The Only Expansion You’ll Ever NeedFor 5th Edition 2024
scifi5e.comLearn More on Kickstarter• Revised for 5E 2024• Expanded to 430+ pages• Two hardcover campaigns• A universe of adventure
Disclaimer: Side effects may include: rolling up more characters than you could ever play, getting irrationally excited about dice, pretending your GM is a warlock patron, making witch noises instead of character dialogue, and telling insufferable RPG stories.ON THE COVERMartin Kirby-Jackson illustrates a view from the foot of the multidimensional Spire of Secrets. High above, arcane vortices churn into other corners of the multiverse, while levitating stones and crystalline mountainsides dominate the valley. Valda, the devious lich himself, stands cackling with staff and infernal spell in hand, ready to greet his newest guests.CreditsLead Designer Michael HolikAdditional Design Beniamin Ghita, Alexander Binns, Jaron Mortimer, Matthew Pennell, Ben Huffman, Benjamin Richardson, Jason Sinclair, Justin Forkner, Alexander J GarciaEditors Michael Holik, Tony Casper, Benjamin PaffLead Artist Martin Kirby-JacksonGraphic Design Martin Kirby-JacksonCover Illustrator Martin Kirby-JacksonInterior Illustrations Lucas Ferreira CM, Martin Kirby-Jackson, Noa Kriukova, Mariana Livraes, Jordy Knoop, Agustín Marceillac, Moniek Schilder, Loot Tavern (Mo)Valda’s Spire of Secrets, Mage Hand Press and their associated logos are trademarks of Mage Hand Press LLC © 2026 Mage Hand Press LLC. All Rights Reserved. This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
CONTENTSIntroduction................................................... 4What’s New?................................................... 5Chapter 1: Classes ......................................7New Classes ................................................... 8Alchemist ..................................................12Alchemist Class Features.............................. 14Bomb Formulae Options.............................. 17Discovery Options ........................................ 20Alchemist Subclasses.................................... 23Captain .....................................................32Captain Class Features ................................. 33Maneuver Options........................................ 35Cohort Options ............................................ 36Captain Subclasses....................................... 43Craftsman .................................................48Craftsman Class Features ............................. 50Mastery Properties........................................ 53Craftsman Subclasses ................................... 56Creating Weapons........................................ 66Gunslinger ................................................70Gunslinger Class Features ............................ 72Maneuver Options........................................ 74Gunslinger Subclasses.................................. 74Investigator ..............................................82Investigator Class Features........................... 84Investigator Spell List ................................... 86Investigator Subclasses ................................ 88Martyr.......................................................96Martyr Class Features ................................... 98Martyr Spell List.......................................... 100Martyr Subclasses....................................... 102Necromancer ..........................................110Necromancer Features ............................... 112Necromancer Spell List............................... 116Necromancer Subclasses............................ 119Undead Thralls ........................................... 126Warden ...................................................130Warden Class Features ............................... 132Warden Subclasses..................................... 135Warmage ................................................144Warmage Class Features ............................ 146Warmage Spell List..................................... 149Warmage Trick Options.............................. 149Warmage Subclasses.................................. 154Witch ......................................................162Witch Class Features .................................. 164Grand Hex Options .................................... 168Witch Spell List........................................... 171Witch Subclasses ........................................ 174Chapter 2: Equipment ............................183Weapons .................................................... 184Switch Weapons ......................................... 188Chapter 3: Spells ....................................191Tags ............................................................ 192Expanded Spell Lists .................................. 192Spell Descriptions....................................... 199Appendices.............................................231Appendix A: Familiars ................................ 232Appendix B: Monstrous Grafts ................... 237
I learned long ago that a dead adventurer is a soon-to-be-revived adventurer.Hello! I suppose introductions are in order since you’ve infiltrated my nigh-impenetrable spire. And you didn’t even bother to wipe your feet. My name’s Valda—no relation to that other lich with godlike power. I might as well do you the courtesy of a tour, seeing as you’ll never leave this place alive.I mean, really, when will you adventurers ever learn? Remote mausoleums named “Tomb of Doom” or “Mount Hell” or “Spire of Secrets” mean keep out. This whole place is a death trap! You saw the manticore swarm I put outside—nothing of value could possibly eclipse that! But you barged in anyway.I suppose that means you’ll make a fine addition to my collection. See, I’ve made a habit of capturing you fools alive for a museum of idiocy, an exhibition of suicidal spelunkers. I think I’ve nearly got you categorized, too. Twenty-two neat little groups, organized by rank, age, and fatal ambition. Take a look around, you might even see a distant ancestor! Welcome to my Spire! You’ll never escape.—ValdaThe Only 5th Edition Expansion You’ll Ever NeedWritten for both players and Game Masters, Valda’s Spire of Secrets builds upon the core rules of 5th Edition with new rules that you can use with any setting, from published campaigns to worlds of your own creation. Think about this book like a content expansion for the core rules—it isn’t an update of the edition or a new core book. Everything within is optional, and none of it changes the game’s core mechanics or disagrees with its design principles. Spire of Secrets is 5th Edition to its core, but bigger and better in every way.NEW BASE CLASSESThis book presents ten new classes to complement the existing twelve in the core rules. Witches, Alchemists, Gunslingers, and more provide new ways to play and new stories to tell. If you have played 5th Edition before and wish that it had more to offer, Valda’s Spire of Secrets will invigorate your love of the game.ENDLESS OPTIONSNo two characters made with the options in these pages are the same. Over a hundred and fifty subclasses, dozens of feats, a myriad of new spells, wild and new species, and many more options give you an arsenal of tools to shape characters you never dreamed possible. And once you’ve created your character, you can bring their story to life for a one shot or a sprawling campaign. A PARADIGM SHIFT IN STORYTELLINGThe options within this book are transformative to the experience of running 5th Edition. Stories that center upon Alchemists, Witches, and Gunslingers have fundamentally new hues and emotions than those with only Clerics, Fighters, and Rogues. As a Game Master, you can present heists, standoffs, chases, explosions, curses, and other storytelling angles that were never available before. BEYOND THE HORIZONWith the options in this book, you can color outside the lines of 5th Edition and discover new worlds of heroes and villains. You can enrich your characters, tell grander stories, and seize everything that roleplaying games have to offer. From the top of the Spire of Secrets, you can see distant, previously unknown horizons, and bring your next adventure there.INTRODUCTIONFrozen in marble, you’re less of a liability.Introduction4 5 Introduction
What’s New?This Class Update to Valda’s Spire of Secrets updates the book’s classes to the 2024 version of 5th Edition. Not only does it adapt these classes to the 2024 rules, it overhauls and improves everything the Spire of Secrets has to offer. Here are some of the biggest changes:ENHANCED CLASSESEvery class has been revised with new core features, revamped subclasses, and expanded options. Some classes have been streamlined and made more powerful, a couple have been rebuilt from the bedrock. These changes sometimes represent updates in line with new rules elements, and other times reflect player feedback and design innovation.Generally, content aligned with 5th Edition’s 2024 rules is stronger than in 2014. These classes can play alongside legacy content, but the Game Master should be wary of the subtle but persistent power growth and the following highlights:Alchemist. The Alchemist class preserves the outline from 2014, but reworks each aspect from the ground up. The Alchemist’s Bombs deal increased damage and are more formidable against groups. The Alchemist can brew more potions each day and brew more powerful ones, and its Discoveries are greatly enhanced. Discoveries are entirely reworked and enhanced. Captain. The Captain class gains access to more and better Maneuvers, and its Cohort options are expanded. Cohorts now use the Captain’s Charisma as an important stat. Craftsman. The Craftsman class has been completely overhauled and streamlined, transforming from one of the most overwhelming classes to one of the sleekest. Its role as a crafter for the whole party has been expanded. Weapon masteries broadly replace exotic weapons and their bespoke properties. Gunslinger. The Gunslinger’s maneuvers are more dangerous than before and it can use more maneuvers each day. Investigator. The Investigator class’s core features have been reworked, now focusing on Finisher from an early level, making it more dangerous and versatile. Uses of Trinkets are more streamlined.Martyr. The Martyr class has an expanded repertoire of new spells and is now more distinct from other divine spellcasters. Additionally, it can now sacrifice Hit Points to gain a bonus to any D20 Test.Necromancer. The Necromancer class has new Undead Thralls and a reworked thrall progression. In addition, its spell list is greatly expanded.Warden. The Warden class’s key features, such as its Guardian Tactics and Interrupt, have been expanded to make it utterly unique as a tank option. Moreover, its subclasses now have more diverse themes and more potent features.Warmage. The Warmage class now deals guaranteed minimum damage whenever it casts a cantrip, and has a streamlined list of Tricks to draw upon.Witch. The Witch’s Hexes are now cantrips, and it can now use Hexes more often alongside other spellcasting. MASTERFUL WEAPONS5th Edition’s 2024 rules introduce weapon masteries, special weapon properties that are only used by classes with the Weapon Mastery feature. This update expands Weapon Masteries to new weapons and firearms, and gives classes across the book Weapon Mastery. The Equipment chapter in this update uses the new mastery properties instead of exotic weapons and their properties, giving all classes expanded access to previously exotic options. FEARSOME ALLIESWhenever an ally fights beside you, whether that be a Witch’s Familiar, a Captain’s Cohort, or a Necromancer’s Thrall, you’ll find more options and more powerful allies. Many more statistics scale with your level in ways that flow better with the core rules.GRANDER SPELLSThis update includes the entire Spire of Secrets Spells chapter, which includes new spells, tactfully cuts the least useful of the old lineup, and overhauls dozens of others. Many classes have much expanded spell lists and access to new, unique spells.4 5Introduction
6CONTENTSPAGE 12. ALCHEMISTPAGE 32. CAPTAINPAGE 48. CRAFTSMANPAGE 70. GUNSLINGERPAGE 82. INVESTIGATORPAGE 96. MARTYRPAGE 110. NECROMANCERPAGE 130. WARDENPAGE 144. WARMAGEPAGE 162. WITCH
6 CHAPTER 1CLASSES
CaptainLeadership, the Class Brave commanders and savvy tacticians, Captains control a second character in the form of a Cohort and enhance their allies in combat with dice-fueled maneuvers. Play a Captain if you want to lead your allies to victory!CraftsmanInvention, the Class Master artisans and inventors, Craftsmen can forge custom weapons and armor on the fly. Play a Craftsman if you want to experiment with mastery properties and build entirely custom weapons for your character.GunslingerCritical, the Class Narrowed eyes, smoking barrels. Gunslingers live on the edge, brandishing a special resource called Risk Dice to keep them alive by the skin of their teeth. Play a Gunslinger if you enjoy scoring powerful Critical Hits and having an entire arsenal of guns at your disposal. InvestigatorUtility, the ClassSupernatural researchers and monster hunters, Investigators use a few silver-tipped crossbow bolts and a tome brimming with rituals to banish monsters that stalk the night. Play an Investigator if you want access to boundless utility options and the ability to go toe-to-toe with a vampire or werewolf. MartyrSacrifice, the Class Chosen by the gods to complete a task, Martyrs are set upon a harsh, predestined path, requiring constant sacrifice. Martyrs use their Hit Points to fuel their divine abilities, and can supernaturally resist death’s embrace. Play a Martyr if you want to experience the push and pull of sacrificing Hit Points for massive damage, only to heal moments later.NEW CLASSESThe beating heart of 5th Edition is its character classes. Of the three choices that define your character at first level—Background, Species, and Class—your class carries the most significance, influencing every aspect of how you play the game, from your outlook on the world to the way you survive life-or-death combat. Your class is your calling, the truest embodiment of how your character lives, and provides a platform for feats and subclasses which further refine your vision.Spire of Secrets builds on this core pillar with ten brand new classes, many of which are radically different from the twelve offered in the core rules. For example, the Captain class lets you control two characters at once, while the Warmage class lets you play a powerful spellcaster using only cantrips. Each new class also includes at least seven subclasses, as well as all supplemental rules necessary for play.You could assemble a sensible party entirely out of classes from this book—an Alchemist, Martyr, Warden, and Witch, for example—or pick only one or two of these classes alongside a party of core class adventurers. Using multiclassing rules, you can even mix-and-match these classes to achieve new combinations. Perhaps you can try an Alchemist Rogue to use explosive Sneak Attacks, or maybe you could play a Craftsman Gunslinger with an arsenal of custom firearms.The following summaries highlight each new class’s core features and why you might enjoy playing them. Additionally, each Mage Hand Press class can generally be described by a single word, which is listed before the class’s summary.AlchemistAlchemy, the Class Using half-science, half-magic concoctions, Alchemists brew up explosives and transmutative potions on the fly. Play an Alchemist if you want to experiment with a wide array of scientific discoveries and lethal bombs! Overview8 9 Classes
NEW CLASSES OVERVIEWNAMEHIT DIE PRIMARY ABILITYWEAPON PROFICIENCIES ARMOR TRAINING SPELLCASTINGAlchemist d8 Dexterity and IntelligenceSimple weapons Light armor NoneCaptain d8 Strength or Dexterity and CharismaSimple and Martial weaponsLight, Medium, and Heavy armor and ShieldsNoneCraftsman d10 Strength or DexteritySimple and Martial weaponsLight, Medium, and Heavy armor and ShieldsNoneGunslinger d8 Dexterity Simple weapons and Martial Ranged weaponsLight armor NoneInvestigator d8 Dexterity and IntelligenceSimple and Martial weaponsLight armor Ritual spellcastingMartyr d12 Wisdom, ConstitutionSimple and Martial weaponsLight armor and Shields Half spellcastingNecromancer d6 Intelligence Simple weapons None Full spellcastingWarden d10 Strength and ConstitutionSimple and Martial weaponsLight, Medium, and Heavy armor and ShieldsNoneWarmage d8 Intelligence Simple weapons Light armor Cantrips onlyWitch d8 Charisma Simple weapons Light armor Full spellcastingWitchDebuff, the Class Afflicted by a sinister curse, Witches can spin dark magic into Hexes, which they use to debilitate foes. They are also accompanied by their Familiars, loyal magical companions that they use to deal the killing blow. Play a Witch if you want to hobble your enemies and cackle while doing so. NecromancerMinionmancy, the Class Necromancy, the grim magic of death, is laden with forbidden secrets and unquestionably evil spells. Its practitioners, therefore, are a unique breed, possessing a well of dark energy and an edge for scoring Critical Hits with spells, to say nothing of their armies of Undead Thralls. Play a Necromancer to balance ethics against ambition and manage multiple monsters at the table. WardenTank, the Class Wardens are tanks of the battlefield that refuse to give an inch. When overwhelming enemies bear down, Wardens hold the line for the party and single out targets from the crowd until the tide turns in their favor. Play a Warden if you want to be a tough-to-kill warrior with a focus on crowd control. WarmageCantrips, the Class The undisputed masters of cantrips, Warmages turn the most humble spells into deadly weapons via an array of tricks. Play a Warmage if you want to be a high-damage spellcaster with deep customization and few spells to learn. 8 9OverviewNOTE FOR THE GMThe Captain and Necromancer classes command more than one character at once and therefore aren’t recommended for first-time players.Furthermore, discuss with the players before the campaign how best to approach Martyr characters, whose themes should be tied into the broarder narrative, and Necromancer characters, who are often overtly evil and might pose a challenge to roleplay.
