The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Valda_s_Class_Update_1.1__1-14-2026_

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by GRENDEL GADIANTON, 2026-04-19 02:27:34

Valdas Class Update_1.1

Valda_s_Class_Update_1.1__1-14-2026_

I think the gender-neutralterm is “forge monkey”Craftsmen are virtuoso artisans and genius inventors. Not content merely creating masterwork pieces of weapons and armor, they invent and engineer ingenious devices and singularly deadly weapons.Master of CraftArtisans are integral to every culture: buildings must be erected, pots must be sent to the kiln, tools must be forged. Despite their pervasiveness, master craftsmen are as rare as they are prized. These creators and inventors can smith items of mythic quality and can solve most any problem simply by using the right tool and the appropriate amount of force.Secret of SteelAdventuring craftsmen come in many varieties, but nearly all leverage their advanced knowledge of metallurgy, smelting, and construction to forge arms and armor rarely seen, even by other adventurers. The smiths test their schematics and designs themselves, building prototypes and experimental gear that can later be refined into mass-produced items.Becoming a Craftsman…AS A LEVEL 1 CHARACTER• Gain all of the traits in the Core Craftsman Traits table. • Gain the Craftsman’s level 1 features, which are listed in the Craftsman Features table.AS A MULTICLASS CHARACTER• Gain the following traits from the Core Craftsman Traits table: Hit Point Die, Tool Proficiencies, proficiency with Martial weapons, and training with Light and Medium armor and Shields.• Gain the Craftsman’s level 1 features, which are listed in the Craftsman Features table.CORE CRAFTSMAN TRAITSPrimary Ability Strength or DexterityHit Point Die D10 per Craftsman levelSaving Throw ProficienciesConstitution and IntelligenceSkill Proficiencies Choose 2: Arcana, Athletics, History, Investigation, Medicine, Perception, or PersuasionWeapon ProficienciesSimple and Martial weaponsTool Proficiencies All Artisan’s ToolsArmor Training Light, Medium, and Heavy armor and ShieldsStarting EquipmentChoose A, B, or C: (A) Chain Mail, Shield, Warhammer, 6 Light Hammers, Explorer’s Pack, and 18 GP; or (B) Studded Leather Armor, 2 Shortswords, Heavy Crossbow, 20 Bolts, Crossbow Bolt Case, Explorer’s Pack, and 13 GP; or (C) 140 GP48 49Craftsman49


LEVELPROFICIENCY BONUS FEATURESMASTERWORK BONUSWEAPON MASTERY 1 +2 Expert Crafting, Masterwork, Weapon Mastery +1 2 2 +2 Customize Weapon, Fighting Style +1 2 3 +2 Craftsman subclass +1 2 4 +2 Ability Score Improvement +1 3 5 +3 Extra Attack, Folded Steel +2 3 6 +3 Customize Armor, Subclass feature +2 3 7 +3 Fortify Arsenal +2 3 8 +3 Ability Score Improvement +2 3 9 +4 Eye for Quality +2 3 10 +4 Subclass feature +2 4 11 +4 Weapon Enchantment +3 4 12 +4 Ability Score Improvement +3 4 13 +5 Armor Enchantment +3 4 14 +5 Subclass feature +3 4 15 +5 Fabrication +3 4 16 +5 Ability Score Improvement +3 4 17 +6 Improved Enchantment +4 4 18 +6 Spellwrought Armor +4 4 19 +6 Epic Boon +4 4 20 +6 Magnum Opus +4 4CRAFTSMAN FEATURESRest. You can use this benefit twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.Overnight Crafting. When you take a Long Rest, you can craft nonmagical items whose combined cost in GP is no greater than your Craftsman level times 10. If an item’s cost exceeds this number, you can complete it over multiple Long Rests; these rests needn’t be consecutive. You must have the normally required tools and raw materials. When you craft a weapon or suit of armor, the item has Resistance to damage it takes. LEVEL 1: MASTERWORKYou can modify your equipment into Masterwork weapons and armor, improving their strength and durability.Masterwork Weapon. You can improve a weapon into a Masterwork version over the course of two hours, which can be done during a Long Rest. The weapon gains a +1 bonus to attack and damage rolls Craftsman Class FeaturesAs a Craftsman, you gain the following class features when you reach the specified Craftsman levels. These features are listed in the Craftsman Features table.LEVEL 1: EXPERT CRAFTINGYour experience at crafting items from raw materials grants you the following benefits.Crafting Tools. You gain a set of Crafting Tools, a combined toolkit that covers a broad range of applications. You can use these tools as any set of Artisan’s Tools. A set of Crafting Tools costs 75 GP.Instant Crafting. You can take a Utilize action to retrieve a piece of nonmagical gear from your belt, pack, cart, or wherever you keep your tools, even if you didn’t have it in your inventory before. The item’s cost must be no higher than 50 GP. You can’t use this feature to produce a weapon, suit of armor, Shield, or potion. An item retrieved in this way becomes lost in your inventory and vanishes when you finish a Long 50 51 Classes51


Mastery properties are described in the “Mastery Properties” section later in this class’s description.Your modified weapons use the following rules.One Mastery Per Attack. You can only use one mastery property for each attack. If a mastery property lets you make extra attacks, you can’t use mastery properties on these extra attacks.Only You Can Use Two. Once you give a weapon a second mastery property, only you can use its mastery properties.Only You Use Masterwork. If a property has a Masterwork weapon as a prerequisite, only you can use it. LEVEL 2: FIGHTING STYLEYou gain a Fighting Style feat of your choice. Defense is recommended.Whenever you gain a Craftsman level, you can replace the feat you chose with a different Fighting Style feat.you make with it. This bonus increases as you gain Craftsman levels, as shown on the Masterwork Bonus column of the Craftsman Features table. If the weapon already gains such a bonus, like a +2 Longsword, you choose which bonus to use; you can’t use more than one. Only you gain this bonus with a Masterwork weapon you create.Masterwork Armor. You can improve a suit of armor into a Masterwork version over the course of two hours, which can be done during a Long Rest. While wearing this armor, you gain a +1 bonus to Armor Class. If the armor already gains such a bonus, like a +2 Half Plate, you choose which bonus to use; you can’t use more than one. Only you gain this bonus with Masterwork armor you create.LEVEL 1: WEAPON MASTERYYour training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.When you reach certain Craftsman levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Craftsman Features table.LEVEL 2: CUSTOMIZE WEAPONWhen you finish a Long Rest, you can use your Crafting Tools and materials worth 50+ GP to modify the mastery property of a weapon. When you do so, you can replace the weapon’s mastery property with another one, give the weapon a second mastery property, or remove a mastery property. A weapon can’t have the same property more than once.To give a weapon a mastery property that it doesn’t have normally, that weapon must meet any prerequisite specified for the new property. Whenever a creature uses this weapon, they can use the new mastery property instead of the one normally associated with it. For example, if you give a Dagger the Vex property, any creature that can use Daggers with Weapon Mastery can use Vex with the customized Dagger.50 51Craftsman51


