common 21,000 gp
(Gargantuan) With 10 laborers
10 fancy parts
Rope (2,000)
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Cobbling
Minor Branches Cobbling is the art of making shoes and boots, typically from
leather. A narrow but occasionally useful art of crafting - after
Some branches of crafting tend to overlap with the needs of
adventurers more than others. The ones that do not are listed all, most adventurers and common folk alike prefer to wear
here as minor branches. These are no less important to a shoes. Often the best route of making boots fit for magical
world and an economy, but provide more basic necessities, enchantment.
materials, and valuable goods. The primary use of these
branches of crafting are to produce valuable goods. Cobbling Modifier = your Cobbler’s tools proficiency
bonus + your Dexterity modifier
One common interaction with these branches of crafting is
with enchanting - magic has expensive taste, and it might be Materials Value
hard to find, for example, boots worth 250 gold pieces - those
scraps of leather 1 sp
are some fancy boots! You can use these branches of crafting
to make or calculate how such things might be made. buckles 2 sp
tanned leather 3 gp
The following provides tool and ability score for each minor
branch of crafting, as well as some examples of materials and Produced
produced items, but keep in mind that minor branches exist Materials Checks DC Value
Items
primarily for value added crafting, the provided examples are
just reference points (instances) of the value added formula. 8 scraps of leather
Shoes 1 9 2 gp
1 buckle
1 tanned leather
Weaving Boots
1 buckle
1 10 5 gp
Weaving allows you to create textiles from raw material. This 1 tanned leather
is rarely within the scope of what adventurers will pursue, but Nice Boots 3 16 100 gp
1 buckle
occasionally useful. This largely exists as a background
explaination for textiles. Shares a tool proficiency with 1 tanned leather
tailoring. Fancy 1 buckle
4 16 240 gp
Boots 50 gold of rare
Weaving Modifier = your Weaver’s tools proficiency materials
bonus + your Dexterity modifier
Masonry
Materials Value
Masonry is the art of working of stone. They can provide
spool of thread 1 cp skilled labor for large scale stoneworking projects, or create
raw wool 1 cp statues and small stonecarvings.
raw cotton 1 cp
Masonry Modifier = your Mason’s tools proficiency
raw silk 1 sp bonus + your Strength modifier
Glassblowing Brewing
Glassblowingis the art of working glass with blown air to Brewing primarily the art of fermenting things into alcoholic
create bottles, vials, and small glass arts. Glassblowing substances, most often forms of ales. While of little practical
typically requires glassblowers tools and a source of great heat use, it is an art of personal enthusiasm for many of the
(generally a specific heat source, or a forge, or a magical adventuring sorts and layfolk of the world.
source).
Brewing Modifier = your Brewer’s supplies proficiency
Glassblowing Modifier = your Glassblower’s tools bonus + your Wisdom modifier
proficiency bonus + your Dexterity modifier
Materials Value
Materials Value supplies 1 gp
glass 1 sp barrel 1 sp
oak barrel 5 sp
Produced
Materials Checks DC Value uncommon supplies 10 gp
Items
Glass Vial 1 glass 1 DC 9 1 gp
Produced Items Materials Checks DC Value
Fancy Parts
1 glass 3 DC 11 10 gp 1 supplies water
(Lenses) Barrel of Swill 2 8 12 sp
1 barrel
Esoteric
Parts 2 glass 6 DC 15 100 gp 1 supplies water
Barrel of Beer 2 12 10 gp
(Lenses) 1 barrel
1 supplies
1 uncommon
Barrel of Mead supplies 3 14 50 gp
Painting 1 water
Painting is an artistic pursuit of making art and portraits, 1 oak barrel
typically on canvas. It can be used for a wide range of other
purposes, such as making signs, disguises, and illustrations. Brewing Time
Some magic items require valuable art as a basis. While brewing only takes a few hours, common beer takes 3 days
to ferment, and fancier ones may take weeks or months. As a very
Painting Modifier = your Painter’s supplies proficiency simple rule of thumb:
bonus + your Wisdom modifier • Beer worth less than 5 gp a barrel takes 3 days.
• Beer worth more than 5 gp takes 2 weeks.
• Particularly fancy or exotic beverages may take longer;
Materials Value
up to months.
paint 1 cp
canvas 1 cp
Jewelcrafting Carpentry
The art of making jewelry of all forms, from cutting gems, Carpentry makes furniture and small scale construction. Often
setting them, or creating fine metal works. used to make simple mundane objects or modifications.