ALCHEMISTPage 12CAPTAINPage 32CRAFTSMANPage 48GUNSLINGERPage 70INVESTIGATORPage 8210 11
MARTYRPage 96NECROMANCERPage 110WARDENPage 130WARMAGEPage 144WITCHPage 16210 11
12 13 ClassesALCHEMIST
Whether their methods are explosive, transformative, or restorative, Alchemists transmute the world around them to their liking.Explosive ReactionsOne of the first things an Alchemist learns is which chemicals react explosively with one other. Ostensibly, this is to prevent deadly accidents, but adventuring Alchemists regularly apply this knowledge to create Bombs.An alchemical bomb is a one-pound, applesized, spherical glass or clay flask filled with a reactive chemical. A smaller vial of thin glass containing a reagent is suspended in the liquid, and the whole thing is sealed with a cork or wax seal. When the inner vial breaks, usually on impact, the chemicals react with a violent explosion. With experimentation, an Alchemist can even infuse these explosions with elemental fire, lightning, or frost.Serums and Tinctures Experienced Alchemists learn to brew potions, alchemical concoctions that replicate magical effects. These range from the medicinal, such as Potions of Healing, to the transformative, such as Potions of Gaseous Form. Undisputed masters of potionbrewing, an adventuring Alchemist should have a surplus of potions to distribute among their allies.Elemental SciencesThe source of alchemy’s power is the Elemental Planes. Therefore, it is no surprise that Alchemists strive to tap deeper into that power, researching and discovering new elemental compounds. The pinnacle of alchemy is the Philosopher’s Stone, which is rumored to grant its bearer supreme command of the elements. Few Alchemists have succeeded in creating a Philosopher’s Stone, and fewer still remain alive to divulge its secrets.Becoming an Alchemist…AS A LEVEL 1 CHARACTER• Gain all the traits in the Core Alchemist Traits table.• Gain the Alchemist’s level 1 features, which are listed in the Alchemist Features table.AS A MULTICLASS CHARACTER• Gain the following traits from the Core Alchemist Traits table: Hit Point Die, proficiency in one skill of your choice from the Alchemist’s skill list, proficiency with Alchemist’s Supplies, and training with Light armor.• Gain the Alchemist’s level 1 features, which are listed in the Alchemist Features table.CORE ALCHEMIST TRAITSPrimary Ability Dexterity and IntelligenceHit Point Die D8 per Alchemist levelSaving Throw ProficienciesDexterity and IntelligenceSkill Proficiencies Choose 3: Arcana, History, Insight, Medicine, Nature, Perception, Sleight of Hand, or SurvivalWeapon ProficienciesSimple weaponsTool Proficiencies Alchemist’s SuppliesArmor Training Light armorStarting EquipmentChoose A or B: (A) 2 Daggers, Leather Armor, Alchemist’s Supplies, Alchemist’s Fire, Scholar’s Pack, and 6 GP; or (B) 160 GP12 13Alchemist
LEVELPROFICIENCY BONUS FEATURES REAGENTSBOMB FORMULAE DISCOVERIES 1 +2 Bombs, Reagents, Potion Brewing 2 — — 2 +2 Bomb Formulae, Reagent Synthesis 4 3 — 3 +2 Alchemist Subclass 6 3 — 4 +2 Ability Score Improvement 8 4 — 5 +3 Discoveries, Potion Brewing 10 4 1 6 +3 Subclass feature 12 4 1 7 +3 Evasion 14 4 1 8 +3 Ability Score Improvement 16 5 1 9 +4 Potion Brewing 18 5 2 10 +4 Subclass feature 20 5 2 11 +4 Blast Coating 22 5 2 12 +4 Ability Score Improvement 24 6 2 13 +5 Potion Brewing 26 6 3 14 +5 Subclass feature 28 6 3 15 +5 Potion Mixologist 30 6 3 16 +5 Ability Score Improvement 32 7 3 17 +6 Potion Brewing 34 7 4 18 +6 Experimentalist 36 7 4 19 +6 Epic Boon 38 8 4 20 +6 Philosopher’s Stone, Nuclear Bomb 40 8 4ALCHEMIST FEATURESand Proficiency Bonus. You can use this saving throw for your Bombs instead of the DC specified in the Explode property. LEVEL 1: REAGENTSYou have a collection of powerful reagents that you use to brew potions and empower your Bombs. You have 2 Reagents. You regain one expended Reagent when you finish a Short Rest, and you regain all expended Reagents when you finish a Long Rest. You gain additional Reagents when you reach certain Alchemist levels, as shown in the Reagents column of the Alchemist Features table.Empowered Bomb. When you deal damage with a Bomb, you can expend a number of Reagents up to your Proficiency Bonus and add 1d10 to the Bomb’s damage roll for each expended Reagent.Additionally, if you use the Bomb’s Explode property, you can increase the radius of the explosion by 5 feet. You can do so once for each expended Reagent. For example, if you expend 2 Reagents, you can choose for the Sphere to be a 5-, 10- or 15-foot radius.Alchemist Class FeaturesAs an Alchemist, you gain the following class features when you reach the specified Alchemist levels. These features are listed in the Alchemist Features table.LEVEL 1: BOMBSYou can create volatile alchemical Bombs using the statistics shown in the Bomb sidebar.Bomb Mastery. You have proficiency with Bombs and you can use the Bomb’s mastery property.Priming Bombs. When you take the Attack action on your turn, you can prime a Bomb to increase its potency. Make one attack using a Bomb or use the Bomb’s Explode property; you can’t make any other attacks using this Attack action. Add your Intelligence modifier to the damage roll.When you prime your Bomb and deal damage with it, its damage increases by 1d10 when you reach Alchemist levels 5 (2d10), 11 (3d10), and 17 (4d10).Alchemist Save DC. Some of your Alchemist features require your target to make a saving throw. The save DC equals 8 plus your Intelligence modifier 14 15 Classes
LEVEL 1: POTION BREWINGYou can spend 10 minutes and expend any number of Reagents to brew potions, which can be done during a Short Rest. You can have a total number of potions at one time up to your Intelligence modifier (minimum of 1). These potions retain potency until you finish a Long Rest, after which they become inert.When you brew potions, you can also distill potions you have already brewed, destroying them and recovering the Reagents expended to brew them, up to a maximum of the number of Reagents listed on the Alchemist Features table. You can expend these Reagents immediately to brew new potions.Your potions don’t have unpredictable effects if a creature drinks one of your potions while still under the effects of another.The number of Reagents and the Alchemist level required to brew a potion are given on the Potions table.PotionsPotion ReagentsAlchemist Level 1Potion of Climbing 1Potion of Diminution 1Potion of Growth 2Potion of Healing 1Potion of Resistance 1Potion of Water Breathing 1Alchemist Level 5Potion of Greater Healing 2Potion of Invisibility 2Sovereign Glue 1Universal Solvent 1Alchemist Level 9Potion of Heroism 3Potion of Hill Giant Strength 3Potion of Superior Healing 3Alchemist Level 13Potion of Flying 5Potion of Frost/Stone Giant Strength 4Potion of Invulnerability 6Alchemist Level 17Potion of Fire Giant Strength 7Potion of Speed 9BOMBBombs are weapons with the following traits:Weapon Category: Martial RangedDamage on a Hit: 1d10 Fire plus your Dexterity modifierProperties: Destructible, Finesse, Thrown (Range 30/90)Mastery: ExplodeWeight: 1 lb.Cost: 2 GPNew Property: Destructible. After you make an attack with this weapon, it is destroyed.New Mastery Property: Explode. When you take the Attack action, you can replace one of your ranged attacks with an explosion from this weapon’s projectile. This explosion is a 5-footradius Sphere centered on a point you choose within the weapon’s normal range. Each creature within the Sphere makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, a creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. On a successful save, a creature takes half as much damage. You can create an explosion only once per turn.14 15Alchemist
Whenever you gain an Alchemist level, you can replace one of your discoveries with another one for which you qualify. When you gain certain Alchemist levels, you gain more discoveries of your choice, as shown in the Discoveries column of the Alchemist Features table. You can’t pick the same discovery more than once.LEVEL 7: EVASIONWhen you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.You don’t benefit from this feature if you have the Incapacitated condition.LEVEL 11: BLAST COATINGYou automatically succeed on saving throws against your own Bombs and never take damage from them.LEVEL 15: POTION MIXOLOGISTYou can mix two potions together and drink them as a Bonus Action, gaining the effects of both. You suffer no unexpected effects from mixing potions.LEVEL 18: EXPERIMENTALISTWhen you finish a Long Rest, you can replace any of your Bomb Formulae with other formulae of your choice, and you can replace one of your discoveries with another one for which you qualify.LEVEL 19: EPIC BOONYou gain an Epic Boon feat or another feat of your choice for which you qualify.LEVEL 20: PHILOSOPHER’S STONEYou gain the crowning achievement of alchemy: a Philosopher’s Stone, a dynamo of alchemical energy in a fist-sized, glowing jewel.Constructing a New Philosopher’s Stone.If your Philosopher’s Stone is destroyed, you can construct a new one using Alchemist’s Supplies, materials worth 1,000+ GP, and 7 days of work. You can only have one Philosopher’s Stone at a time.Philosopher’s Stone Benefits. As long as you possess the stone, you gain the following benefits:Regenerating Reagents. When you roll Initiative, you regain expended Reagents until you have 6 if you have 5 or fewer.Quick Brewing. You can brew potions as a Utilize action, instead of over the course of 10 minutes.Longevity. For every ten years that pass, your body ages only one year.LEVEL 2: BOMB FORMULAEYour research has uncovered new formulations for your Bombs that you can apply just before throwing them. Choose three Bomb Formulae from the “Bomb Formulae Options” section later in this class’s description.Replacing and Gaining Formulae. When you reach certain Alchemist levels, you learn additional formulae of your choice, as shown in the Bomb Formulae column of the Alchemist Features table. Additionally, whenever you finish a Long Rest, you can replace one of your Bomb Formulae with another formula of your choice.If another Alchemist feature gives you a Bomb Formula, it doesn’t count against your number of formulae.Applying Bomb Formulae. Once per turn when you prime a Bomb, you can apply a Bomb Formula to it, granting it special effects and potentially changing its damage dice.LEVEL 2: REAGENT SYNTHESISWhen you finish a Short Rest, you can regain an additional number of expended Reagents up to your Intelligence modifier (minimum of 1).Once you use this feature, you can’t do so again until you finish a Long Rest.LEVEL 3: ALCHEMIST SUBCLASSYou gain an Alchemist subclass of your choice. A subclass is a specialization that grants you features at certain Alchemist levels. For the rest of your career, you gain each of your subclass’s features that are of your Alchemist level or lower.LEVEL 4: ABILITY SCORE IMPROVEMENTYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Alchemist levels 8, 12, and 16.LEVEL 5: DISCOVERIESIn the course of your research, you have made a number of discoveries regarding the nature of alchemy. You gain one discovery of your choice from the “Discovery Options” section later in this class’s description.16 17 Classes
ACID BOMBBy mixing your Bomb’s explosive contents with a few drops of ardenflotic acid, a highly corrosive chemical, you can change it into an Acid Bomb. This Bomb deals Acid damage instead of Fire damage and all of its damage dice are d8s. A target hit by this Bomb or that fails its saving throw against it has a −3 penalty to its AC until the start of your next turn.BRAMBLE BOMBBy adding a soil and a potent fertilizer to your Bomb’s explosive contents, you can change it into a Bramble Bomb. This Bomb deals no damage. When you use the Bomb’s Explode property, each creature within the explosion makes a Strength saving throw, instead of Dexterity. The area of the explosion is filled with thorny brambles and is Difficult Terrain. A target on the ground hit by this Bomb or that fails its saving throw against it is entangled in the brambles and its Speed is 0 and can’t increase. An entangled creature can take an action to make a Strength (Athletics) check against your Alchemist save DC. On a success, it frees itself from the brambles and its Speed is no longer 0. The brambles shrivel and die after 1 minute.CONCUSSION BOMBBy mixing your Bomb’s explosive contents with a few drops of air elemental essence, you can change it into a Concussion Bomb. This Bomb deals Thunder damage instead of Fire damage When you use the Bomb’s Explode property, each creature within the explosion makes a Constitution saving throw, instead of Dexterity. A Huge or smaller target hit by this Bomb is pushed 10 feet away from you. A Huge or smaller creature that fails its saving throw against this Bomb is pushed 10 feet away from the center of the explosion.LEVEL 20: NUCLEAR BOMB [FORMULA]You can utilize the most devastating Bomb Formula imaginable. By replacing your Bomb’s explosive contents with your Philosopher’s Stone, you can change it into a Nuclear Bomb. You must use the Bomb’s Explosive property. This Bomb deals 10d10 + 100 Force damage instead of its normal Fire damage, and its explosion is a Sphere with a radius of 1 mile. A creature within 60 feet of the center of the Sphere gains no benefit from Evasion or similar features. This Bomb completely destroys your Philosopher’s Stone.Bomb Formulae OptionsBomb Formula options appear in alphabetical order. The damage dice, damage type, and saving throw for Bomb Formulae are summarized on the following table.Bomb FormulaeBomb Formula DamageSaving ThrowAcid Bomb d8s Acid DexterityBramble Bomb — —Concussion Bomb d10s Thunder ConstitutionCryo Bomb d8s Cold ConstitutionFear Bomb d6s Psychic WisdomHoly Bomb d10s/d12s RadiantDexterityImpact Bomb d8s Force StrengthIncendiary Bomb d8s Fire DexterityLaughing Gas Bombd8s Poison ConstitutionLightning Bomb d10s LightningDexterityOil Bomb — —Paint Bomb — DexterityPrismatic Bomb d10s Varies VariesQuiet Bomb d10s BludgeoningDexteritySeeking Bomb d10s Fire DexteritySmoke Bomb — —Teleportation Bomb — —Withering Bomb d8s Necrotic ConstitutionHOW MANY BOMBS DO I HAVE?As an Alchemist, you can use Alchemist’s Supplies to effectively make as many Bombs as you need for the adventuring day at no cost. If you prefer to track your inventory of Bombs manually, you can create a number of Bombs equal to 10 + twice your Alchemist level when you finish a Short or Long Rest. After 24 hours, an unused Bomb becomes inert.16 17Alchemist