LEVEL 7: FORTIFY ARSENALYou can spend 10 minutes sharpening weapons and repairing equipment, which can be done during a Short Rest. When you do so, choose one of the following benefits.Hone Weapons. You can hone up to five weapons. A honed weapon has Advantage on attack rolls. Once a honed weapon deals damage, it is no longer honed.Reinforce Armor. You can reinforce up to five suits of armor. A creature wearing reinforced armor has Resistance to Bludgeoning, Piercing, and Slashing damage. Once a creature wearing reinforced armor takes damage, the armor is no longer reinforced.LEVEL 9: EYE FOR QUALITYYou can cast Identify and Locate Object without a spell slot or components. When you cast Identify, you also appraise the target item, learning its market value in Gold Pieces. Intelligence is your spellcasting ability for these spells.LEVEL 11: WEAPON ENCHANTMENTWhen you finish a Long Rest, you can place one of the following enchantments on a Masterwork weapon. Only you gain the benefits of this enchantment. The enchantment on the weapon lasts until you use this feature to replace it with a different one.Blessed. This weapon deals an extra 1d4 Radiant damage on a hit. This extra damage increases to 1d10 if the target is a Fiend or Undead.Elemental. When you apply this enchantment, choose Acid, Cold, Fire, Lightning, or Thunder damage. The weapon deals an extra 1d6 damage of the chosen type.Vampiric. This weapon deals an extra 1d4 Necrotic damage on a hit. When you hit an enemy with this weapon, you regain Hit Points equal to the extra Necrotic damage dealt by this enchantment.Venomous. This weapon deals an extra 1d8 Poison damage on a hit.LEVEL 13: ARMOR ENCHANTMENTWhen you finish a Long Rest, you can place one of the following enchantments on a suit of Masterwork armor. Only you gain the benefits of this enchantment. The enchantment on the armor lasts until you use this feature to replace it with a different one.LEVEL 3: CRAFTSMAN SUBCLASSYou gain a Craftsman subclass of your choice. A subclass is a specialization that grants you features at certain Craftsman levels. For the rest of your career, you gain each of your subclass’s features that are of your Craftsman 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 Craftsman levels 8, 12, and 16.LEVEL 5: EXTRA ATTACKYou can attack twice instead of once whenever you take the Attack action on your turn.LEVEL 5: FOLDED STEELWhen you modify a weapon with Customize Weapon, you can also change its damage type to one of the following: Bludgeoning, Cold, Fire, Lightning, Piercing, or Slashing. You can’t change a damage type that is a prerequisite for one of the weapon’s mastery properties.LEVEL 6: CUSTOMIZE ARMORWhen you finish a Long Rest, you can use your Crafting Tools and materials worth 100+ GP to customize a suit of armor with one of the following benefits. You can replace your customization on a suit of armor with another one when you finish a Long Rest.Cast-Off. You can doff this armor as a Utilize action.Climbing. While wearing this armor, you have a Climb Speed equal to your Speed.Diving. While wearing this armor, you have a Swim Speed equal to your Speed and can breathe underwater.Integrated. You can integrate a Simple weapon, Martial weapon, or Shield directly into your armor when you finish a Long Rest. You can don or doff an integrated Shield without taking an action once on each of your turns. When you draw or don an integrated item, it snaps to your hand, and you can’t be disarmed of it. You can switch which item is integrated when you finish a Long Rest.Sleek. This armor doesn’t impose Disadvantage on Dexterity (Stealth) checks.52 53 Classes53


MASTERY PROPERTIESEach weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.If a feature lets you give a weapon a mastery property it doesn’t have normally, that weapon must meet any prerequisite specified for the new property, and you must be of at least the specified Craftsman level.Level 2+ PropertiesThe following mastery properties are available to you at Craftsman level 2+.BLUDGEONPrerequisite: Level 2+ Craftsman; Ranged WeaponYou can treat this weapon as a Melee weapon with the Finesse property. When you hit a creature with a melee attack using this weapon, it deals Bludgeoning damage equal to 1d6 plus your Strength or Dexterity modifier, or 1d8 plus your Strength or Dexterity modifier if the weapon is wielded in two hands.CLEAVEPrerequisite: Level 2+ Craftsman; Melee Weapon, Heavy PropertyIf you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.Adamantine. While wearing this armor, any Critical Hit against you becomes a normal hit.Cloaking. While wearing this armor, you can take the Hide action as a Bonus Action. You have Advantage on Dexterity (Stealth) checks you make as part of the Hide action during combat.Resistance. When you apply this enchantment, choose Acid, Cold, Fire, Lightning, Poison, or Thunder damage. You have Resistance to the chosen damage type while wearing this armor.Winged. While wearing this armor, you can take a Bonus Action to have a Fly Speed equal to your Speed until the end of your turn.LEVEL 15: FABRICATIONYou can cast Fabricate without a spell slot or components. Intelligence is your spellcasting ability for this spell. LEVEL 17: IMPROVED ENCHANTMENTEach of your Weapon Enchantments deal two extra dice of damage on a hit, instead of one.LEVEL 18: SPELLWROUGHT ARMORWhile wearing Masterwork armor, you can add your Masterwork Bonus to saving throws that you make. LEVEL 19: EPIC BOONYou gain an Epic Boon feat or another feat of your choice for which you qualify.LEVEL 20: MAGNUM OPUSYour crafting expertise has culminated in an object of unparalleled majesty.You can work for a period of 30 days to create a Very Rare or Legendary magic item of your choice. You can only craft such an item once. If the item requires Attunement, you are instantly attuned to it and it doesn’t count against the number of items you can attune to. You ignore all attunement requirements for the item. No other creature can attune to it while you are alive. As long as you are on the same plane of existence as your item, you can take a Bonus Action to call it to your hand or onto your body (as appropriate).52 53Craftsman53


GRAZEPrerequisite: Level 2+ Craftsman; Melee Weapon, Heavy PropertyIf your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.MOUNTEDPrerequisite: Level 2+ Craftsman; Ranged Weapon, Heavy PropertyYou can take a Bonus Action to mount this weapon in a fixed position until the end of your turn. While mounted, this weapon can’t be moved and its damage dice increase by one step (d4 → d6 → d8 → d10 → d12, to a maximum of d12s) when the weapon is used to make a ranged attack. NICKPrerequisite: Level 2+ Craftsman; Light PropertyWhen you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.PARRYPrerequisite: Level 2+ Craftsman; Melee Weapon that Doesn’t Have the Two-Handed PropertyWhen you hit a creature with this weapon and you aren’t wielding a Shield, you gain a +2 bonus to your Armor Class until the start of your next turn. You can gain this bonus only once per turn.PUSHPrerequisite: Level 2+ Craftsman; Heavy, Two-Handed, or Versatile PropertyIf you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.SAPPrerequisite: Level 2+ Craftsman; Versatile Property or No Weapon PropertyIf you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.SCATTERPrerequisite: Level 2+ Craftsman; Ammunition Property Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon. This weapon’s range is 20/60 if it were higher.SHIFTPrerequisite: Level 2+ Craftsman; Melee Weapon, Light or Finesse PropertyIf you hit a creature with this weapon, you can immediately move 10 feet without provoking Opportunity Attacks.SIGHTEDPrerequisite: Level 2+ Craftsman; Ammunition and Two-Handed PropertiesAttacking at long range with this weapon doesn’t impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.SLOWPrerequisite: Level 2+ CraftsmanIf you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.TENSIONPrerequisite: Level 2+ Craftsman; Ammunition and Two-Handed PropertiesWhen making a Ranged attack with this weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.TOPPLEPrerequisite: Level 2+ Craftsman; Heavy, Reach, or Versatile PropertyIf you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.TWINSHOTPrerequisite: Level 2+ Craftsman; Ranged Weapon, Ammunition PropertyIf you hit a creature with a ranged attack roll using this weapon, you can make a ranged attack roll with the weapon against a second creature within 10 feet of the first that is also within the weapon’s range. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.54 55 Classes55