Jewelcrafting Modifier = your Jeweler’s tools proficiency Carpentry Modifier = your Carpenter’s tools proficiency
bonus + your Dexterity modifier bonus + your Dexterity modifier
Misc
Name Materials Checks Difficulty Value
Basic 2 parts
2 DC 12 10 gp
Glasses 1 metal scraps
Quality 2 fancy parts
3 DC 14 50 gp
Glasses 1 silver scraps
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Tailoring
The art of turning textiles into clothes and clothe based
accessories, from utilitarian to ornate gowns. Ornate clothing
sometimes serves as the basis of magic gear.
Materials Value
Cloth Scraps 1 cp
Spool of Thread 1 cp
Bolt of Cloth 1 sp
Bolt of Silk 1 gp
Desert Locale
Name Rarity Description Properties Purchase Price
Waterdrop Cactus Common A tiny cactus containing a single drop of water. Curative 15 gp
Lighting Sand Common Glassy sand struck by lightning. Reactive 15 gp
Dry Cough Common A gnarled point that looks inedible. Poisonous 15 gp
A cactus that produces little white flowers in
Morninglord Uncommon Curative 40 gp
the dawn’s light
Oasis Bane Uncommon A small root sucks up water and looks edible. Poisonous 40 gp
A strange black sand, particularly find grains
Blacksand Uncommon Reactive 40 gp
with an odd smell
Forest Locale
Name Rarity Description Properties Purchase Price
Elfmarks Common Small twisting vines with pale flowers. Curative 15 gp
Fairy Steps Common Tiny white flowers in the shape of fairy wings. Curative 15 gp
King’s Salvation Common A golden brown root. Curative 15 gp
King’s Damnation Common A reddish brown root. Poisonous 15 gp
Catfern Common Green cattail fern. Exotic 15 gp
Silverscale Uncommon Silvery tree bark with a scale like texture. Curative 40 gp
Sweetpetal Uncommon Rose-like flower petals found on the forest floor Poisonous 40 gp
Dyradtears Rare Small blue flowers that grow near dead trees. Curative 200 gp
Divine Laurel Very Rare Golden leaves that glimmer as if gilded. Curative 2,000 gp
Mountains/Caves Locale
Name Rarity Description Properties Purchase Price
Goldbane Common Clumpy yellow powder. Reactive 15 gp
Rare Earth
Common Dirt with traces of rare vitamins. Curative 15 gp
Powders
Dragongrass Uncommon Red leafy grass. Reactive, Exotic 40 gp
Minebane Uncommon Long black roots that give off smoke. Reactive 40 gp
Crystal Spider
Uncommon Crystalline Webs Poisonous 40 gp
Webbing
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Plains Locale
Purchase
Name Rarity Description Properties
Price
Lightning Roots Common Still living roots from a tree hit by lightning Reactive 15 gp
Small snaring weeds with an unpleasant
Hoof Thistle Common Curative 15 gp
thistle
Humming Berries Common Small red berries the hum slightly when held Reactive 15 gp
Dried Tar Common Black flakes of sludge like substance Reactive 15 gp
Goldshine Grass Uncommon Strange grass that looks like it is gilded Poisonous 40 gp
Centaur Droppings Uncommon Strange foul smelling mud. Curative 40 gp
Burned Belladonna Uncommon A strange plant that looks like it is burned. Reactive, Poisonous 60 gp
Swamps Locale
Purchase
Name Rarity Description Properties
Price
Drooping Death Common Drooping dead looking ferns. Curative 15 gp
Wartflower Common A sickly yellow flower with strange growths Curative 15 gp
Swamp Oil Common A rainbow sheened oily substance Reactive 15 gp
Hag Trail Uncommon Wilted plants that grow on corpses Poisonous 40 gp
Sad Salvation Uncommon A brilliantly blue flower that grows in decay Curative 40 gp
Watery sludge that seems is burning hot and
Burning Sludge Uncommon Reactive 40 gp
slightly smokes
A pleasantly apple looking fruit that grows on
Hag Fruit Rare Poisonous 200 gp
gnarled trees
A seedling that sprouted on a shambling
Shambling Seedling Rare Curative 200 gp
mound.
Fetid Gas Rare Rare swap gas that smells of sulfur. Reactive, Poisonous 300 gp
Coastal Locale
Name Rarity Description Properties Purchase
Price
Merweed Common Always damp blue leaves. Curative 15 gold
Seaweed like weeds that give off an
Rotweed Common Poisonous 15 gold.
unpleasant smell.
Oyster shaped white and blue flowers with an
Oyster Flowers Uncommon Curative 15 gold.
odd smell.