LAUGHING GAS BOMBBy mixing your Bomb’s explosive contents with a drop of jesterate, a highly euphoric chemical, you can change it into a Laughing Gas Bomb. This Bomb deals Poison damage instead of Fire damage and all of its damage dice are d8s. When you use the Bomb’s Explode property, each creature within the explosion makes a Constitution saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it laughs uncontrollably and has the Poisoned condition and can’t cast spells with a Verbal component until the start of your next turn.LIGHTNING BOMBBy replacing your Bomb’s explosive contents with a charged arcane capacitor, you can change it into a Lightning Bomb. This Bomb deals Lightning damage instead of Fire damage. A target hit by this Bomb or that fails its saving throw against it can’t make Opportunity Attacks until the start of its next turn.OIL BOMBBy mixing your Bomb’s explosive contents with a few drops of a super-surfactant, you can change it into an Oil Bomb. This Bomb deals no damage, but instead causes the target or each creature within the Sphere of the Bomb’s Explode property to become coated with a flammable oil. This oil lasts for 1 minute or until it or another creature takes the Utilize action to remove the oil. The next time a creature coated in oil takes Fire damage, you can treat a roll of 1–3 on any damage die as a 4. This destroys the oil on the creature. PAINT BOMBYou can replace your Bomb’s contents with vibrant, magical pigment, changing it into a Paint Bomb. This Bomb deals no damage but instead splatters paint within the Sphere of the Bomb’s Explode property. A target hit by this Bomb or that fails its saving throw against it is coated in paint until the start of your next turn. A coated creature can’t benefit from the Invisible condition and attacks against it have Advantage.PRISMATIC BOMBBy adding an ounce of polyjuice, an unpredictable, multicolored chemical, to your Bomb’s explosive contents, you can change it into a Prismatic Bomb. This Bomb deals a randomly-determined damage type instead of Fire damage, and the Bomb’s Explode property requires a randomly-determined type of saving throw. Roll on each of the Prismatic Bomb tables.CRYO BOMBBy replacing your Bomb’s explosive contents with a sliver of ice-nine, you can change it into a Cryo Bomb. This Bomb deals Cold damage instead of Fire damage and all of its damage dice are d8s. When you use the Bomb’s Explode property, each creature within the explosion makes a Constitution saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it has a −3 penalty to its attack rolls until the start of your next turn.FEAR BOMBBy mixing your Bomb’s explosive contents with concentrated adrenaline, you can change it into a Fear Bomb. This Bomb deals Psychic damage instead of Fire damage and all of its damage dice are d6s. When you use the Bomb’s Explode property, each creature within the explosion makes a Wisdom saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it has the Frightened condition until the start of your next turn.HOLY BOMBBy adding a few drops of holy water to your Bomb’s explosive contents, you can change it into a Holy Bomb. This Bomb deals Radiant damage instead of Fire damage. If a creature that takes damage from the Bomb is a Fiend or Undead, the Bomb’s damage dice against this creature become d12s.IMPACT BOMBBy replacing your Bomb’s explosive contents with a more reactive one, you can change it into an Impact Bomb. This Bomb deals Force damage instead of Fire damage and all of its damage dice are d8s. When you use the Bomb’s Explode property, each creature within the explosion makes a Strength saving throw, instead of Dexterity. A Huge or smaller target hit by this Bomb or that fails its saving throw against it has the Prone condition.INCENDIARY BOMBBy adding a thickening agent to your Bomb’s explosive contents, you can change it into an Incendiary Bomb. All of this Bomb’s damage dice are d8s. When you use the Bomb’s Explode property, the area of the explosion is filled with flames until the start of your next turn. Whenever a creature enters the area or ends its turn there, it must succeed on a Dexterity saving throw or take Fire damage equal to the Bomb’s damage dice.18 19 Classes
SMOKE BOMBBy removing your bomb’s explosive contents entirely, you can change it into a Smoke Bomb. This Bomb deals no damage, but creates a Sphere of smoke that is Heavily Obscured. The radius of this Sphere is twice that of the Bomb’s Explode property. The smoke lasts for 1 minute or until a strong wind (such as one created by Gust of Wind) disperses it.TELEPORTATION BOMBBy replacing your Bomb’s explosive contents with a glowing etherite crystal, you can change it into a Teleportation Bomb. This Bomb deals no damage. Instead, you teleport to the Bomb’s point of impact. This teleportation fails if the Bomb explodes more than 30 feet away from you.WITHERING BOMBBy mixing your Bomb’s explosive contents with a powerful desiccating agent, you can change it into a Withering Bomb. This Bomb deals Necrotic damage instead of Fire damage and all of its damage dice are d8s. When you use the Bomb’s Explode property, each creature within the explosion makes a Constitution saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it has a −3 penalty on saving throws it makes before the start of your next turn.Prismatic Bombd6 Damage d6 Saving Throw1 Acid 1–2 Dexterity2 Cold 3–4 Constitution3 Fire 5–6 Wisdom4 Lightning5 Poison6 RadiantQUIET BOMBBy replacing your Bomb’s explosive contents with a pouch of rubber pellets, you can change it into a Quiet Bomb. This Bomb deals Bludgeoning damage instead of Fire damage. When this Bomb detonates, it makes only a low thud, audible out to 10 feet, and releases a puff of smoke to mask the light of the blast.Additionally, when you reduce a creature to 0 Hit Points with this Bomb, you can instead knock it out. The creature is instead reduced to 1 Hit Point. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.SEEKING BOMBBy replacing your Bomb’s explosive contents with a powerful lodestone, you can change it into a Seeking Bomb. Your ranged attack with this Bomb and its explosion ignores Half and Three-Quarters Cover.A bomb for every occasion!18 19AlchemistMISSED BOMBSFor simplicity, we assume that a missed attack roll using a Bomb explodes harmlessly in the background or fails to detonate altogether. The GM decides the secondary effects of a miss, if any.
ALCHEMY OF POISONYour research has taught you how to concoct poisonous compounds. You gain the following benefits.Batch Brewing. The number of potions you can have at one time increases by 2.Poisoner’s Kit. You gain proficiency in the Poisoner’s Kit. Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.Poison Crafting. You can brew the following poisons at the Alchemist levels given. If a poisons forces a creature to make a saving throw, it uses your Alchemist save DC. These poisons are included in the 5th Edition rules.PoisonsPotion ReagentsAlchemist Level 5Carrion Crawler Mucus 2Lolth’s Sting 2Serpent Venom 2Alchemist Level 9Malice 3Burnt Othur Flames 3Oil of Taggit 3Alchemist Level 13Wyvern Potion 4Discovery OptionsDiscovery options appear in alphabetical order.ALCHEMY OF ALTERATIONYour research has revealed how to warp the body and mind. You gain the following benefits.Batch Brewing. The number of potions you can have at one time increases by 2.Potion Ingredients. You gain 4 additional Reagents which you can only use to brew potions.Expanded Potions. You can brew the following potions at the Alchemist levels given. If a potion forces a creature to make a saving throw, it uses your Alchemist save DC.Expanded PotionsPotion ReagentsAlchemist Level 5Potion of Gaseous Form 2Philter of Love 1Potion of Mind Reading 1Potion of Animal Friendship 1Alchemist Level 9Oil of Etherealness 3Alchemist Level 13Oil of Slipperiness 520 21 Classes
Breacher. You can take a Bonus Action to make an attack with a weapon that isn’t a Bomb and doesn’t have the Heavy property.Fire Brand. When you hit a creature with an attack using a Melee weapon, you can expend 1 Reagent to deal an extra 1d10 Fire damage to the target.FUNDAMENTAL ALCHEMYYour research has revealed the finer points of brewing basic alchemical substances. You gain the following benefits. Quadruple Flasks. When you brew potions, you can brew a batch of four vials of Acid, Alchemist’s Fire, Holy Water, or Oil for 1 Reagent. Each batch counts as one potion for the number of potions you can have at once. These batches can be all of one substance or a mix of them.These substances use your Alchemist save DC and retain potency until you finish a Long Rest, after which they become inert.Quick Flask. When you take the Attack action to prime a bomb, you can take a Bonus Action to throw a flask of Alchemist’s Fire, Holy Water, Oil, or Acid, or to use an Oil flask to douse a space.Potent Flasks. Acid, Alchemist’s Fire, and Holy Water that you brew deal an additional die of damage. Alchemist’s Fire also deals this extra dice of damage to burning creatures. Burning Oil adds your Intelligence modifier to the extra Fire damage it deals. GUIDED EXPLOSIVESYou’ve learned how to magnify the explosive potential of your Bombs. You gain the following benefits.Improved Bombs. You gain a +1 bonus to attack rolls you make using your Bombs.Aerodynamic Bombs. The normal and long ranges of your Bombs double.Seeking Charge. When you miss with an attack roll using a Bomb, you can expend a Reagent to roll 1d8 and add the number rolled to the attack roll, potentially causing the attack to hit.HOMUNCULUSYour research has taught you how to create an alchemical familiar: a Homunculus.Creating a Homunculus. By expending 3 Reagents and spending materials worth 10+ GP in a 1-hour long alchemical process, which can be done over a Short Rest, you can create a homunculus. You can only have one homunculus at a time; if you create another one, your existing one dies.ALCHEMY OF RESTORATIONYour research has unveiled a plethora of medicines and remedies. You gain the following benefits.Batch Brewing. The number of potions you can have at one time increases by 2.Double Dose. Whenever you brew a Potion of Healing, Potion of Greater Healing, or Potion of Superior Healing, the potion has two uses. Drinking the potion expends one use.Expanded Potions. You can brew the following potions at the Alchemist levels given.Expanded PotionsPotion ReagentsAlchemist Level 5Elixir of Health 2Alchemist Level 9Potion of Longevity 4Alchemist Level 13Potion of Vitality 4Potion of Supreme Healing 6ARCANE STUDIESDabbling in arcana has granted you limited magic. You gain the following benefits.Two Cantrips. You learn two cantrips of your choice from the Wizard spell list. Intelligence is your spellcasting ability for this discovery’s spells.Level 1 and 2 Spells. Choose a level 1 spell and a level 2 spell from the Wizard spell list. You always have these spells prepared. You can cast each once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also restore your use of a spell by taking the Utilize action and expending a number of Reagents equal to the level of the spell. You can also cast these spells using any spell slots you have of the appropriate level.Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this discovery with a different spell of the same level from the Wizard spell list.COMBAT STUDIES Your research extends into the strategy and tactics of warfare. You gain the following benefits.Martial Training. You gain proficiency with Martial weapons and training with Medium armor and Shields.20 21Alchemist
PRECISION EXPLOSIVESYour Bombs are extremely precise. You gain the following benefits.Improved Bombs. You gain a +1 bonus to your Alchemist save DC. This bonus increases to +2 when you reach Alchemist level 11.Sculpt Explosion. When you use the Bomb’s Explode property, you can choose a number of creatures within the explosion up to your Intelligence modifier (minimum of 1). Each chosen creature automatically succeeds on its saving throws against the Bomb and takes no damage from it.UNCONVENTIONAL EXPLOSIVES You’ve discovered new ways to utilize your Bombs. You gain the following benefits.Explosive Missile. When you prime a Bomb, you can take a Bonus Action to load the Bomb onto a crossbow and launch it. The Bomb uses the crossbow’s range, but you can’t use its Explode property for this attack. You can apply a formula to this Bomb as normal.Fire Eater. When you prime a Bomb, you can take a Bonus Action to drink the Bomb’s contents and spit them out in a 15-foot Cone. This Cone acts as the area of the Bomb’s explosion, which you can expand by expending Reagents as normal. You can apply a formula to this Bomb as normal.UNCONVENTIONAL POTIONSYour research has chiefly revealed how to deliver potions quickly. You gain the following benefits. Potion Toss. You can take a Utilize action to hurl a potion at an ally within 30 feet of you. The target gains the potion’s benefits as if it had consumed the potion normally.Reactionary Gulp. Immediately after you take damage from a creature you can see, you can take a Reaction to drink a potion. You can use this ability to drink a potion that restores your Hit Points, even if the triggering damage reduces you to 0 Hit Points.Hit Points. Your homunculus has Hit Points equal to five times your Alchemist level.Bomb Immunity. Your homunculus automatically succeeds on its saving throws against your Bombs and never takes damage from them. Combat. The homunculus is an ally to you and your allies. It takes its turn immediately before or after your turn each round (your choice). Your homunculus can’t attack on its turn, but it can take other actions and Bonus Actions as normal.Additionally, you can take a Bonus Action to allow your homunculus to make one attack with its Reaction. Your homunculus’s attack bonus equals your Intelligence modifier plus your Proficiency Bonus.Elemental Infusion. As a Magic action, you can expend 2 Reagents to infuse your homunculus with elemental essence for the next hour. Choose Acid, Cold, Fire, Lightning, or Thunder damage. While infused, your homunculus has Resistance to this damage and deals 2d8 extra damage of that type on its damage rolls. NECROBIOLOGYYour explorations into necromancy have borne scientific fruit. You gain the following benefits.Hemoreagent. You can take a Bonus Action to extract a measure of your own blood and convert it into Reagents. Expend any number of Hit Dice. You regain a number of expended Reagents equal to half the number of Hit Dice expended (round down).Lazarus Bolt. As a Magic action, you can drive a bolt into the torso of a creature within 5 feet of you that has died within the last minute and shock it back to life. That creature revives with 1 Hit Point and gains Temporary Hit Points equal to twice your Alchemist level. This discovery can’t return to life a creature that lacks a heart, a creature that has died of old age, or a creature that is missing vital organs. Once you use this ability, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending 5 Reagents (no action required).22 23 Classes