JOLTPrerequisite: Level 5+ Craftsman; Masterwork Weapon, Lightning DamageIf you hit a creature with this weapon, the creature can’t make Opportunity Attacks until the start of its next turn.NUMBPrerequisite: Level 5+ Craftsman; Masterwork Weapon, Cold DamageIf you hit a creature with this weapon and deal damage to it, the target can’t take the Dash, Disengage, or Dodge action or have Advantage on attacks until the start of your next turn.VEXPrerequisite: Level 2+ Craftsman; Ammunition, Finesse, or Light PropertyIf you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.Level 5+ PropertiesThe following mastery properties are available to you at Craftsman level 5+.EXPLODEPrerequisite: Level 5+ Craftsman; Fire Damage, Masterwork Ranged Weapon 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.FLURRYPrerequisite: Level 5+ Craftsman; Masterwork Weapon, Ammunition, Finesse, Light, or Versatile PropertyWhen you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can’t replace these attacks. If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition. This property is often called Automatic when added to Ranged weapons.FOLLOW-THROUGHPrerequisite: Level 5+ Craftsman; Masterwork Melee Weapon, Heavy PropertyWhen you take the Attack action and hit a creature with a melee attack roll using this weapon, you can replace one of your attacks with a heavier swing. You deal 2d12 extra damage to that creature of the same type dealt by the weapon. You can deal this extra damage only once per turn.Pew-pew-pew!Found these in a crashed metal disk.54 55Craftsman55FUTURISTIC WEAPONSIn futuristic settings, blasters are the dominant type of ranged weapon. These arcane weapons self-recharge and never need to be reloaded. For these weapons, the Blaster property replaces the Ammunition property and the Cooldown property replaces the Loading property for the purposes of your Craftsman features. Additionally, you can add the Overheat mastery property to weapons in such settings. Blaster. A weapon with the Blaster property is a Ranged weapon that requires no ammunition. This property counts as the Ammunition property.Cooldown. Because this weapon requires cooldown time between uses, you can only fire it once when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you normally make. This property counts as the Loading property. Mastery Property: Overheat (Prerequisite: Level 2+ Craftsman; Cooldown Property). If you hit a target with this weapon, you can overcharge the weapon. If you do so, the target takes extra damage of the weapon’s type equal to your Proficiency Bonus. The weapon then Overheats. An Overheated weapon can’t be used again to make an attack until the end of your next turn


Level 11+ PropertiesThe following mastery properties are available to you at Craftsman level 11+.CRUSHPrerequisite: Level 11+ Craftsman; Masterwork Weapon, Bludgeoning Damage If you hit a creature with this weapon, that creature has a −3 penalty to AC until the end of your next turn. If the creature is hit more than once by weapons that have this property, the AC penalty doesn’t exceed −3.DAZEPrerequisite: Level 11+ Craftsman; Masterwork WeaponIf you hit a creature with this weapon, that creature has Disadvantage on its next saving throw before the start of your next turn.FINISHERPrerequisite: Level 11+ Craftsman; Masterwork WeaponIf you hit a creature that is Bloodied with this weapon and deal damage, you can deal an extra 1d8 damage to the target. The damage is the same type as the damage dealt by the weapon and you can only deal this extra damage once per turn.PUNCTUREPrerequisite: Level 11+ Craftsman; Masterwork Weapon, Piercing DamageIf you hit a creature with an attack roll with this weapon and the roll is an 18–20 on the d20, you score a Critical Hit.RAKEPrerequisite: Level 11+ Craftsman; Masterwork Weapon, Slashing DamageIf you hit a creature with this weapon, that creature takes an extra 1d6 damage the next time you hit it using a weapon before the end of your next turn. This damage is the same type dealt by the weapon.CRAFTSMAN SUBCLASSESA Craftsman subclass is a specialization that grants you features at certain Craftsman levels, as specified in the subclass.Arcane Maesters’ GuildCraft an Arsenal of Magic ItemsWhile most seasoned spellcasters will enchant a handful of magic items over the course of their careers, artisans belonging to the Guild of Arcane Maesters seek to become true masters of magic item creation. They rightly take seriously the forging of such powerful relics: each creation must be a masterwork in its own right to contain the potent magic woven into them. Despite laboring for months or even years to perfect their creations, seasoned maesters are always seen to be laden with dozens of magic items, attuned to a handful of rings, and carrying a Wand of Magic Missiles, just in case.LEVEL 3: ARCANE APPRENTICESHIPYou learn True Strike and two other cantrips of your choice from the Wizard spell list. Intelligence is your spellcasting ability for these spells. Whenever you gain a new Craftsman level, you can replace one of the cantrips you chose with this feature with another one from the Wizard spell list. LEVEL 3: MAGIC ITEM CRAFTINGAs an Arcane Maester, you can craft magic items.Crafting Magic Items. You can use the Overnight Crafting benefit of your Expert Crafting feature to craft magic items. When you craft a magic item, the maximum cost in GP increases to your Craftsman level times 25. CRAFTSMAN SUBCLASSESNAME DESCRIPTIONArcane Maesters’ Guild Magical Craftsmen that forge mundane steel into magic items Armigers’ Guild Armorsmiths of great renown that wear reinforced steelBladeworkers’ Guild Weaponsmiths who build innovative implements of war and train in their useCalibarons’ Guild Gunsmiths who develop advanced firearms and attachmentsForgeknights’ Guild Wields a portable forge to heat their weapons and armor to explosive limitsMechanauts’ Guild Pilots a modified Apparatus of the Crab, a walking construct of fearsome powerThunderlords’ Guild An electric innovator that uses lightning-charged equipmentTrappers’ Guild A mechanical tinkerer that deploys lethal booby traps during combat56 57 Classes57


a nonmagical version of that item for no extra cost or craft the item wholesale, adding half of that item’s cost to the cost in materials.Magic Item Limitations. From among those available Craftsman level 6, you can craft 5 magic items. You can craft 3 from among those available at level 10, and 3 from among those available at level 14. In the process of creating a new magic item, you can choose another magic item you have created and render it nonmagical to build a new one from the same category. Save DC. If a magic item you use forces a creature to make a saving throw, you can use its DC or the following calculation: 8 plus your Intelligence modifier and Proficiency Bonus.LEVEL 6: ARCANE STRIKEWhen you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action or with taking the Magic action to use a magic item that requires that action.LEVEL 10: SEVER CONNECTIONWhen a creature hits you with an attack roll, you can take a Reaction to end your Attunement to one magic item to create a shield of magical force. Until the start of your next turn, you have a bonus to AC equal to your Intelligence modifier, including against the triggering attack, potentially causing the attack to miss you. The number of magic items you can attune to is reduced by 1 until you finish a Short or Long Rest.LEVEL 14: MAGIC ITEM RECHARGEWhen you finish a Short Rest, you can recharge a number of magic items up to your Intelligence modifier that have charges or properties that recharge at the next dawn.Once you use this feature, you can’t do so again until you finish a Long Rest.The Magic Item Crafting sidebar details the magic items you can create, specifies the Craftsman level you must reach to create each magic item, and shows the cost in materials an item will require. If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you can either enchant MAGIC ITEM CRAFTINGThe following lists show which magic items you can create, the craftsman level you must have, and the cost in materials each item requires.Level 3, [100 GP]Bag of Holding Lantern of RevealingDecanter of Endless WaterRope of ClimbingEyes of Minute Seeing Sending StonesGoggles of Night Wand of Magic DetectionHelm of Comprehending LanguagesWand of the War Mage +1Immovable Rod Weapon +1Level 6, [250 GP]Armor +1 Helm of TelepathyBoots of Elvenkind Pipes of HauntingCirclet of Blasting Ring of JumpingEfficient Quiver Ring of Water WalkingEversmoking Bottle Wand of Magic MissilesEyes of Charming Wind FanHat of DisguiseLevel 10 [500 GP]Boots of Striding and SpringingPortable HoleEyes of the Eagle Ring of Feather FallingPeriapt of Proof against PoisonSlippers of Spider ClimbingPeriapt of Wound Closure Winged BootsLevel 14 [2,500 GP]Belt of Dwarvenkind Instant FortressBoots of Speed Ring of EvasionCape of the Mountebank Ring of Free ActionCloak of the Bat Ring of ResistanceFolding Boat Ring of X-Ray VisionGem of Seeing Wand of FearHorn of Blasting Weapon +2MAGIC ITEM BLUEPRINTSIf you wish to craft an item not included on the Magic Item Crafting sidebar, you might find a blueprint for such an item on your travels. The GM determines the Craftsman level and cost in materials required for a magic item created from a blueprint. Unless otherwise stated, a blueprint can only be used to create one magic item.56 57Craftsman57