Exotic Locale
Purchase
Name Rarity Description Properties Gathering Locale
Price
Elemental Earth Rare Loose soil Poisonous Plane of Earth 200 gold
Elemental Fire Rare Ever burning fire Reactive Plane of Fire 200 gold
Elemental Water Rare Water Curative Plane of Water 200 gold
Curative,
Apple of Arborea Legendary A golden apple. Arborea 5,000 gold
Exotic
Spider Queen’s
Legendary Dark purple flowers. Poisonous Underdark 5,000 gold
Steps
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Elementals
Purchase
Monster Rarity Organ Description Properties
Price
Mud Mephit Common Foul Dust The crusty dried remains of it’s head Poisonous 15 gp
Smoke Mephit Common Swirling Soot Little flecks of ash that never quite settle. Reactive 15 gp
Stream Mephit Common Steaming Droplets Droplets of water that are never quite cool. Reactive 15 gp
Stream Mephit Common Frozen Droplets Droplets of water that never quite thaw. Curative 15 gp
Small rock chips that are painfully hot to
Magma Mephit Common Burning Rocks Reactive 15 gp
the touch.
Magmin Common Magmin Charcoal Small pieces of ever warm charcoal. Reactive 15 gp
Small red scales that are warm to the
Fire Snake Common Fire Snake Scales Reactive 15 gp
touch.
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In the olden days crafting checks took experience as a Since posting this system, I’ve heard from plenty of actual
fundamentally component. This is not a feature of this sytem, blacksmiths, letting me know blacksmithing is hard. This
but the following is a variant for those that want to run a system is a model that balances game mechanics, fun,
hateful and archaic system that will cause great suffering. In practicality, and realism in equal parts, but if you want a
this system, certain components can be (or must, as per your system that will make them happier, double all blacksmithing
DM), be replaced with experience, using the following ratios: times, and triple armor crafting time per check. This means
that making 1 check would for weapons or items would be 4
Material Experience Cost hours, and making 1 check for armor would take 6 hours.
I would recommend only using this variant when downtime
Common Reagent 30 is plentiful, or when combined with the “Assistance” variant
Uncommon Reagent 90 rules. When combined with the assistance variant rules, the
Rare Reagent 650 maximum number of helpers remains 3 (each reducing the
time to make a check by 1 hour still).
Very Rare Reagent 8,500
Legendary Reagent 35,500
Common Essence 90
More Common Magic
Not just for enchanters
Uncommon Essence 270
Rare Essence 1,950 While magical items is generally thought of as the domain of
Very Rare Essence 25,500 enchanters, a skilled crafter with the correct knowledge may
be able to craft certain magic items with this variant rule. If you
Legendary Essence 106,500
have proficiency in Arcana, you can use your crafting skill to
craft items from certain enchanting tables as per the table
Arcanist Crafting below. When making items this way, you can only make items
This harkens back to the tales of the Arcanists of certain ancient
of types you can normally make.
empires investing their very life force and power in magic items, and
If another creature proficient in arcana assists for the full
somewhat models the system as presented in early editions. I don’t
necessarily recommend it for 5e, and this isn’t how I run crafting, duration of the craft, they can serve as a replacement for
but I wouldn’t to present the option here. This will make magic proficiency in arcana.
items more of an investment, but easier to access.
Crafting Branch Enchanting Table
would be typically represent nearly legendary skill, and should adventurers, hoarded by dragons (...or maybe kobolds earlier in
rarely be awarded. your adventures!).
Consider level 6 or 7 an achievement more in line with level
15 or level 20 respectively, and anything beyond that falling Purchased: As with most things, money can bridge many gaps
into epic levels of myth. and provide many answers. Either convincing a craftsman to
In general, an adventurer should track the metrics that will teach you their technique or buying a potion formula from the
level up their crafting skill, but such a thing should rarely be alchemists guild, most people in the world will understand that
the intent of their actions, but a natural result of using it for an they stand to more to gain by selling fish than by teaching their
extended period of time. Typically skill beyond 1 and 2 cannot customers how to fish, so these will won’t come cheap, but can
be gained by merely making things repeatedly. Keep in mind often by attained by establishing good relations... or just
the system is very compressed (due to using a d6) and such a dropping a lot of coin.
+1 to the crafting roll holds large significance (and should
typically not be given on magic items or otherwise lightly How much do Recipes cost?
distributed). How much a recipe costs, or even if it’s available, has a lot of factors
Here is a simple method of progression: behind it and is ultimately up to the DM, but in general be fairly
expensive (to encourage innovation) but not outrageous compared
to what they make. Roughly 10 times the cost of the materials to
Skill Gold Pieces of Items Created
make the item.
1 10
2 100 Invented!: While many craftsmen and craftswoman tread in
the footsteps of others, those at the cutting edge are those that
3 1,000
innovate and invent, stepping beyond what is known (to them).