Never underestimate the power of blowing things up!ALCHEMIST SUBCLASSESNAME DESCRIPTIONAmorist Brewers of love potions and practitioners of mind-affecting alchemyApothecary Alchemical healers and herbalistsDynamo Engineer Casts spells by preparing them in devices known as Spell DynamosMad Bomber Pyromaniacs who fashion particularly devastating BombsMutagenist Transmutes their body with experimental, injected mutagensOoze Rancher Breeds and commands all manner of Oozes and slimesVenomsmith Poison expert and assassinXenoalchemist Modifies their body and the bodies of others with monster surgeryALCHEMIST SUBCLASSESAll alchemists learn the basics of their science: the elements, chemical reactions, and alchemical formulae. Beyond that, alchemists pick up a specialty that they practice and research in depth. Some focus on the healing arts and some focus on destruction, while others focus on research or potion-brewing. AmoristBrew Love Potions and Charm Your FoesThe study of mind-affecting alchemy is a delicate one, practiced only by a small number of Alchemists, known as Amorists. Often called “love doctors” by their clientele, Amorists specialize in the brewing of potions that produce strong emotional responses in their drinkers. While love potions are by far their most popular product, Amorists can also craft pungent pheromone bombs that can even soften the hearts of terrible monsters.LEVEL 3: CHARMERYou gain proficiency in the Deception and Persuasion skills. Additionally, when you make a Charisma check using these skills, you can make it as an Intelligence check.When you brew potions, you can create a Philter of Love for 1 Reagent.22 23Alchemist
Apothecaries constantly study potions and herbology, preferring to learn how to mend the body, rather than destroy it.LEVEL 3: PHYSICIAN'S STUDIESYou gain proficiency in the Medicine skill. Additionally, you gain a bonus to checks using this skill equal to your Intelligence modifier (minimum bonus of +1).LEVEL 3: PAINKILLER BOMB [FORMULA]You can mix your Bomb’s contents with analgesic oil, changing it into a Painkiller Bomb. This Bomb deals no damage, but instead causes the target or each creature within the Sphere of the Bomb’s Explode property to gain Temporary Hit Points. These Temporary Hit Points equal your Alchemist level. When you grant Temporary Hit Points using this Bomb, you can also expend Reagents to use Empowered Bomb. Instead of increasing the Bomb’s damage, you increase the number of Temporary Hit Points by 1d10 for each expended Reagent.You can use this formula a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finish a Long Rest.LEVEL 6: CONCENTRATED HEALINGWhen a creature regains Hit Points as a result of drinking one of your potions, it can instead replace up to half of the dice rolled with the highest possible number for each die.LEVEL 10: SELF-MEDICATIONWhenever you drink a potion that has the effect of restoring your Hit Points (even if you already have all of your Hit Points), you have Advantage on saving throws until the end of your next turn.LEVEL 14: ALCHEMICAL RESURRECTIONYour medicines are potent enough to rouse the dead. By using a Magic action to mix diamond dust worth 1,000 GP+ into a Potion of Superior Healing or a Potion of Supreme Healing, you create a Potion of Resurrection. This potion doesn’t become inert after 24 hours.LEVEL 3: PHEROMONE BOMB [FORMULA]By adding a potent pheromone to your Bomb, you can change it into a Pheromone Bomb. This Bomb deals no damage. When you use the Bomb’s Explode property, each creature within the explosion makes a Wisdom saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it has the Charmed condition until the start of your next turn or until it takes damage.LEVEL 6: MAGNETIC PERSONALITYYou can take the Influence action as a Bonus Action.LEVEL 10: BEGUILING PERFUMEYou wear a mind-altering perfume that endears others to you. When an enemy within 5 feet of you makes an attack roll against you, it must succeed on a Wisdom saving throw against your Alchemist save DC or either choose a new target or lose the attack. A creature that takes damage from you is immune to this feature for 1 hour.LEVEL 14: ALCHEMICAL ROMANCEWhen you use your Pheromone Bomb, you can expend 1–4 Reagents to improve it. Choose a number of benefits equal to the number of Reagents expended. Dreamy Haze. Choose one creature that has the Bomb’s Charmed condition. While Charmed, that creature falls into a dreamy state in which it regards every creature it sees as the condition’s charmer.Extended Charm. Choose one creature that has the Bomb’s Charmed condition. The Charmed condition lasts for 1 minute for it or until it takes damage.Ignore Immunity. Your Pheromone Bomb ignores Immunity to the Charmed condition.Toxic Love. A target hit by your Pheromone Bomb or that fails its saving throw against it takes Poison damage equal to 4d8 plus your Intelligence modifier. A creature takes half as much damage on a successful save. This damage doesn’t end the Bomb’s Charmed condition.ApothecaryHeal the Sick and WoundedMany practically minded Alchemists assume the role of the Apothecary, for adventuring parties always need a healer and Clerics are often in short supply. During their downtime, such Alchemists have a marketable skill to depend upon for income and can do an indisputable amount of good with their knowledge. POTION OF RESURRECTIONPotion, Very RareYou can administer this potion to a dead creature as a Bonus Action. The creature gains the effect of the Raise Dead spell.24 25 Classes
Dynamo EngineerBuild Gadgets for Arcane MagicAs an early alchemical thesis states: if the fundamental energy of magic could be captured within physical substance, there would be no need for magic-users. Some alchemists have founded their careers on this notion, inventing and iterating upon small devices known as spell dynamos which store and manipulate arcane energy. These dynamos can be configured to store their energy at a specific resonance, such that, when it is released, it perfectly replicates the effect of a spell. Indeed, these few alchemists have begun to brave the frontier of spellcasting without an ounce of arcane talent; just a knack for tinkering and endless inventiveness.LEVEL 3: SPECTRUM ANALYZERYou have invented a small device shaped like a monocle capable of rendering magical auras visible to the naked eye. You can cast the Detect Magic spell once without a spell slot or spell components.Once you cast the spell in this way, you can’t do so again until you finish a Short or Long Rest.LEVEL 3: SPELL DYNAMOSYou can cast spells by storing and releasing energy in Spell Dynamos. Spell Dynamos. You power your spells through handheld arcane devices called Spell Dynamos, which each hold a single spell slot. The Dynamo Engineer Spellcasting table shows how many Spell Dynamos you have. The table also shows the level of spell slots held in your dynamos, all of which are the same level. To cast one of your Wizard spells of level 1+, you must expend a Spell Dynamo. You regain all expended Spell Dynamos when you finish a Long Rest.Configuring Dynamos. Unlike other spells, you must prepare the spells held in each of your Spell Dynamos in advance. When you finish a Long Rest, you configure each of your dynamos to cast a particular Wizard spell that you have prepared. When you finish a Short or Long Rest, you can reconfigure your unexpended dynamos to hold different spells that you have prepared.Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Feather Fall, Grease, and Magic Missile are recommended.DYNAMO ENGINEER SPELLCASTINGALCHEMIST LEVELPREPARED SPELLSSPELL DYNAMOSSLOT LEVEL3 3 2 14 4 3 15 4 3 16 4 3 17 5 4 28 6 4 29 6 4 210 7 5 211 8 5 212 8 5 213 9 5 314 10 5 315 10 5 316 11 6 317 11 6 318 11 6 319 12 7 420 13 7 4Cute! They think they’re spellcasters.24 25Alchemist
Mad BomberBlow Things UpWhile many “Mad Bombers” aren’t actually mad, it takes a special kind of crazy to devote one’s life to studying explosives. Most Alchemists who specialize in this field are incorrigible pyromaniacs who take great pleasure in burning, blasting, and blowing things up. Mad Bombers are always working to improve their bombs’ effectiveness.LEVEL 3: BLASTING SPECIALTYYour bombs deal double damage to objects and structures.LEVEL 3: BLACK POWDER BOMB [FORMULA]By adding a charge of black powder to your Bomb, you can change it into an Black Powder Bomb. All of this Bomb’s damage dice are d12s. If a target has Resistance to Fire damage, it loses that Resistance for this damage roll. If it has Immunity to Fire damage, it instead has Resistance for this damage roll.You can use this formula a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finish a Long Rest.LEVEL 6: TIMED DEMOLITIONWhen you prime a Bomb, you can set a duration for its detonation, which can be any number of rounds (any increment of 6 seconds) up to 10 minutes. The Bomb detonates using the Bomb’s Explode property at the end of your turn after this duration. If a creature is in the area of more than one Bomb’s explosion simultaneously, the creature is only affected by one Bomb of your choice.LEVEL 10: BLAST SHIELDChoose one damage type from among Acid, Cold, Fire, Lightning, or Thunder whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.LEVEL 14: OVERLOADED CHARGEWhenever you expend a number of Reagents equal to your Proficiency Bonus to empower a Bomb, you gain 2 additional Reagents which you can immediately expend to further empower the Bomb beyond the normal maximum of Reagents.The number of spells on your list increases as you gain Alchemist levels, as shown in the Prepared Spells column of the Dynamo Engineer Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level.Changing your Prepared Spells. Whenever you gain an Alchemist level, you can replace one spell on your list with another Wizard spell for which you have spell slots.Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.LEVEL 6: ARCANO BOMB [FORMULA]By adding an unexpended Spell Dynamo to your Bomb (and thus expending the dynamo’s spell slot), you can change it into an Arcano Bomb. An Arcano Bomb deals Force damage instead of Fire damage, all of its damage dice are d12s, and it deals an extra die of damage. LEVEL 10: COUNTER-DISCHARGEWhen a creature you can see within 60 feet of yourself casts a spell that affects you, you can take a Reaction to expend a Spell Dynamo to release a wave of disruptive energy. You have Advantage on any saving throw you make against the spell and Resistance to any damage it deals.LEVEL 14: ARCANE RECYCLERImmediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to capture the essence of the spell in an expended Spell Dynamo. If you don’t have any expended dynamos, you can choose one to expend as a part of this Reaction. You regain the use of this dynamo and it becomes configured to the spell, using the slot level at which it was cast. The spell doesn’t need to be a Wizard spell or one for which you have spell slots.Once you use this feature, you can’t use it again until you finish a Short or Long Rest.26 27 Classes
LEVEL 6: SHARED MUTAGENYou can take a Bonus Action and expend 1 Reagent to inject an ally within 5 feet of you with a Mutagen of your choice. A creature can only be under the effect of one Mutagen at a time. Once you have injected another creature with a Mutagen, you can’t do so again until the original Mutagen ends.LEVEL 10: ADVANCED MUTATIONWhenever you inject yourself with a Mutagen, you can also gain one of the following mutations of your choice. Hyperelastic. Your flesh takes on a rubbery quality, allowing you to bend and stretch with ease. Your reach is 5 feet greater than normal. Additionally, you have Advantage on checks you make to end the Grappled condition or to escape from nonmagical restraints.Mucilaginous. Your skin secretes a thick, extremely sticky substance that helps you adhere to objects. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also have a Climb Speed equal to your Speed.Polybrachia. You grow a pair of additional arms. These arms are fully functional and can be used to hold weapons and shields (allowing you to wield two Two-Handed weapons, or four one-handed weapons), perform Somatic components of spells, and perform other actions, though the arms themselves don’t grant you any additional actions.LEVEL 14: MUTATED BLOODChoose Strength, Dexterity, or Constitution. The chosen ability score increases by 2, and your maximum for this score increases to 22. When a Mutagen is applied to that ability score, its maximum increases to 25. You can change this ability score increase when you finish a Long Rest.MutagenistMutate Yourself to Adapt to Any SituationThe study of alchemy is fundamentally the study of transformation. All Alchemists transmute mundane materials into magical substances—potions, elixirs, and bombs—yet some take it one step further. You have discovered the secrets of the mutagen, the keystone of transmutation, which allows you to transform your very body, gaining supernatural strength or speed, sprouting additional limbs or claws, or thickening your skin into a stony aegis.LEVEL 3: BONUS PROFICIENCIESYou gain proficiency in your choice of the Acrobatics or Athletics skill.LEVEL 3: MUTAGENSYou can take a Bonus Action to inject yourself with a potent transmutative potion known as a Mutagen. You gain one of the following benefits of your choice for 1 minute, or until you take a Bonus Action to inject yourself with a different Mutagen.Strength. Your Strength score increases by 3, to a maximum of 23. Additionally, you sprout claws, fangs, spines, horns, or a different natural weapon of your choice. You can use this natural weapon to make Unarmed Strikes. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal damage equal to 1d8 plus your Strength or Dexterity modifier instead of the strike’s normal damage. The damage of this strike is Bludgeoning, Piercing, or Slashing damage, as appropriate for the natural weapon.Dexterity. Your Dexterity score increases by 3, to a maximum of 23. Additionally, your Speed increases by 10 feet.Constitution. Your Constitution score increases by 3, to a maximum of 23. You gain Temporary Hit Points instead of increasing your Hit Point maximum or current Hit Points. If your Constitution modifier increases by 1, you gain Temporary Hit Points equal to your level. If the modifier increases by 2, you gain Temporary Hit Points equal to twice your level. These Temporary Hit Points last for the duration of the ability score increase. If mutations last longer than four hoursseek immediate arcane intervention.26 27Alchemist