Armigers’ GuildBuild Invulnerable ArmorThe Guild of Armigers devote their skills to the art of armor smithing, with the firm belief that the right plate in the right place can make a warrior invincible.LEVEL 3: ARMORED SLAMOnce on each of your turns when you take the Attack action, you can replace one of your attacks with a body slam using your armor against a creature within 5 feet of you. The target makes a Strength saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus), taking Bludgeoning damage equal to your Armor Class on a failed save, or half as much damage on a successful save.You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.LEVEL 3: MASTERWORK SHIELDYou can improve a Shield into a Masterwork version over the course of two hours, which can be done during a Long Rest. While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield’s normal bonus to AC. If the Shield already gains such a bonus, like a +2 Shield, you choose which bonus to use; you can’t use more than one. Only you gain this bonus with a Masterwork Shield you create.LEVEL 6: SHINING STEELYour imposing, shining armor makes you a clear target for your foes. When you roll Initiative, you can challenge any number of creatures within 30 feet of yourself that can see you to battle. Each creature must succeed on a Wisdom saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus) or have Disadvantage on any attack roll against creatures other than you until the end of its next turn.LEVEL 10: FORTIFYAs a Bonus Action, you can fortify your armor against attacks. Until the start of your next turn, you gain a bonus to your AC equal to your Strength or Dexterity modifier (your choice, minimum of +1) and have Resistance to all damage. You can use this feature a number of times equal to your Masterwork Bonus. You regain all expended uses when you finish a Long Rest.LEVEL 14: COLOSSAL SLAMWhen you use your Armored Slam, you deal an extra 2d10 Force damage, and a target that fails its saving throw against the slam has the Prone condition. Additionally, you regain one expended use of Armored Slam when you roll Initiative.Bladeworkers’ GuildCraft Lethal Melee WeaponsBlade and bow, axe and mace: these are the tools with which the Guild of Bladeworkers aim to change the world. They believe that the right blade in the right hand can make a warrior unstoppable.LEVEL 3: WEAPON VERSATILISTOnce on each of your turns when you make an attack roll with a weapon, you can give yourself Advantage on the roll. You can’t use this feature again with that specific kind of weapon (such as Longswords) until you roll Initiative or finish a Short or Long Rest.58 59 Classes59


Armor-Piercing. If you make an attack using this ammunition against a creature or object with an AC of 17 or higher, the attack roll has Advantage.Dragon’s Breath. This ammunition deals Fire damage instead of its normal damage type. A creature or flammable object hit by this ammunition starts Burning.Drilling. Whenever this object hits a Large or smaller creature, fragments of it penetrate and continue in a 15-foot-long, 5-foot-wide Line. The first creature in that area takes damage equal to the ability modifier used to make the attack roll. This damage is the same type dealt by the weapon.Flechette. When you make an attack using this ammunition, the attack is replaced with a hail of projectiles. Choose a target within the weapon’s range to make a Dexterity saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature takes the weapon’s damage, or half as much damage on a successful roll.LEVEL 3: BANE WEAPONSWhen you finish a Long Rest, you can use your Crafting Tools and materials worth 50+ GP to etch a rune of slaying on a Melee weapon or modify its rune to another one. When you etch a rune, choose one of the following creature types: Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, Giants, or Undead. If a creature of that type takes damage from the weapon, the creature takes an extra 1d10 Force damage.A weapon that deals extra damage to Dragons is called a “Dragonsbane” weapon, one that deals extra damage to Giants is called a “Giantsbane,” and so on.LEVEL 6: FLEX GRIPDuring your turn, your reach is 5 feet greater with any Masterwork Melee weapon that has the Two-Handed or Versatile property.LEVEL 10: DEFENSIVE DISARMWhen a creature you can see within 5 feet of you makes an attack roll against you with a weapon, you can take a Reaction to attempt to disarm the attacker. The target makes a Strength saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus). On a failed save, it drops one item of your choice that it’s holding. The object lands in a space you choose within 10 feet of the target. The target can replace the attack with one using a different weapon or an Unarmed Strike; otherwise the triggering attack misses.LEVEL 14: VICIOUS STRIKE When you make an attack roll with a Melee weapon and have Advantage on the roll, you can attempt a Vicious Strike. The attack roll instead has Disadvantage. If this attack hits, it scores a Critical Hit.Calibarons’ GuildDesign Dangerous Ranged WeaponsCraftsmen of the Calibarons’ Guild believe that gunpowder is the single greatest invention ever created by mortals. A sword may let a skilled wielder lay low a giant, and magic may let the savvy and the blessed stand up to the gods, but only a gun will let a common man put a dragon in its place.LEVEL 3: EXOTIC AMMUNITIONWhen you finish a Long Rest, you can create a number of pieces of ammunition up to twice your Craftsman level. Choose the ammunition’s type (such as Arrows, Bolts, or Bullets) and which of the following benefits each piece of ammunition has. Unused ammunition degrades and can no longer be fired when you finish a Long Rest. EXOTIC BATTERIESIn futuristic settings that use ammunition-less blasters, the Exotic Ammunition feature instead produces single-use arcane batteries that give blasters unique properties.58 59Craftsman59


LEVEL 3: ZEROED SIGHTSYour ranged attacks with Masterwork weapons ignore Half Cover and Three-Quarters Cover.LEVEL 6: MAGAZINEWhen you finish a Long Rest, you can use your Crafting Tools and materials worth 50+ GP to modify a Ranged weapon that has the Loading or Reload property. If it has the Loading property, it instead has the Reload property. If you use such a modified weapon that has the Reload property, a mechanical mechanism automatically reloads it from a belt or hopper of ammunition you are carrying (no action required).Reload. This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes an action or a Bonus Action; otherwise, reloading it takes an action. The number of attacks is determined by the size of the weapon’s damage die or dice, as shown on the Reload Damage table.Reload AttacksDamage Die Reload Attacksd4 8d6 6d8 4d10 2d12 1LEVEL 10: SUPPRESSIVE FIREOnce per turn when you make a ranged attack roll, you can cow the target. That creature has Disadvantage on the next attack roll before the start of your next turn.LEVEL 14: STOPPING POWERWhen you roll damage for an attack you make with a Masterwork Ranged weapon, you can treat any damage die as if it rolled half of the largest number on the die. For example, if you roll a 1–4 on a d10, you can treat the roll as a 5.Forgeknights’ GuildSuperheat Your Weapons and Strike with ExplosionsTo Craftsmen of the Forgeknights’ Guild, heat is not merely integral to forging, curing, and welding gear, it is a weapon in its own right. The swing of a whitehot blade bites not only with steel, but with flame. A Forgeknight carries the intensity of a forge with them, storing it in their armor and building it up in their weapons, before unleashing it in a scorching blast.LEVEL 3: PORTABLE FORGEYou have a portable forge that allows you heat metal items without a shop or foundry. If your forge is ever lost or damaged, you can repair or replace it over the course of a Long Rest using materials worth 100+ GP. While you are carrying your forge, you gain the following benefits.Burning Weapons. When you deal damage with a weapon, it can deal your choice of Fire damage or its normal damage type.Cantrips. You learn the Mending and Produce Flame cantrips. Intelligence is your spellcasting ability for these spells.Fire Resistance. You have Resistance to Fire damage. If you can’t see over the pauldrons, swords can’t hit you in the eyes. That’s clever engineering!60 61 Classes61