4 10,000 More difficult, a recipe is created through trial and effort, and
5 100,000 will frequently leave many broken prototypes as proof of the
effort.
6 1,000,000
To invent a recipe, you make an innovation check. This takes
7 10,000,000 1 hour, and once attempted cannot be attempted again until
you complete a long rest. You can select materials to expend on
If you combine with the innovation system, you can award the innovation check.
double credit for any gold pieces of materials spent attempting
to innovate a new item when tracking skill progression. • If you roll half the innovation difficult or more and did not
have the correct materials, you learn the materials needed
for the recipe (this does not require any materials to be
Innovation System expended).
Making it so you have to actually know how to make the things • If you roll half the innovation difficult or more of the recipe
you make. and had the correct ingredients, you learn the innovation
difficulty of the recipe and materials needed for the recipe.
Adding back in some complexity Almost all enchanting recipes • If you roll the innovation difficult with all the required
use scrolls as blueprints for the magic of the item and essences ingredients spent toward the check, you learn the recipe,
to power it. It is possible that other methods exist, the scroll is and this counts as the first successful crafting roll toward
fundamentally a blueprint of the magic the item uses, as well crafting the product of that recipe.
part of it’s magical essence that is imbued into it. A GM can opt • On failure, all materials put toward the check are lost. On
to replace the scroll with a blueprint or innovation check (see success, the recipe is learned, and the materials can be
variant rules) and additional magical essences (to replace both rolled over toward crafting the item; the first crafting check
the knowledge and power provided by the scroll). for the item automatically succeeds on that crafting
attempt.
Variant: Recipes
The GM can set the innovation DC of an item, or just have it
Materials are just stuff without a recipe. Coming in the form of
default to the DC of ann innovation check is the Crafting DC of
techniques, blueprints, or any one of a hundred different forms
the item +5.
of knowledge, the an essential step of making anything is know
how.
An innovation roll is as follows:
A recipe alone does not inherently grant success - a recipe is
just a path that the craftsman can walk, but final product will
Recipe Innovation Roll = d20 + your relevant crafting Skill +
come down to their skills, materials, and a little luck. Even so,
your Wisdom or Intelligence modifier (your choice).
recipes are not created equal. The technique of swordcraft left
behind by a grand master of the craft can contain knowledge
However a player has acquired their recipes, they are
that will inherently boost the skills of anyone following it’s
encouraged to record their recipes in a book or manual.
techniques.
Like materials, recipes can come from three sources.
Losing Your Recipes:
Recipes are usually going to be recorded as physical documents,
Found: The world you adventure in is often vast and dotted
and consequently must be safeguarded. If a set of Recipes are
with the legacies of those that have come before. Frequently
lost, it will be up to the DM to determine how many they might
ancient techniques and secrets can be uncovered during your
remember by heart.
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The following is my recommendation: half their recipes + the
intelligence modifier are known by heart. Recipes remembered are
chosen in the order of Invented Recipes > Most Crafted Recipe > Most
Recently Crafted Recipe, and then ordered by which have been used the
most to the least.
A Feat such as Keen Mind may negate any recipes lost.
Gritty Realism
For games that move at a more deliberate pace.
Dragongrass
Common, Exotic, Difficulty +2
This is a strange grass that burns very hot and tastes terrible.
When added to a Potion of Fire Breath, it allows you to
replace one or more breaths with breathing fire in a cone with
the effect of the spell burning hands.
When added to a Custom Potion that would deal damage to
a target area, it allows you to instead drink the potion and
breath of a 15 foot cone of the damaging effect the potion
would have had.
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Cook
A special form of the crafting Camp Action that can be taken
with Cooking Utensils. A hearty meal sits better than any trail
rations... even when it is cooked from the simplest of
ingredients. You and all willing creatures (willing to eat your
cooking) regain an additional hit die from the long rest when
complete.
If you have proficiency with Cooking Utensils, creatures
regain additional hit dice equal to your Proficiency bonus.
Requires a campfire, and any Wisdom (Perception) checks
during this time are made with disadvantage.
Prepare
The life of an adventure has many challenges and it is only
natural a cautious adventurer would want to prepare for them.
Select one ability score to prepare for the upcoming day and
perform 2 hours of an activity that hones it for the challenges
ahead (you could prepare Strength or Dexterity through
stretches or exercises, Intelligence through studying, Wisdom
through meditation, etc).
After you complete the long rest, you gain a Preparation die,
starting at as a d6. Each time you make an ability check related
to your chosen ability score, roll the Preparation die and add it
to the result. The Preparation die decreases by one step each
time it is rolled until depleted (d6, d4, d2, depleted).
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