LEVEL 3: SLIME BOMB [FORMULA]By mixing your Bomb’s explosive contents with the remnants of an Ooze, you can change it into a Slime Bomb. This Bomb deals no damage, but instead causes the target or each creature within the Sphere of the Bomb’s Explode property to become coated in a viscous, green slime. A creature coated in slime can’t take Bonus Actions or the Dash, Disengage, or Dodge action. This slime lasts for 1 minute or until it or another creature takes the Utilize action to remove the slime.LEVEL 6: BOTTLED OOZESWhenever you brew potions, you can spend 2 Reagents to create a Bottled Ooze, which contains a Gray Ooze (see Bottled Ooze sidebar). This item retains potency until you finish a Long Rest, after which it becomes inert.An Ooze produced by your Bottled Oozes uses your Intelligence modifier plus your Proficiency Bonus for its attack rolls. If the Ooze forces a creature to make a saving throw, it uses your Alchemist save DC.Improved Bottled Oozes. At higher Alchemist levels, you can distill more powerful slimes into Bottled Oozes that you create, as shown on the Improved Bottled Oozes table. An Ooze produced by your Bottled Ooze can’t take the Split Reaction.Improved Bottled OozesItem ReagentsAlchemist Level 6Bottled Ooze (Gray Ooze) 2Alchemist Level 9Bottled Ooze (Ochre Jelly) 4Bottled Ooze (Gelatinous Cube) 4Alchemist Level 13Bottled Ooze (Black Pudding) 6LEVEL 10: SACRIFICIAL SLIMEWhenever you are targeted by an attack while an allied Ooze is within 5 feet of you, you can take a Reaction to command it to move in the way of the attack, causing the attack to target it instead.You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.Ooze RancherBrew Bottled Ooze MinionsUnsurprisingly, Oozes, jellies, and slimes are a fascinating subject for Alchemists who wish to figure out how inanimate chemicals can form together and rise up in a moving, hungry mass. The answer to this question may very well be at the heart of alchemy itself. Alchemists who choose to research slimes in depth are called Ooze Ranchers, for they breed and keep numerous slimes upon which to experiment.LEVEL 3: OOZE RESILIENCEYour experience with Oozes grants you the following benefits.Acid Resistance. You have Resistance to Acid damage.Ooze Empathy. Additionally, whenever an Ooze tries to attack you, it makes a Wisdom saving throw against your Alchemist save DC. On a failed save, the attack automatically misses you. On a successful save, the Ooze is immune to this feature for the next 24 hours.BOTTLED OOZEWondrous Item, UncommonAs Bonus Action, you can throw this bottle up to 60 feet, shattering it on impact and releasing a Gray Ooze. This ooze is friendly to you and your allies, and will otherwise attack the nearest creature it can detect. If there is no creature to attack, the ooze will follow you. The ooze dissolves into a lifeless sludge after 1 hour or when you release another Bottled Ooze.28 29 Classes
LEVEL 14: ELEMENTAL OOZESWhenever you create a Bottled Ooze, choose Acid, Cold, Fire, Lightning, Poison, or Thunder damage. The Ooze has Immunity to that damage. Whenever it is subjected to that damage type, it takes no damage and instead regains a number of Hit Points equal to half the damage dealt.VenomsmithCripple Your Foes with Deadly PoisonsFor every Alchemist that devotes their life to healing the sick, another hears a darker calling. Commonly called poisoners or Venomsmiths, these Alchemists are masters in the art of crafting deadly and debilitating poisons. Whether employed by an assassin’s guild or performing assassinations themselves, a Venomsmith’s presence is usually accompanied by untimely death.LEVEL 3: POISONERYou gain the Alchemy of Poison discovery and can ignore the prerequisite of Alchemist level 5 for brewing poisons. This discovery doesn’t count against your number of discoveries known, and you can’t later replace this discovery with a different one.LEVEL 3: LAUGHING GAS BOMBSYou gain the Laughing Gas Bomb formula, which doesn’t count against your total number of formulae known. If you already have it, gain another formula of your choice. For you, the Bomb is improved in the following ways.Improved Damage. All of this Bomb’s damage dice are d10s.Side-Splitter. A creature that rolls a 1 on the d20 for its saving throw against the Explode property of this Bomb has the Prone condition and its Speed is 0 until the start of your next turn. LEVEL 6: ALCHEMICAL ASSASSINYou have a specially-designed needle ring for poisoning others. You can use a Bonus Action to deal 1 Piercing damage to a creature within 5 feet of you, subjecting the creature to contact and injury poisons on the ring. You have Advantage on Dexterity (Sleight of Hand and Stealth) checks made to conceal and use this ring. LEVEL 10: MITHRIDATISMBy administering small doses of poisons and toxins to yourself, you have Immunity to Poison damage and the Poisoned condition.LEVEL 14: TOXIC RECOMPENSEWhenever a creature within 5 feet of you hits you with a melee attack, you can take a Reaction to unleash a spray of poisonous vapor. The attacker must succeed on a Constitution saving throw against your Alchemist save DC or have the Poisoned condition for 1 minute. While it has the condition, the creature takes 1d10 Poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.28 29Alchemist
XenoalchemistHarvest Monsters and Attach GraftsA small number of renegade Alchemists elect to experiment on themselves, modifying their anatomy or even outright attaching new body parts. These experiments are often considered unethical and dangerous, even by other Alchemists, and those that practice them are branded Xenoalchemists for their efforts. As Xenoalchemists progress in their studies, they invariably stumble upon the dangerous practice of alchemical necromancy, which allows them to imbue unlife upon amalgamations of body parts.LEVEL 3: XENOBIOLOGYYou also gain proficiency in one of these skills of your choice: Arcana, Nature, or Medicine. Additionally, you have Advantage on all ability checks you make to identify or research monsters.LEVEL 3: MAD SCIENTISTYour experiments in xenoalchemy grant you the following benefits.Two Grafts. You gain two Common or Uncommon monstrous grafts of your choice. Beast’s Hide and Climbing Apparatus are recommended. Monstrous grafts are detailed at the end of the class description. Painless Attachment. You don’t lose Hit Dice from installing or removing grafts, and it takes you no time to recover after the attachment of a new graft. Intelligent Grafts. You can use your Intelligence modifier, instead of Strength or Dexterity, for the attacks and damage of Unarmed Strikes that are improved by a graft, such as Bestial Features. If a graft forces a creature to make a saving throw, it uses your Alchemist save DC.LEVEL 3: SLEEP BOMB [FORMULA]By adding a tranquilizer to your Bomb, you can change it into a Sleep Bomb. This Bomb deals no damage. When you use the Bomb’s Explode property, each creature within the explosion makes a Wisdom saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it has the Incapacitated condition until the end of its next turn at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for 1 minute. The condition ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the Bomb’s effect.Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this Bomb. A creature that succeeds on its saving throw against the Bomb is Immune to its conditions for 24 hours.You can use this formula a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finish a Long Rest.LEVEL 6: SURGICAL STRIKEYou can take the Study action to examine a creature as a Bonus Action. You learn the target’s creature type and make a DC 15 Intelligence check using a skill from the Examine Specimen table, corresponding to the target’s creature type. If you succeed, you learn one of the following pieces of information of your choice about the target: its AC, Immunities, Resistances, and whether it is Bloodied.Whether you succeed or fail, you can’t use this feature again to target that creature or another creature of its specific kind (such as humans or unicorns) until you finish a Short or Long Rest. Examine SpecimenSkill Creature TypeArcana Aberrations, Constructs, Elementals, Fey, and MonstrositiesHistory Giants and HumanoidsNature Beasts, Dragons, Oozes, and PlantsReligion Celestials, Fiends, and UndeadLEVEL 10: NECROMANTIC ORGANSYou’ve augmented your body with reanimated organs that persist after your death. If you are reduced to 0 Hit Points but not killed outright, you can drop to a number of Hit Points equal to your Alchemist level.Once you use this feature, you can’t use it again until you finish a Long Rest.LEVEL 14: IT'S ALIVE!Your research into necromancy has culminated in golem stitched together from discarded body parts. This golem uses the Alchemy Golem stat block. Creating or Replacing the Golem. You can make a golem using 3 Humanoid corpses in a process that requires 8 hours of work, which can be done during a Long Rest. If you already have a golem from this feature, the old one dies when the new one is completed.Vile! Abominable! Gross!30 31 Classes
Golem in Combat. The golem is under your control and is an ally to you and your allies. In combat, it takes its turn immediately before or after your turn each round (your choice). You can take a Bonus Action to mentally command the golem if it is within 500 feet of you. If you issue no commands, the golem takes the Dodge action and moves only to avoid harm. Golem Grafts. You can attach up to three monstrous grafts to the golem. Restoring the Golem. If the golem has died within the last hour, you can take a Magic action to touch it and expend 1 Reagent. The golem returns to life with a number of Hit Points equal to 1d10 plus your Intelligence modifier.ALCHEMY GOLEMLARGE CONSTRUCT, UNALIGNEDArmor Class 13 plus your Intelligence modifierHit Points 5 plus five times your Alchemist level (the golem has a number of Hit Dice [d8s] equal to your Alchemist level)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 17 +3 +3 DEX 9 –1 –1 CON 18 +4 +4INT 6 –2 –2 WIS 10 +0 +0 CHA 5 –3 –3Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, PoisonedSenses Blindsight 30 ft.; Passive Perception 10Languages Understands the languages of its creator but can’t speakCR None (XP 0; PB equals your Proficiency Bonus)TRAITSAlchemical Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.ACTIONSMultiattack. The golem makes one Slam and one Unarmed Strike.Slam. Melee Attack Roll: Bonus equals your Intelligence modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d8 plus 3 plus your Intelligence modifier Bludgeoning damage. Unarmed Strike. Melee Attack Roll: Bonus equals your Intelligence modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d6 plus 3 plus your Intelligence modifier Bludgeoning damage.9/10Vile! Abominable! Gross!30 31Alchemist
32 33 ClassesCAPTAIN
Decisive leaders and brilliant strategists, Captains inspire their allies to greatness. They stand alongside their Cohorts—their devoted lieutenants—whom they entrust with their lives. Captains out-strategize their enemies, ensuring that, while they rarely deal the killing blow, they’re always on the winning side.Fearless LeadersA Captain thinks a little bigger than their compatriots, planning one step further and fitting their allies like puzzle pieces to the challenges ahead. To their eyes, there are few defeats; only setbacks, diversions, and detours. Success is always on the path ahead.Moreover, Captains lead by example. They stand shoulder-to-shoulder with knights, creep through the night alongside rogues, and study arcane texts with mages, even when they barely understand what they’re reading. Cohort and CommanderA Captain is only as good as their second in command, their Cohort, who stands by them at every step and safeguards their plan’s success. Far more than an ally, a Captain’s Cohort is a confidant, an advisor, and a trusted friend. Cohorts see their Captain as a wellspring of information, and will follow them to the ends of the earth.Becoming a Captain…AS A LEVEL 1 CHARACTER• Gain all of the traits in the Core Captain Traits table. • Gain the Captains level 1 features, which are listed in the Captain Features table.AS A MULTICLASS CHARACTER• Gain the following traits from the Core Captain Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.• Gain the Captain’s level 1 features, which are listed in the Captain Features table. Captain Class FeaturesAs a Captain, you gain the following class features when you reach the specified Captain levels. These features are listed in the Captain Features table.LEVEL 1: BATTLE TACTICSYou learn maneuvers that are fueled by special dice called Battle Dice.Battle Dice. You have two Battle Dice, which are d6s. A Battle Die is expended when you use it. You regain all expended Battle Dice when you roll Initiative or finish a Short or Long Rest. Your Battle Die changes and more Battle Dice become available as shown on the Battle Dice column of the Captain Features table.Maneuvers. You can expend Battle Dice to perform maneuvers. Your maneuver options are detailed later in the class description. Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier and Proficiency Bonus.LEVEL 1: WEAPON MASTERYYour training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Lances and Longswords.Whenever you finish a Long Rest, you can change the kinds of weapons you chose.CORE CAPTAIN TRAITSPrimary Ability Strength or Dexterity and CharismaHit Point Die D8 per Captain levelSaving Throw ProficienciesConstitution and CharismaSkill Proficiencies Choose 2: Animal Handling, Athletics, Deception, History, Insight, Intimidation, Perception, and PersuasionWeapon ProficienciesSimple and Martial weaponsArmor Training Light, Medium, and Heavy armor and ShieldsStarting EquipmentChoose A, B, or C: (A) Chain Mail, Shield, Longsword, 6 Javelins, Explorer’s Pack, and 27 GP; (B) Studded Leather Armor, 2 Shortswords, Longbow, 20 Arrows, Quiver, Explorer’s Pack, and 13 GP; or (C) 140 GPWhy die alone when you can bring a friend?32 33Captain