LEVEL 3: MECHANAUT’S APPARATUSYou build a Mechanaut’s Apparatus with ample room for upgrades and improvements. Its blueprints are based on the Apparatus of the Crab, but you can model your apparatus to resemble any Beast or a Humanoid.Entering and Exiting the Apparatus. A creature within 5 feet of the apparatus can enter the apparatus and become its pilot or exit it. Doing so costs an amount of movement equal to half its Speed (round down). The apparatus can only fit one Medium or smaller creature in the pilot’s seat. Any creature within the apparatus has Total Cover from all effects originating outside of the apparatus. Piloting the Apparatus. The apparatus acts on its pilot’s turn, and doesn’t act unless it is piloted. The pilot sees and hears through the apparatus’s sensors, gaining the benefits of any special senses it has.Flare Damage. Whenever you deal Fire damage and roll the highest number on any damage die, you can roll that damage die again and add it to the damage, rolling again if it is the highest number, and so on. You can add a maximum number of dice to the damage roll equal to your Intelligence modifier (minimum of 1). LEVEL 6: EXPLOSIVE ARMORYUsing your Customize Weapon, you can add the Explode property to any weapon that deals Fire damage. This property uses the following rules.Melee Explosions. You can add the Explode property to a Melee weapon, but only you can use this property on such a weapon. When you use this property with a Melee weapon, the explosion is centered on a point within your reach, and you take no damage from the explosion.Saving Throws. You can use the following calculation for the save DC of your Explode property: 8 plus your Intelligence modifier and Proficiency Bonus.LEVEL 10: SCORCHING STEELWhen a creature within 5 feet of you hits you with a melee attack roll, you can take a Reaction to deal 2d10 Fire damage to the attacker. You must be wearing Masterwork armor to use this Reaction. LEVEL 14: FIRE BURSTWhile holding your Portable Forge, you can cast Fireball, centered on yourself, without a spell slot or components (DC 8 plus your Intelligence modifier and Proficiency Bonus). You take no damage from this spell.You can use this feature a number of times equal to your Masterwork Bonus. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.Mechanauts’ GuildPilot an Enormous Crab TankFor centuries, the pinnacle of mechanized vehicles was the Apparatus of the Crab, a singular device capable of exploring inhospitable environments, from the sea floor to lava-strewn volcanic fields. However, ambitious Craftsmen from the Mechanauts’ Guild have drawn up designs for a new vehicle, mightier and more customizable than the old apparatus. This device is a walking tank, equipped with savage fists, scuttling legs, and climate control enhancements—a vehicle to dwarf all others, a true feat of engineering.MECHANAUT’S APPARATUSLARGE CONSTRUCT, UNALIGNEDAC 13 plus your Intelligence modifierHP Five times your Craftsman level (the apparatus has a number of Hit Dice [d10s] equal to your Craftsman level)Speed 35 ft.MOD SAVE MOD SAVE MOD SAVESTR 19 +4 +4 DEX 15 +2 +2 CON 18 +4 +4INT 1 –5 –5 WIS 3 –4 –4 CHA 1 –5 –5Immunities Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, PoisonedSenses Blindsight 10 ft.; Passive Perception 6Languages NoneCR None (XP 0; PB equals your Proficiency Bonus)TRAITSConstructed Bond. While the apparatus is being piloted, add the pilot’s Proficiency Bonus to the apparatus’s Strength and Constitution saving throws.Split Damage. While the apparatus is being piloted, it has Resistance to all damage. Each time it takes damage, the pilot takes the same amount of damage.ACTIONSMaul (Left Hand). Melee Attack Roll: Bonus equals your Intelligence modifier plus your Proficiency Bonus, reach 5 ft. Hit: 2d6 plus your Intelligence modifier Bludgeoning damage. Maul (Right Hand). Melee Attack Roll: Bonus equals your Intelligence modifier plus your Proficiency Bonus, reach 5 ft. Hit: 2d6 plus your Intelligence modifier Bludgeoning damage.60 61Craftsman61


On its turn, the pilot can direct the apparatus to move (no action required). The pilot can use the apparatus to take any action (other than the Magic action), Bonus Action, or Reaction. Only you can make attack rolls while piloting the apparatus, and use your Intelligence for attack and damage rolls. The apparatus gains the benefits of the pilot’s class features and feats, but can’t be used to emulate a magical effect.Remote Control. While the apparatus isn’t being piloted, you can command it to wait or follow you. While following, it moves on its turn so that it remains within 30 feet of you.Repairing the Apparatus. If the apparatus drops to 0 Hit Points, each creature inside of it is ejected in a space within 5 feet of the apparatus and has the Prone condition. You can take the Utilize action to temporarily repair the apparatus while it has 0 Hit Points. This repair allows it to move, but it has the Incapacitated condition until it regains any Hit Points or finishes a Long Rest.The apparatus gains the benefits of taking a Short or Long Rest as normal. If the apparatus is lost, you can build a new one for 250 GP. Customizing the Apparatus. The apparatus comes with two integrated weapons, one in each of its arms. When you finish a Long Rest, you can replace these weapons with Simple or Martial weapons of your choice. Only one installed weapon can be Ranged. Each integrated weapon is wielded as if with two hands. If you integrate a Masterwork weapon into the apparatus, you gain the benefits of your Masterwork Bonus when attacking with it. At Craftsman level 11, you gain the benefits of any Weapon Enchantment on an integrated weapon. At level 13, you can apply the Adamantine Armor Enchantment to the apparatus. At level 18, the apparatus gains the benefits of your Spellwrought Armor while you pilot it.CAN THE APPARATUS GO THERE?Adventuring with a Large-sized Mechanaut’s Apparatus can prove challenging when exploring tunnels and underground chambers. The GM has the final say on if the apparatus can fit in a space or treats tight spaces as Difficult Terrain. As a rule of thumb: an apparatus should be able to follow the party wherever they go, even if it is hindered for a while.62 63 Classes63


makes a Dexterity saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus), taking 6d10 Force damage on a failed save, or half as much damage on a successful one.Missile Pod. While piloting your apparatus, you can take a Magic action to launch a salvo of micromissiles in a 30-foot Emanation originating from the apparatus. Each creature you choose within the Emanation takes Force damage equal to 5d6.Rocket Engine. While piloting your apparatus, you can take a Bonus Action to light the apparatus’s installed rocket engine. Until the end of your turn, the apparatus’s Speed doubles, it has a Fly Speed equal to its Speed, and you can attack three times when you take the Attack action using the apparatus on your turn.Thunderlords’ GuildCharge Your Weapons with ElectricityFrom the earliest days of life, storms (and particularly lightning) have struck the creatures caught in them with awe and terror. The Thunderlords’ Guild, by contrast, draws wild inspiration from the majesty of nature, and seeks to, quite literally, capture lightning in a bottle.LEVEL 3: POWER CELLYou have a lightning-generating Power Cell that you can use to empower your equipment. If your cell is ever lost or damaged, you can repair or replace it over the course of a Long Rest using materials worth 100+ GP. While carrying your Power Cell, you gain the following benefits.Charge Points. Your Power Cell gives you a number of Charge Points equal to your Craftsman level. You regain all expended Charge Points when you finish a Long Rest.Shock. Once on each of your turns when you deal Lightning damage, you can expend a number of Charge Points up to your Proficiency Bonus to deal extra Lightning damage. The extra damage equals 1d6 for each Charge Point expended plus your Intelligence modifier.Lightning Resistance. You have Resistance to Lightning damage. Lightning Weapons. When you deal damage with a weapon, it can deal your choice of Lightning damage or its normal damage type.LEVEL 6: ELECTRIC ARMORYUsing your Customize Weapon, you can add the Jolt property to any weapon, even one that doesn’t deal Lightning damage. You gain the following benefit with any weapon that has the Jolt property. LEVEL 3: COCKPIT UPGRADEYou gain one of the following upgrades of your choice. Whenever you finish a Long Rest, you can replace the chosen option with another one.Floodlights. While piloting the apparatus, you can take a Utilize action to activate or disable its floodlights. The lights cast Bright Light in a 120-foot Cone and Dim Light for an additional 120 feet. Loudspeaker. The apparatus causes your voice to boom up to three times as loud as normal. You can also take the Utilize action to blare a loud horn.Passenger Seat. You install a second seat inside the apparatus. A Medium or smaller creature within 5 feet of the apparatus can take the Utilize action to enter the apparatus’s passenger seat and become its passenger or exit it. A passenger can’t pilot the apparatus but has Total Cover from effects originating outside the apparatus.LEVEL 6: FRAME UPGRADEYou gain one of the following upgrades of your choice. Whenever you finish a Long Rest, you can replace the chosen option with another one.Arachnotron Legs. The apparatus has a Climb speed equal to its Speed.Diving Bell. The apparatus has a Swim Speed equal to its Speed and contains a supply of air that allows creatures within it to breathe while it is underwater.Heavy Suspension. The apparatus’s jump distance triples, and it takes no damage from falling less than 100 feet.LEVEL 10: EJECTOR SEATWhen you take damage while you’re piloting the apparatus, you can take a Reaction to eject yourself and any other creature inside of the apparatus. Each ejected creature lands in a space of its choice that it can see within 30 feet of the apparatus.LEVEL 14: MAGITECH UPGRADEYou gain one of the following upgrades of your choice. Whenever you finish a Long Rest, you can replace the chosen option with another one. You can use this feature a number of times equal to your Masterwork Bonus. You regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest. Ballista Cannon. While piloting your apparatus, you can take a Magic action to fire the apparatus’s integrated heavy ballista in a 120-footlong, 5-foot-wide Line. Each creature in the Line 62 63Craftsman63


Arcing Jolt. Once per turn when you use the Jolt property, you can expend one Charge Point to cause an arc of electricity to leap to a creature that you can see within 5 feet of the target. This creature is affected by the Jolt property and makes a Dexterity saving throw (DC equals 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, a creature takes Lightning damage equal to the damage dealt to the initial target, or half as much damage on a successful save. LEVEL 10: STATIC CHARGEAs a Bonus Action, you can store an electric charge in a suit of Masterwork armor you are wearing until the end of your next turn. If a creature hits you with a melee attack while your armor is charged, it takes 3d6 Lightning damage and the armor is no longer charged. LEVEL 14: BALL LIGHTNINGAs a Bonus Action, you can expend 3 Charge Points to create a 1-foot diameter ball of electrified plasma in an unoccupied space within 5 feet of you. The ball lasts for 1 minute or until you use this feature again or dismiss it (no action required). The ball emanates an electric field in a 5-foot Emanation. When a creature enters the Emanation for the first time on a turn or begins its turn there, you can choose for metallic weapons it is carrying to gain an electric charge until the end of the creature’s turn. Whenever a creature deals damage with a charged weapon, it deals an extra 1d6 Lightning damage. At the start of each of your turns, the ball moves up to 15 feet in a direction you choose. Trappers’ GuildDeploy a Minefield of Lethal TrapsCraftsmen are no strangers to turrets, bombs, and clockwork mechanisms, but members of the Trappers’ Guild raise this to a level of artistry. Given enough time and resources, a trapsmith can veritably blanket a room in dangerous implements, setting the stage to slay an intruder in a half-dozen unique ways. While the traps do the dirty work, the trapsmith is free to lounge about some distance away, enjoying a cold beverage and dreaming up new, dangerous designs.LEVEL 3: DANGER SENSEYou have Advantage on Dexterity saving throws unless you have the Incapacitated condition.LEVEL 3: TRAPSYou are a deadly master of trapsmithing with the following benefits.Trapsmithing. You can craft an array of traps. Traps and their costs in materials are detailed at the end of the subclass description.Quick Deployment. You can take a Bonus Action to deploy a trap of your choice. You can take this Bonus Action a number of times equal to your Craftsman level. You also regain one expended use when you finish a Short Rest, and all expended uses when you finish a Long Rest.Quick Recovery. If a trap can be recovered, you can take a Utilize action to recover it.Saving Throws. If a trap that you craft requires a saving throw, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus.64 65 Classes65


Caltrops (1 GP). As a Utilize action, you spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.Hunting Trap (2.5 GP). As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a Strength (Athletics) check against your Traps save DC, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature. It takes a Utilize action to recover the Hunting Trap.Razor Wire (5 GP). As a Utilize action, you deploy a tangle of Razor Wire. The wire occupies up to four 5-foot Cubes, each of which must be contiguous with at least one other Cube and be in an unoccupied space on the ground within 10 feet of you. The area of the Cubes is Difficult Terrain. When a creature moves into or within the area, it takes 1d4 Slashing damage for every 5 feet it travels. Razor Wire can’t be recovered once deployed.Trigger Bomb (5 GP). As a Utilize action, you toss this explosive device into an unoccupied space within 30 feet of you. When a creature moves within 5 feet of the Trigger Bomb, you can take a Reaction to press a detonator and cause it to explode in a 5-foot Emanation. Each creature within Emanation makes a Dexterity saving throw, taking 1d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Emanation that aren’t being worn or carried start Burning, and Trigger Bombs within the Emanation instantly detonate. A creature makes a save from a Trigger Bomb only once per turn. It takes a Utilize action to recover the Trigger Bomb.At Higher Levels. When you reach certain Craftsman levels, your traps become more dangerous. Traps you craft deal 2 damage dice at level 5, 3 damage dice at level 11, and 4 damage dice at level 17.LEVEL 6: BOOBY TRAPYou can conceal one of your traps over the course of a minute. A creature that takes a Search or Study action can detect a concealed trap with a successful Wisdom (Perception) or Intelligence (Investigation) check, respectively, against your Traps save DC. When a concealed trap activates, its damage dice are doubled.LEVEL 10: ESCAPE PLANYou can take a Reaction when an enemy moves within 5 feet of you to move up to your Speed without provoking Opportunity Attacks and deploy one trap in an unoccupied space at any point during the movement.You can use this feature a number of times equal to your Masterwork Bonus. You regain all expended uses when you finish a Long Rest.LEVEL 14: RAPID DEPLOYMENTYou can take a Utilize action to deploy up to three traps. Trap OptionsThe traps here are presented in alphabetical order.Ball Bearings (1 GP). As a Utilize action, you spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.Ballista Trap (10 GP). As a Utilize action, you load this compact, Ballista Trap in an unoccupied space within 5 feet of you and aim it in a direction you choose. The trap triggers when a creature enters the area within a 30-foot-long, 5-foot-wide Line extending from the trap for the first time on a turn or ends its turn there. The Ballista Trap makes a ranged attack roll (bonus equals your Intelligence modifier plus your Masterwork Bonus and Proficiency Bonus). On a hit, the target takes Piercing damage equal to 1d8. A creature can only trigger one Ballista Trap per turn. It takes a Utilize action to recover the Ballista Trap.64 65Craftsman65