LEVELPROFICIENCY BONUS FEATURESBATTLE DICE 1 +2 Battle Tactics, Weapon Mastery2d6 2 +2 Cohort, Fighting Style 2d6 3 +2 Captain Subclass 2d6 4 +2 Ability Score Improvement 2d6 5 +3 Blitz, Cohort 3d6 6 +3 Subclass feature 3d6 7 +3 Valiant Surge 3d6 8 +3 Ability Score Improvement 3d6 9 +4 Cohort 3d8 10 +4 Subclass feature 3d8 11 +4 Coordinated Strike 3d8 12 +4 Ability Score Improvement 3d8 13 +5 Cohort 4d8 14 +5 Subclass feature 4d8 15 +5 Lead by Example 4d8 16 +5 Ability Score Improvement 4d8 17 +6 Cohort 5d8 18 +6 Teamwork Maneuvers 5d8 19 +6 Epic Boon 5d8 20 +6 Legendary Commander 5d8CAPTAIN FEATURES Proficiencies. Your Cohort has proficiency in skills and saving throws listed in its statistics. Your Cohort uses your Proficiency Bonus instead of its own. Because Cohort statistics already include a +2 Proficiency Bonus, you need only adjust skill and saving throw proficiencies starting at level 5.LEVEL 2: FIGHTING STYLEYou have honed your martial prowess and gain a Fighting Style feat of your choice. Whenever you gain a Captain level, you can replace the feat you chose with a different Fighting Style feat.LEVEL 3: CAPTAIN SUBCLASSYou gain a Captain subclass of your choice. A subclass is a specialization that grants you features at certain Captain levels. For the rest of your career, you gain each of your subclass’s features that are of your Captain level or lower.LEVEL 4: ABILITY SCORE IMPROVEMENTYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Captain levels 8, 12, and 16.LEVEL 5: BLITZOnce on each of your turns, you can direct your Cohort or an ally within 60 feet of yourself that can see or hear you. The chosen creature can take a Reaction to move up to its Speed or make one attack with a weapon or Unarmed Strike.LEVEL 7: VALIANT SURGEWhenever you or your Cohort score a Critical Hit or reduce an enemy to 0 Hit Points, you regain an expended Battle Die.LEVEL 11: COORDINATED STRIKEOnce per turn when you take the Attack action and hit with a weapon, you can deal an extra 2d8 damage to the target if your Cohort has dealt damage to that target since the end of your last turn. The extra damage is the same type dealt by the weapon.LEVEL 15: LEAD BY EXAMPLEWhenever you or your Cohort score a Critical Hit, each ally you choose within 30 feet of you gains Heroic Inspiration.LEVEL 2: COHORTYou gain a loyal Cohort who carries your banner and follows your lead. Initiating a Cohort. Choose your Cohort’s stat block from those listed later in the class description. Following an 8-hour initiation period, which can be done during a Long Rest, that creature becomes your Cohort until you initiate a new Cohort to replace it. You can have only one Cohort at a time.Cohort in Combat. Your Cohort is Friendly to you and your allies and obeys your commands. In combat, your Cohort takes its turn immediately before or after your turn each round (your choice). Your Cohort uses your Charisma for its attack and damage rolls.Cohort Save DC. If your Cohort forces a creature to make a saving throw, the DC is 8 plus your Charisma modifier and your Proficiency bonus.Features. Your Cohort improves and gains new features when you reach certain Captain levels, as shown on the Captain Features table.34 35 Classes
MORALE BOOSTWhen an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend one Battle Die and add it to the roll, potentially turning it into a success. RALLYAs a Bonus Action on your turn, you can expend one Battle Die to choose one ally within 60 feet of yourself that can see or hear you. That creature regains Hit Points equal to the number rolled plus your Charisma modifier. You can’t use this maneuver to heal a creature that has 0 Hit Points.STAGGERING STRIKEWhen you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to daze the target. Add the Battle Die to the attack’s damage roll. The target subtracts the Battle Die from the next attack roll it makes before the end of your next turn.LEVEL 18: TEAMWORK MANEUVERSWhen you use a maneuver that targets an ally, you can target a second ally within range without expending an additional Battle Die.LEVEL 19: EPIC BOONYou gain an Epic Boon feat or another feat of your choice for which you qualify.LEVEL 20: LEGENDARY COMMANDERImmediately after another creature’s turn, you can choose yourself or an ally within 60 feet of yourself that can see or hear you to take a Legendary Action. This action is one of the following: Attack (one attack only), Dash, Disengage, Dodge, Hide, Magic (cast one cantrip only), or Utilize. A creature can only take one Legendary Action each round. When a creature takes the Dash or Disengage action in this way, the benefits of that action last until the end of the creature’s next turn.You can use this feature to take three Legendary Actions and regain all expended uses when you finish a Short or Long Rest.Maneuver OptionsThe maneuvers are presented in alphabetical order.BOLSTERAs a Bonus Action, you can expend one Battle Die to motivate an ally within 60 feet of yourself. The next time your ally makes an attack before the start of your next turn, it adds the Battle Die to the attack and damage roll.BORN LEADERWhen you fail a Wisdom or Charisma check, you can expend one Battle Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.34 35Captain
COHORT OPTIONSYour Cohort is the most steadfast of allies, loyal to a fault, and will likely be a lifelong ally and friend. But not all Cohorts are cut from the same cloth or possess the same skills—choose from the following stat blocks when you initiate a new Cohort.Proficiencies. The Proficiencies entry in a Cohort’s stat block lists its weapon proficiencies and armor training. The Cohort can equip any gear for which it has proficiency or training. BerserkerRuthless and fierce, the berserker tears across the battlefield in a wild frenzy, devastating their enemies with boundless rage.ChampionA champion is a skilled, tactical fighter, just as comfortable in the saddle during military drills as armored on the field of battle.CultistDogmatic and often unhinged, cultists draw upon forbidden, eldritch allies for a taste of arcane might.HunterA hunter is a naturally skilled tracker and outlander, as comfortable in the depths of the woods as in a tavern or town.MageA mage is a brilliant and studious spellcaster, well versed in the study of all things arcane.MinstrelWith lute in hand, a minstrel keeps their traveling companions in high spirits and slings vicious taunts at their enemies.PriestA devout adherent to the faith, a priest can work minor divine miracles with the whispering of prayers and the waving of hands.ScoundrelStealthy and subversive, the scoundrel is as adept an assassin as a burglar or thief.TemplarA daring knight, sworn to virtue and station, a templar knows no fear in their heart and no equal in battle.BERSERKERMEDIUM OR SMALL HUMANOID, NEUTRALAC 11 plus your Charisma modifierHP 7 plus seven times your Captain level (the berserker has a number of Hit Dice [d8s] equal to your Captain level)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 16 +3 +5 DEX 12 +1 +1 CON 14 +2 +4INT 9 –1 –1 WIS 10 +0 +0 CHA 9 –1 –1Skills Athletics +5, Survival +2Proficiencies Simple and Martial weapons; ShieldsGear Greataxe, Handaxes (4)Senses Passive Perception 10Languages Common plus one other languageCR None (XP 0; PB equals your Proficiency Bonus)TRAITSBloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.Level 5: Martial Excellence. The berserker has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.Level 13: Bloodied Resolve. While Bloodied, the berserker has Resistance to Bludgeoning, Piercing, and Slashing damage.ACTIONSGreataxe. Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d12 plus your Charisma modifier Slashing damage.Handaxe. Melee or Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft or range 20/60 ft. Hit: 1d6 plus your Charisma modifier Slashing damage.BONUS ACTIONSLevel 5: Adrenaline Burst. The berserker gains Temporary Hit Points equal to half your Captain level.Level 9: Furious Strike. The berserker deals 1d10 extra damage on a hit with a weapon. The damage is the same type dealt by the weapon.REACTIONSLevel 17: Retaliation. Trigger: A creature within 5 feet of the berserker deals damage to it. Response:the berserker makes one melee attack.36 37 Classes
CHAMPIONMEDIUM OR SMALL HUMANOID, NEUTRALAC 18HP 6 plus six times your Captain level (the champion has a number of Hit Dice [d8s] equal to your Captain level)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 16 +3 +5 DEX 12 +1 +1 CON 12 +1 +3INT 10 +0 +0 WIS 10 +0 +0 CHA 11 +0 +0Skills Animal Handling +2, Athletics +5Proficiencies Simple and Martial weapons; Light, Medium, and Heavy armor, ShieldsGear Battleaxe, Chain Mail, Javelins (4), ShieldSenses Passive Perception 10Languages Common plus one other languageCR None (XP 0; PB equals your Proficiency Bonus)TRAITSLevel 5: Martial Excellence. The champion has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.Level 13: Indomitable (2/Day). The champion rerolls a failed saving throw with a bonus equal to your Captain level.ACTIONSBattleaxe. Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d8 plus your Charisma modifier Slashing damage.Javelin. Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, range 30/120 ft. Hit: 1d6 plus your Charisma modifier Piercing damage.Level 5: Flurry (1/Day). The champion makes three attacks in any combination with Disadvantage, regardless of circumstance.Level 17: Multiattack. The champion makes two attacks in any combination.BONUS ACTIONSSecond Wind (2/Day). The champion regains Hit Points equal to your Captain level.Level 9: Keen Strike. The champion deals 1d8 extra damage on a hit with a weapon. The damage is the same type dealt by the weapon.COHORT SPECIESWhen you initiate a new Humanoid Cohort, you can also give it one of the following traits to reflect its species. Dragonborn: Draconic Ancestry. The Cohort has Resistance to one of the following types of damage associated with its dragon progenitor (Captain’s choice): Acid, Cold, Fire, Lightning, or Poison. Dwarf: Resistances and Immunities. The Cohort has Resistance to Poison damage and Immunity to the Poisoned condition.Elf: Fey Ancestry. The Cohort has Advantage on saving throws it makes to avoid or end the Charmed condition.Gnome: Saving Throws. The Cohort has proficiency in one of the following saving throws: Intelligence, Wisdom, or Charisma. Goliath: Powerful Build. The Cohort has Advantage on any ability check it makes to end the Grappled condition. It also counts as one size larger when determining its carrying capacity.Halfling: Brave. The Cohort has Advantage on saving throws it makes to avoid or end the Frightened condition.Human: Skillful. The Cohort has proficiency with one skill of your choice.Orc: Relentless (1/Day). When the Cohort is reduced to 0 Hit Points, it is reduced to 1 Hit Point instead.Tiefling: Fiendish Ancestry. The Cohort has Resistance to one of the following types of damage associated with its fiendish progenitor (Captain’s choice): Fire, Necrotic, or Poison. You’re not a “hireling” if I don’t pay you!36 37Captain
Sure, I've had cultists, but it's always \"sacrifice\"-this and \"dark master\"-that. What a hassle. 38 39 ClassesCULTISTMEDIUM OR SMALL HUMANOID, NEUTRALAC 14HP 6 plus six times your Captain level (the cultist has a number of Hit Dice [d8s] equal to your Captain level)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 10 +0 +0 DEX 14 +2 +2 CON 12 +1 +1INT 9 –1 –1 WIS 9 –1 +1 CHA 16 +3 +5Skills Arcana +1, Deception +5Proficiencies Simple weapons; Light armorGear Studded Leather Armor, WandSenses Passive Perception 9Languages Common plus one other languageCR None (XP 0; PB equals your Proficiency Bonus)TRAITSLevel 5: Arcane Excellence. The cultist has a +1 bonus to its spell attack rolls and spell save DC. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.Level 5: Greater Curse. The cultist can choose the Necrotic Damage effect of its Eldritch Curse in addition to another effect. At Captain level 9, the Necrotic Damage effect deals 2d8 plus your Charisma modifier Necrotic damage.ACTIONSEldritch Curse. Wisdom Saving Throw: DC equals your Cohort save DC, one creature within 60 feet. Failure: The cultist chooses one of the following effects.Bleeding. Until the start of the cultist’s next turn, the target takes an extra 1d4 Necrotic damage whenever it takes damage.Evil Eye. The target has the Frightened condition until the start of the cultist’s next turn.Hobbled. The target’s Speed is reduced to 10 feet until the start of the cultist’s next turn.Necrotic Damage. The target takes 1d8 plus your Charisma modifier Necrotic damage.Level 17: Vulnerability Curse (2/Day).Constitution Saving Throw: DC equals your Cohort save DC, one creature within 60 feet. Failure: The target has Vulnerability to one damage type of the cultist’s choice until the start of the cultist’s next turn. This Vulnerability ends early after the target takes the chosen type of damage.REACTIONSLevel 13: Hellish Rebuke. The cultist casts Hellish Rebuke in response to the spell’s trigger, using your Charisma as the spellcasting ability (spell save DC equals your Cohort save DC).