CREATING WEAPONSYou can use the following rules to dream up new, imaginative weapons or adapt weapons from history to 5th Edition. Starting WeaponTo begin, choose one of the following weapons to begin building. Choose any type of ammunition for a weapon with the Ammunition property. Choose Bludgeoning, Piercing, or Slashing damage, as appropriate, or Fire, Force, Necrotic or Radiant damage in futuristic settings. Starting WeaponsWeapon Damage PropertiesSimple Melee 1d6 —Simple Ranged: Thrown1d4 Thrown (20/60)Simple Ranged: Ammunition 1d4 Ammunition (30/120)Simple Ranged Firearm2d4 + 1 Ammunition (Range 30/120), FirearmThe Firearm property above is described as follows.Firearm. You don’t add your ability modifier to the weapon’s damage, unless otherwise stated. Firearm ammunition is destroyed upon use. Damage StepsAs you modify a weapon, its damage moves up or down the following scale. 1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6Further increases add a +1 bonus to the weapon’s damage roll.If the weapon being modified has 2 damage dice (such as a Greatsword or a weapon with the Firearm property), the scale is instead:2d4 → 2d4 + 1 → 2d6 → 2d6 + 1 → 2d8 →2d8 + 1 → 2d10 → 2d10 + 1 → 2d12Add PropertiesAdd properties from the following list to your starting weapon until it has the form, function, and damage desired. New weapon properties might change a weapon’s damage, range, or other properties. The weapon must meet any prerequisite specified for its new property. You can’t add a property if it decreases the weapon’s damage die lower than 1d4, or 2d4 for a weapon with two damage dice.Some of the properties on the following list are new, and include a description of the property.BLASTERPrerequisite: Weapon with the Ammunition PropertyThis property replaces the Ammunition property in futuristic settings. This weapon can’t gain the Loading or Reload properties.Blaster. A weapon with the Blaster property is a Ranged weapon that requires no ammunition. This weapon counts as having the Ammunition property.COOLDOWNPrerequisite: Weapon with the Blaster Property This property replaces the Loading property in futuristic settings. Cooldown. Because this weapon requires cooldown time between uses, you can only fire it once when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you normally make. This weapon counts as having the Loading property. DESTRUCTIBLEPrerequisite: Ranged Weapon with the Thrown PropertyThe weapon’s damage die increases by one step. This is a new property, as follows.Destructible. After you make an attack with this weapon, it is destroyed.66 67 Classes67


ReloadDamage Die Reload Attacksd4 8d6 6d8 4d10 2d12 1THROWNPrerequisite: Melee Weapon that Lacks the Two-Handed PropertyThe range of this property is 20/60 feet. TWO-HANDEDPrerequisite: Weapon that Lacks the Finesse, Light, Thrown, and Versatile PropertiesThe weapon’s damage die increases by one step. If itis a Ranged weapon, its normal range increases by 50feet and its long range increases accordingly.VERSATILEPrerequisite: Melee Weapon that Lacks the Light and Two-Handed Properties.While being wielded in two hands, this weapon’s damage die increases by one step.FINESSEPrerequisite: Melee Weapon that Doesn’t Have the Two-Handed Property, or a Ranged Weapon with the Thrown PropertyNo changes.HEAVYPrerequisite: Weapon with the Two-Handed PropertyIf it is a Melee weapon, its damage die increases by one step. If it is a Ranged weapon, its normal range increases by 20 feet and its long range increases accordingly.LIGHTPrerequisite: Weapon that Lacks the Two-Handed or Versatile PropertyThe weapon’s damage die decreases by one step.LOADINGPrerequisite: Ranged Weapon with the Ammunition PropertyThe weapon’s damage die increases by one step.MARTIALPrerequisite: Simple WeaponThe weapon becomes a Martial weapon, and its damage die increases by one step.REACHPrerequisite: Melee Weapon with the Finesse or TwoHanded Property. The weapon’s damage die decreases by one step. RECOILPrerequisite: Ranged Weapon with the Ammunition and Two-Handed PropertiesThe weapon’s damage die increases by one step. This is a new property, as follows.Recoil. After you make an attack with this weapon, you can’t make ranged attacks beyond the weapon’s normal range until the end of the current turn.RELOADPrerequisite: Ranged Weapon with the Ammunition Property This is a new property, as follows.Reload. This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes an action or a Bonus Action; otherwise, reloading it takes an action. The number of attacks is determined by the size of the weapon’s damage die or dice, as follows.66 67Craftsman67


Add a Mastery PropertyChoose a mastery property for the weapon from the following options. The weapon must meet any prerequisite specified for the mastery property. Some properties, like Automatic and Explode, may be unsuitable for certain campaign settings. The GM determines if a weapon can be made with a given mastery property. AUTOMATICPrerequisite: Ammunition PropertyWhen you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can’t replace these attacks. If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition.BLUDGEONPrerequisite: Ranged WeaponYou can treat this weapon as a Melee weapon with the Finesse property. When you hit a creature with a melee attack using this weapon, it deals Bludgeoning damage equal to 1d6 plus the ability modifier used for the attack roll, or 1d8 if the weapon is used with two hands to make the attack.CLEAVEPrerequisite: Melee Weapon, Heavy PropertyIf you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.EXPLODEPrerequisite: Fire Damage, Masterwork Ranged Weapon 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.GRAZEPrerequisite: Melee Weapon, Heavy PropertyIf your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.JOLTPrerequisite: Lightning DamageIf you hit a creature with this weapon, the creature can’t make Opportunity Attacks until the start of its next turn.MOUNTEDPrerequisite: Ranged Weapon, Heavy PropertyYou can use a Bonus Action to mount this weapon in a fixed position until the end of your turn. While mounted, this weapon can’t be moved and its damage dice increase by one step (d4 → d6 → d8 → d10 → d12, to a maximum of d12s) when the weapon is used to make a ranged attack. NICKPrerequisite: Light PropertyWhen you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.PARRYPrerequisite: Melee Weapon that Doesn’t Have the TwoHanded PropertyWhen you hit a creature with this weapon and you aren’t wielding a Shield, you gain a +2 bonus to your Armor Class until the start of your next turn. You can gain this bonus only once per turn.PUSHPrerequisite: Heavy, Two-Handed, or Versatile PropertyIf you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.68 69 Classes69


TWINSHOTPrerequisite: Ranged Weapon, Ammunition PropertyIf you hit a creature with a ranged attack roll using this weapon, you can make a ranged attack roll with the weapon against a second creature within 10 feet of the first that is also within the weapon’s range. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.VEXPrerequisite: Ammunition, Finesse, or Light PropertyIf you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.SAPPrerequisite: Versatile Property or No Weapon PropertyIf you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.SCATTERPrerequisite: Ammunition Property Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon. This weapon’s range is 20/60 if it were higher.SHIFTPrerequisite: Melee Weapon, Light or Finesse PropertyIf you hit a creature with this weapon, you can immediately move 10 feet without provoking Opportunity Attacks.SIGHTEDPrerequisite: Ammunition and Two-Handed PropertiesAttacking at long range with this weapon doesn’t impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.SLOWPrerequisite: NoneIf you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.TENSIONPrerequisite: Ammunition and Two-Handed PropertiesWhen making a Ranged attack with this weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.TOPPLEPrerequisite: Heavy, Reach, or Versatile PropertyIf you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.I’ve been converting all this leftover adventuring junk into a golem made entirely out of +3 gear.I call him “Dross” and boy does he hate littering.68 69Craftsman69