HUNTERMEDIUM OR SMALL HUMANOID, NEUTRALAC 15HP 6 plus six times your Captain level (the hunter has a number of Hit Dice [d8s] equal to your Captain level)Speed 30 ft., Climb 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 10 +0 +2 DEX 16 +3 +5 CON 13 +1 +1INT 9 –1 –1 WIS 13 +1 +1 CHA 10 +0 +0Skills Perception +3, Survival +3Proficiencies Simple and Martial weapons; Light and Medium armor, ShieldsGear Longbow, Scimitar, Studded Leather ArmorSenses Passive Perception 13Languages Common plus one other languageCR None (XP 0; PB equals your Proficiency Bonus)TRAITSLevel 5: Martial Excellence. The hunter has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.Level 13: Elusive. Ranged attacks against the hunter have Disadvantage.ACTIONSScimitar. Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d6 plus your Charisma modifier Piercing damage.Longbow. Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, range 80/320 ft. Hit: 1d8 plus your Charisma modifier Piercing damage.Level 5: Trick Shot. Dexterity Saving Throw: DC equals your Cohort save DC, one creature within range of the hunter’s weapon. Failure: The hunter chooses one of the following effects:Pushed. The target is pushed 10 feet straight away from the hunter. Prone. The target has the Prone condition.Sapped. The target has Disadvantage on its next attack before the start of the hunter’s next turn.BONUS ACTIONSArcher’s Mark. When the hunter hits with a Ranged weapon, it marks the target. The hunter has Advantage on ranged attack rolls against the marked target for 1 minute or until it uses this feature again.Level 9: Bullseye Strike. The hunter deals 1d10 extra damage on a hit with a Ranged weapon. The damage is the same type dealt by the weapon.Level 17: Kill Shot (1/Day). The hunter deals 4d10 extra damage on a hit with a Ranged weapon. If the target has 50 Hit Points or fewer after taking damage, it dies.MAGEMEDIUM OR SMALL HUMANOID, NEUTRALAC 15HP 5 plus five times your Captain level (the mage has a number of Hit Dice [d8s] equal to your Captain level)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 9 –1 –1 DEX 14 +2 +2 CON 10 +0 +0INT 16 +3 +5 WIS 12 +1 +3 CHA 9 –1 –1Skills Arcana +5, History +5Proficiencies Simple weaponsGear WandSenses Passive Perception 11Languages Common plus one other languageCR None (XP 0; PB equals your Proficiency Bonus)TRAITSLevel 5: Arcane Excellence. The mage has a +1 bonus to its spell attack rolls and spell save DC. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.ACTIONSArcane Burst. Melee or Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. or range 120 ft. Hit: 1d10 plus your Charisma modifier Force damage.Spellcasting. The mage casts one of the following spells, using your Charisma as the spellcasting ability (spell save DC equals your Cohort save DC).At Will: Mage Armor (included in AC), Prestidigitation2/Day: Chromatic OrbLevel 5: 2/Day: ShatterLevel 9: 2/Day: FireballLevel 13: 1/Day Each: Blight, Dimension DoorLevel 17: 1/Day Each: Cone of Cold, Wall of ForceBONUS ACTIONSLevel 5: Misty Step (2/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.REACTIONSShield (2/Day). The mage casts Shield in response to the spell’s trigger using the same spellcasting ability as Spellcasting.Level 9: Counterspell (2/Day). The mage casts Counterspell in response to the spell’s trigger using the same spellcasting ability as Spellcasting.38 39Captain
PRIESTMEDIUM OR SMALL HUMANOID, NEUTRALAC 15HP 6 plus six times your Captain level (the priest has a number of Hit Dice [d8s] equal to your Captain level)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 13 +1 +1 DEX 10 +0 +0 CON 13 +1 +1INT 9 –1 –1 WIS 16 +3 +5 CHA 10 +0 +2Skills Medicine +5, Religion +1Proficiencies Simple weapons; Light and Medium armor, ShieldsGear Chain Shirt, Holy Symbol, Mace, Shield Senses Passive Perception 13Languages Common plus one other languageCR None (XP 0; PB equals your Proficiency Bonus)TRAITSLevel 5: Divine Excellence. The priest has a +1 bonus to its spell attack rolls and spell save DC. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.ACTIONSMace. Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d6 plus your Charisma modifier Bludgeoning damage.Radiant Flare. Dexterity Saving Throw: DC equals your Cohort save DC, one creature within 60 feet. Failure: 1d8 plus your Charisma modifier Radiant damage. Success: Half damage.Healing Hands (2/Day). The priest or one creature the priest touches regains Hit Points equal to 2d8 plus your Charisma modifier. The priest can take this action once more at Captain level 5 (3/Day), 9 (4/Day), 13 (5/Day), and 17 (6/Day).Spellcasting. The priest casts one of the following spells, using your Charisma as the spellcasting ability (spell save DC equals your Cohort save DC).At Will: Spare the Dying2/Day: Guiding BoltLevel 5: 2/Day Each: Hold Person, Lesser RestorationLevel 9: 2/Day: RevivifyLevel 13: 1/Day Each: Banishment, Death WardLevel 17: 1/Day Each: Flame Strike, Mass Cure WoundsBONUS ACTIONSLevel 9: Divine Ward (2/Day). Each ally within a 10-foot Emanation gains a bonus to its AC and saving throws equal to your Charisma modifier until the start of the priest’s next turn.MINSTRELMEDIUM OR SMALL HUMANOID, NEUTRALAC 14HP 6 plus six times your Captain level (the minstrel has a number of Hit Dice [d8s] equal to your Captain level)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 9 –1 –1 DEX 14 +2 +4 CON 12 +1 +1INT 9 –1 –1 WIS 12 +1 +3 CHA 16 +3 +5Skills Performance +5, Persuasion +5Proficiencies Simple weapons; Light armorGear Daggers (4), Lute, Studded Leather ArmorSenses Passive Perception 10Languages Common plus one other languageCR None (XP 0; PB equals your Proficiency Bonus)TRAITSLevel 5: Martial Excellence. The minstrel has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.Level 13: Dramatic Opening. During the first round of combat, the minstrel has Advantage on D20 Tests and attacks against it have Disadvantage.ACTIONSDagger. Melee or Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. or range 20/60. Hit: 1d4 plus your Charisma modifier Piercing damage.Encouraging Tune. One creature within 60 feet of the minstrel that can see or hear it has Advantage on the next attack it makes before the start of the minstrel’s next turn.Taunt. One creature that can hear the minstrel within 60 feet has Disadvantage on its next attack roll before the start of the minstrel’s next turn.Level 5: Multiattack. The minstrel uses Encouraging Tune or Taunt twice in any combination. It can replace one of its uses with a Dagger attack. At Captain level 13, it uses Encouraging Tune or Taunt three times in any combination.BONUS ACTIONSLevel 9: Psychic Strike. The minstrel deals an extra 1d8 Psychic damage on a hit.Level 17: Inspiring Song (1/Day). The minstrel gives Heroic Inspiration to each creature it chooses within a 30-foot Emanation originating from it.40 41 Classes
SCOUNDRELMEDIUM OR SMALL HUMANOID, NEUTRALAC 15HP 6 plus six times your Captain level (the scoundrel has a number of Hit Dice [d8s] equal to your Captain level)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 9 –1 –1 DEX 16 +3 +5 CON 12 +1 +1INT 11 +0 +2 WIS 10 +0 +2 CHA 13 +1 +1Skills Acrobatics +5, Perception +2, Sleight of Hand +5, Stealth +5Proficiencies Simple weapons, Martial weapons that have the Finesse or Light property; Light armorGear Shortbow, 2 Shortswords, Studded Leather ArmorSenses Passive Perception 12Languages Common plus one other languageCR None (XP 0; PB equals your Proficiency Bonus)TRAITSLevel 5: Martial Excellence. The scoundrel has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.Level 17: Assassinate (1/Day). During the first round of combat, the scoundrel turns a hit that it makes into a Critical Hit.ACTIONSShortsword. Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d6 plus your Charisma modifier Piercing damage.Shortbow. Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, range 80/320 ft. Hit: 1d6 plus your Charisma modifier Piercing damage.BONUS ACTIONSCunning Action. The scoundrel takes the Dash, Disengage, or Hide action.Level 5: Improved Cunning Action. The scoundrel takes the Dodge or Help action.Level 9: Poison Strike. The scoundrel deals an extra 2d6 Poison damage on a hit.REACTIONSLevel 13: Uncanny Dodge. Trigger: The scoundrel is hit by an attack roll. Response: The scoundrel halves the damage (round down).COHORT SPELLSThroughout your adventure, you may wish to customize the spells listed in a Cohort’s stat block. You can exchange one of the spells listed in the Spellcasting feature with another of the same level. Your GM decides if a spell is appropriate for a Cohort. Generally, the Priest’s spells are from the Cleric spell list, the Mage’s spells are from the Wizard spell list, and the Shaman’s spells are from the Druid spell list.When you can’t afford a real Rogue.40 41Captain
“It’ll be fun”, they said.“Go on a quest to kill Valda”, they said.TEMPLARMEDIUM OR SMALL HUMANOID, NEUTRALAC 16HP 6 plus six times your Captain level (the templar has a number of Hit Dice [d8s] equal to your Captain level)Speed 30 ft.MOD SAVE MOD SAVE MOD SAVESTR 16 +3 +3 DEX 9 –1 –1 CON 13 +1 +1INT 10 +0 +0 WIS 10 +0 +2 CHA 13 +1 +3Skills Athletics +5, Religion +2Proficiencies Simple and Martial weapons; Light, Medium, and Heavy armor, ShieldsGear Chain Mail, Javelins (4), GreatswordSenses Passive Perception 10Languages Common plus one other languageCR None (XP 0; PB equals your Proficiency Bonus)TRAITSLevel 5: Martial Excellence. The templar has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.Level 9: Improved Smite. The Radiant damage of the templar’s Smite increases by 1d8 (3d8) and again at Captain level 17 (4d8).Level 13: Zealous. The templar adds your Charisma modifier to its saving throws.Level 17: Blessed Blade. The templar has Advantage on attack rolls.ACTIONSGreatsword. Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 2d6 plus your Charisma modifier Slashing damage.Javelin. Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, range 30/120 ft. Hit: 1d6 plus your Charisma modifier Piercing damage.BONUS ACTIONSSmite (2/Day). The templar deals an extra 2d8 Radiant damage on a hit. The templar can use this Bonus Action once more at Captain level 5 (3/Day), 9 (4/Day), 13 (5/Day), and 17 (6/Day).REACTIONSLevel 5: Parry. Trigger: The templar is hit by a melee attack roll while holding a weapon. Response:The templar adds your Proficiency Bonus to its AC against that attack, possibly causing it to miss.42 43 Classes
LEVEL 10: EVASIONYou can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition. Your Cohort also gains the benefits of this feature.LEVEL 14: PREEMPTIVE STRIKEWhen a creature you can see within 30 feet makes an attack against you, you can take a Reaction to make one attack with a weapon against the attacker. Resolve your attack before the triggering attack.Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.Dragon BannerDefeat Your Foes with an Arsenal of ManeuversCaptains under the Dragon Banner are a scourge upon the battlefield. Armed with an array of lethal maneuvers, these captains cut through lesser combatants with ease, turning the tides of battle on their own, if needed. The visage of the Dragon Banner inspires fear and loyalty in equal measure, for the carnage left in a dragon warrior’s wake speaks volumes of their skill.LEVEL 3: CRITICAL FOCUSYou enter a flow state in combat, granting you the following benefits.Improved Critical. Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.Chain Critical. Whenever you reduce an enemy to 0 Hit Points or score a Critical Hit against an enemy, your Critical Hit range increases. After the CAPTAIN SUBCLASSESA Captain subclass is a specialization that grants you features at certain levels, as specified in the subclass.DaggermarkUse Stealth and Subterfuge to Achieve VictoryCaptains that bear the Daggermark—a tattoo, scar, or insignia representing a blade—utilize stealth and clandestine tactics to defeat their foes. Though they prefer ambushes and assassinations, they may acquiesce to direct confrontation if they have an underhanded tactic up their sleeve to safeguard victory. These Captains might be leaders in a Thieves’ Guild, career assassins, or bandit captains that mark their closest confidants with the Daggermark to induct them into their ranks.LEVEL 3: COVERT TACTICSYour experience in striking from the shadows grants you the following benefits.Roguish Proficiencies. You gain proficiency with the Sleight of Hand and Stealth skills. Charismatic Initiative. You gain a bonus to Initiative rolls equal to your Charisma modifier (minimum bonus of +1).Quick Hide. You can take the Hide action as a Bonus Action.LEVEL 3: EFFORTLESS DODGE [MANEUVER]As a Bonus Action, you can expend one Battle Die to take the Disengage or Dodge action. You can’t use this maneuver while wearing Medium or Heavy armor.LEVEL 6: FLANKING STRIKEWhen you hit a creature with an attack using a weapon, the next attack roll made by an ally against the target before the end of your next turn has Advantage.CAPTAIN SUBCLASSESNAME DESCRIPTIONDaggermark A stealthy master of guerilla warfare and covert tacticsDragon Banner Uses maneuvers to annihilate their foes on the battlefieldEagle Banner A bowmaster who uses precision shots to strike foes from a high vantageHoly Icon Heals and strengthens allies through a divine connectionJolly Roger A duelist and swashbuckler, trained with a cutlass and the unfair tactics of brigandsLion Banner A knightly leader who challenges their foes to honorable combatTower Banner Emphasizes defense above all else, using siege defense tactics42 43Captain
first such attack, your attacks score a Critical Hit on a roll of 18–20 on the d20; after the second, you score a Critical Hit on a roll of 17–20; after the third, you score a Critical Hit on a roll of 16–20. Your Critical Hit range resets after 1 minute or when you have the Incapacitated condition. LEVEL 3: RAMPAGE [MANEUVER]Once on each of your turns, immediately after you reduce an enemy to 0 Hit Points or score a Critical Hit with a melee attack roll, you can expend one Battle Die to move up to your Speed and make a melee attack (no action required). On a hit, you add the Battle Die to the attack’s damage roll.LEVEL 6: MARTIAL RECOVERYYou can take a Bonus Action to regain all of your expended Battle Dice.Once you use this feature, you can’t use it again until you finish a Long Rest.LEVEL 10: BLOODY SPECTACLEWhenever you reduce an enemy to 0 Hit Points or score a Critical Hit against an enemy, you can strike terror into nearby foes. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw against your Maneuver save DC. On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.LEVEL 14: COUP DE GRÂCE [MANEUVER]When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Battle Dice as a Bonus Action to attempt to execute the target. Add the Battle Dice to the attack’s damage roll. If you reduce the target to 0 Hit Points, this maneuver doesn’t expend any Battle Dice.Eagle BannerDeliver Shots with Pinpoint AccuracyWith sharp eyes and even sharper arrows, Captains of the Eagle Banner seek to master bows, slings, and ballistae alike. Such Captains are just as dangerous in close range as they are perched on the horizon, for they can accurately deliver an arrow or a crossbow bolt at point blank range.LEVEL 3: EAGLE EYE [MANEUVER]Once per turn when you miss with a ranged attack roll, you can expend one Battle Die and add it to the attack roll, potentially causing the attack to hit.LEVEL 3: CLOSE-QUARTERS SHOOTINGBeing within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with Ranged weapons. Your Cohort also gains the benefits of this feature.LEVEL 6: VANTAGE POINTYour skill at scaling walls and gaining a perch above your foes grants you the following benefits. Climb Speed. You have a Climb Speed equal to your Speed. High Ground Shot. When you make a ranged attack roll from an elevation of 15 feet or more above the target, you have Advantage on the roll.LEVEL 10: COUNTER-SHOT [MANEUVER]When an enemy you can see hits a creature with a ranged attack roll, you can take a Reaction and expend one Battle Die to attempt to intercept the attack. You must be holding a Ranged weapon and the creature must be within your weapon’s range to use this maneuver. Subtract the Battle Die from the attack roll, potentially causing it to miss.LEVEL 14: HUNDRED-ARROW VOLLEYWhen you take the Attack action with a Ranged weapon, you can replace one of your attacks with a flurry of projectiles in one of the following ways.Arrow Rain. Choose a point within your weapon’s range. You launch several projectiles that rain down in a 10-foot-radius, 40-foot-high Cylinder centered on that point. Make a separate ranged attack roll against each target in that Cylinder.Scatter Shot. You launch several projectiles in a 20-foot Cone. Make a separate ranged attack roll against each target in that Cone.Holy IconChampion a Divine CauseCaptains adorned with a Holy Icon are the champions of a god or ideology, embarking on minor quests and holy crusades in furtherance of their ideals. Though not imbued with grand divine powers, they command a suite of lesser miracles to heal and strengthen their allies for the long road ahead and a surety of purpose to propel them onward.44 45 Classes
LEVEL 3: THEOLOGICAL STUDIESYour faith and force of personality grant you the following benefits.Charismatic Religion. You gain proficiency in the Religion skill. Additionally, you gain a bonus to Intelligence (Religion) checks equal to your Charisma modifier (minimum bonus of +1). Cantrips. You learn two cantrips of your choice from the Cleric spell list. Charisma is your spellcasting ability for these spells.LEVEL 3: MINOR MIRACLEA creature targeted by your Rally maneuver regains Hit Points equal to two rolls of your Battle Die plus your Charisma modifier. Additionally, you can use the Rally maneuver to heal a creature that has 0 Hit Points.At Captain level 10, a creature targeted by your Rally maneuver regains Hit Points equal to four rolls of your Battle Dice plus your Charisma modifier.LEVEL 6: ZEALOUS FERVORYour fanaticism motivates your allies, granting the following benefits. Strength of Spirit. When you use your Blitz feature to command an ally that has the Charmed or Frightened condition, it can reroll its save against the effect causing that condition, ending the condition on itself on a success.Radiant Strike. When you use your Blitz feature to command an ally to make an attack, the attack deals an extra 1d6 Radiant damage on a hit.LEVEL 10: AURA OF REPRIEVEAs a Magic action, you can create a 15-foot Emanation originating from you, which lasts for 1 minute or until you have the Incapacitated condition. When you or an ally starts its turn in the Emanation, that creature gains one of the following benefits of its choice. Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend two Battle Die (no action required) to restore your use of it.Temporary Hit Points. The creature gains 2d8 Temporary Hit Points.Resistance. The creature has Resistance to a damage type of its choice other than Bludgeoning, Piercing, or Slashing damage until the start of its next turn.End Condition. The creature ends one condition on itself: Blinded, Deafened, Paralyzed, or Poisoned.44 45Captain
LEVEL 14: RAISE COHORTYou can cast the spell Raise Dead without a spell slot. If you revive a creature that was your Cohort, you also cast the spell without Material components. The creature becomes your Cohort once again, without an 8-hour initiation period.Once you use this feature, you can’t use it again until you finish a Long Rest.Jolly RogerCommand Your Crew on the High SeasThe skull and crossbones of the Jolly Roger need no introduction: it means thieves, brigands, treasure, and adventure on the high seas. Moreover, it means the strong backs of a crew working in unison, piloting a ship from horizon to horizon under the command of a fierce captain and their first mate.LEVEL 3: SKIRMISH [MANEUVER]When you make an attack using a weapon, you can expend one Battle Die as a Bonus Action to make an attack using the same weapon or a different one later on the same turn. One attack must be a melee attack roll and the other must be a ranged attack roll.LEVEL 3: SCALLYWAGYou have a Swim Speed equal to your Speed, and your Cohort has a Swim Speed equal to its Speed.LEVEL 6: FANCY FOOTWORKYour elegant swordplay puts enemies where you want them. Whenever you hit a creature of Large size or smaller with a Melee weapon, you can force the target to move to an unoccupied space within 5 feet of it, and you can move 5 feet. This movement doesn’t provoke Opportunity Attacks. LEVEL 10: DIRTY TACTICSOnce per turn when you hit a creature with a Melee weapon, you can use one of the following effects. Flank. Your Cohort has Advantage on the next melee attack roll it makes against the target while you are within 5 feet of it before the end of your next turn.Pocket Sand. The target has Disadvantage on its next attack roll before the end of your next turn.Trip. The target has the Prone condition if it is Large or smaller.LEVEL 14: ALL HANDS ON DECKAt your directive, your crew works in perfect unison. As a Bonus Action, you can issue a series of directives to allies within 30 feet of yourself that can see or hear you. Each ally has Advantage on the next D20 test it makes before the start of your next turn.You can use this feature a number of times equal to your Charisma modifier and regain all expended uses when you finish a Long Rest.46 47 Classes
LEVEL 3: IRON WALL [MANEUVER]As a Bonus Action, you can expend one Battle Die to fortify yourself. The next time you are hit by an attack within the next minute, roll the Battle Die and add the number rolled to your AC against this attack, potentially causing it to miss. This effect ends early if you have the Incapacitated condition. You must be wearing Heavy armor to use this maneuver.LEVEL 3: SIEGE DEFENSEWell-versed in repelling attackers, you gain the following benefits.Defensive Tactics. When you attack with a Melee weapon whose mastery property you can use, you can replace that property with the Push or Slow property for that attack.Shooting from Cover. You gain a +2 bonus to ranged attack rolls while in Half Cover or ThreeQuarters Cover.LEVEL 6: ARMORED REDIRECTIONWhen a creature you can see hits an ally within 5 feet of you with an attack roll, you can take a Reaction to force the attack to target you instead. If the attack roll equals or exceeds your AC, the attack hits you instead; otherwise, it misses.Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.LEVEL 10: METTLEYour determination allows you to shrug off effects that would otherwise harm you. When you’re subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition. Your Cohort also gains the benefits of this feature.LEVEL 14: IRON RETRIBUTIONWhenever a creature within 5 feet of you misses you with an attack roll, you can strike them with a Shield if you’re carrying one (no action required), dealing 3d6 Bludgeoning damage to the attacker.Lion BannerLead with Heroism and ZealCaptains who fly the Lion Banner are consummate leaders with forceful personalities and a penchant for heroics. Such Captains lead from the front, flying their banner high in battles where valor and luck turn the tide in their favor. LEVEL 3: COMMANDING PRESENCEIf you use your Born Leader maneuver and the check still fails, you don’t expend the Battle Die to use the maneuver.LEVEL 3: CHALLENGE [MANEUVER]When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to goad the target into attacking you. Add the Battle Die to the attack’s damage roll. Until the start of your next turn, the target has Disadvantage on attack rolls against creatures other than you while you are within 5 feet of the target.LEVEL 6: HIGH MORALEYou can use your Morale Boost maneuver when two or more creatures, including yourself, simultaneously fail a saving throw against the same effect, such as a dragon’s breath weapon. Each creature that failed its saving throw gains the benefit of Morale Boost, and you only expend one Battle Die.LEVEL 10: VENGEFUL GAMBITWhen a creature under the effect of your Challenge maneuver hits you with an attack, you can take a Reaction to gain Resistance to the attack’s damage for that attack and make an attack against that creature using a weapon or Unarmed Strike as a part of the same Reaction.LEVEL 14: HEROIC LEADERSHIPWhen you use your Bolster or Rally maneuver, the target gains Heroic Inspiration if it doesn’t already have it.Tower BannerFortify Yourself and Your AlliesThe fortified defenses of Captains who fly the Tower Banner are legendary. Their tactics emphasize fortification and survival, as well-protected soldiers cannot only win battles, but entire wars. Thinking long term is key to any defensive strategy, as Captains of the Tower know the answer is never how they shall counterattack, but when.46 47Captain
48 49 Classes49CRAFTSMAN