70 71 ClassesGUNSLINGER


These folks sling guns, as opposed to those folks over there who sling axes.Risk is in a Gunslinger’s blood. They are bold renegades, bucking tradition and forging a new path with dangerous and inelegant firearms. Gunslingers are infamous for surviving by their wits and relying on split-second timing and a considerable amount of luck to survive.Guts and GunpowderBlack powder isn’t for the faint of heart. Its thunderous applause is volatile and imprecise—a barely controlled explosion directed at an enemy. Only the truly fearless seek to master it. But Gunslingers have nerves of steel, hurling death from their guns in a roaring cacophony. Adapted for shootouts, gunslingers are mobile and daring, knowing that life or death hangs on snap decision-making and one’s own mettle.Dangerous OutsidersA Gunslinger’s explosive lifestyle lends well to wandering and adventuring. Gunslingers often shoot first and ask questions later, an attitude which earns them few friends and bountiful enemies. In their travels, most gunslingers are secretive and take great lengths to go unnoticed, lest they be spotted by old foes with scores to settle.Becoming a Gunslinger…AS A LEVEL 1 CHARACTER• Gain all of the traits in the Core Gunslinger Traits table. • Gain the Gunslinger’s level 1 features, which are listed in the Gunslinger Features table.AS A MULTICLASS CHARACTER• Gain the following traits from the Core Gunslinger Traits table: Hit Point Die, and proficiency with Martial Ranged weapons.• Gain the Gunslinger’s level 1 features, which are listed in the Gunslinger Features table.CORE GUNSLINGER TRAITSPrimary Ability DexterityHit Point Die D8 per Gunslinger levelSaving Throw ProficienciesDexterity and CharismaSkill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, and StealthWeapon ProficienciesSimple weapons and Martial Ranged weaponsArmor Training Light armorStarting EquipmentChoose A or B: (A) Leather Armor, 2 Daggers, Revolver, 50 Bullets, Explorer’s Pack, and 11 GP; or (B) 175 GP70 71Gunslinger


LEVELPROFICIENCY BONUS FEATURES RISK DICEWEAPON MASTERY 1 +2 Fighting Style, Quick Draw, Weapon Mastery — 2 2 +2 Critical Shot, Risk 4d8 2 3 +2 Gunslinger Subclass 4d8 2 4 +2 Ability Score Improvement 4d8 3 5 +3 Extra Attack, Gut Shot 4d8 3 6 +3 Subclass feature 5d8 3 7 +3 Evasion 5d8 3 8 +3 Ability Score Improvement 5d8 3 9 +4 Critical Shot 5d8 3 10 +4 Subclass feature 5d10 4 11 +4 Overkill 5d10 4 12 +4 Ability Score Improvement 5d10 4 13 +5 Cheat Death 5d10 4 14 +5 Subclass feature 6d10 4 15 +5 Dire Gambit 6d10 4 16 +5 Ability Score Improvement 6d10 4 17 +6 Critical Shot 6d10 4 18 +6 Deft Maneuver 6d12 4 19 +6 Epic Boon 6d12 4 20 +6 Headshot 6d12 4GUNSLINGER FEATURESLEVEL 1: WEAPON MASTERYYour training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Ranged weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.When you reach certain Gunslinger levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunslinger Features table.LEVEL 2: CRITICAL SHOTYour attack rolls with Ranged weapons can score a Critical Hit on a roll of 19 or 20 on the d20.At Gunslinger level 9, your attack rolls with Ranged weapons score a Critical Hit on a roll of 18–20. At Gunslinger level 17, they score a Critical Hit on a roll of 17–20.LEVEL 2: RISKYou can perform incredible feats of daring fueled by special dice called Risk Dice. Gunslinger Class FeaturesAs a Gunslinger, you gain the following class features when you reach the specified Gunslinger levels. These features are listed in the Gunslinger Features table.LEVEL 1: FIGHTING STYLEYou gain a Fighting Style feat of your choice. If you choose a feat, such as Great Weapon Fighting, that requires you to hold a Melee weapon in one or two hands, you can use that feat with Ranged weapons.Whenever you gain a Gunslinger level, you can replace the feat you chose with a different Fighting Style feat.LEVEL 1: QUICK DRAWYou’re adept at drawing and firing before others have time to react, granting you the following benefits.Initiative. You have Advantage on Initiative rolls. Double Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.72 73 Classes


I’m so glad mortals keep inventing new ways of killing one anotherLEVEL 13: CHEAT DEATHWhen you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to your Gunslinger level.Once you use this feature, you can’t use it again until you finish a Short or Long Rest.LEVEL 15: DIRE GAMBITWhenever you roll Initiative or score a Critical Hit, you regain one expended Risk Die.LEVEL 18: DEFT MANEUVERYou gain a special additional Bonus Action that you can take once on each of your turns. You can take this special Bonus Action only to use a maneuver. LEVEL 19: EPIC BOONYou gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.LEVEL 20: HEADSHOTWhen you score a Critical Hit against a creature using a Ranged weapon, you can choose for it to be a Headshot. If the creature has less than 100 Hit Points, it dies. Otherwise, it takes an extra 10d10 damage of the weapon’s type.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending three Risk Dice (no action required).Risk Dice. You have four Risk Dice, which are d8s. A Risk Die is expended when you use it. You regain all expended Risk Dice when you finish a Short or Long Rest. Your Risk Die changes and more Risk Dice become available as shown on the Risk Dice column of the Gunslinger Features table. Maneuvers. You can expend Risk 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 Dexterity modifier and Proficiency Bonus.LEVEL 3: GUNSLINGER SUBCLASSYou gain a Gunslinger subclass of your choice. A subclass is a specialization that grants you features at certain Gunslinger levels. For the rest of your career, you gain each of your subclass’s features that are of your Gunslinger 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 Gunslinger levels 8, 12, and 16.LEVEL 5: EXTRA ATTACKYou can attack twice instead of once whenever you take the Attack action on your turn.LEVEL 5: GUT SHOTWhenever you score a Critical Hit against a Large or smaller creature with a ranged attack using a weapon, the projectile lodges itself in the target. For 1 minute or until the target replaces one of its attacks with dislodging the projectile, its Speed is halved and it has Disadvantage on attack rolls.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: OVERKILLWhen you deal damage with a Ranged weapon that doesn’t add your ability modifier to the roll, you add your ability modifier nonetheless. If you already add your modifier to the damage roll, the target takes an extra 1d8 damage of the weapon’s type. Note that weapons that have the Firearm property don’t add your ability modifier to damage rolls. 72 73Gunslinger


I’d like to see them dodge a fireball.GUNSLINGER SUBCLASSESA Gunslinger subclass is a specialization that grants you features at certain levels, as specified in the subclass.DeadeyeShoot with Bullseye PrecisionA well-placed bullet is more powerful than a sword, arrow, or spell. Indeed, you believe that every violent conflict should sound like a single loud crack followed by a long silence. Such shots demand perfection, even at range, for when they are done right, they are as deadly for the target as they are stupendous for the audience.LEVEL 3: EAGLE EYE [MANEUVER]Once per turn when you miss with a ranged attack roll, you can expend one Risk Die and add it to the attack roll, potentially causing the attack to hit.LEVEL 3: SHARPSHOOTER’S STANCEYou have trained to fire from a stable Prone position, granting the following conditions. Fire While Prone. You don’t have Disadvantage on ranged attack rolls as a result of the Prone condition.Quick Stand. When you have the Prone condition, you can right yourself and thereby end the condition with only 5 feet of movement. LEVEL 6: CONCEALED POSITIONYou excel at firing from concealment, granting you the following benefits.Maneuver OptionsThe maneuvers are presented in alphabetical order.BITE THE BULLETAs a Bonus Action, you can expend one Risk Die to gain Temporary Hit Points equal to the number rolled on the die plus your Gunslinger level.BLINDFIREYou can take a Bonus Action and expend one Risk Die to gain Blindsight with a range of 30 feet until the end of the current turn.DODGE ROLLYou can expend one Risk Die as a Bonus Action to move up to 15 feet and reload any Ranged weapon you are holding. This movement doesn’t provoke Opportunity Attacks and is unaffected by Difficult Terrain.GRAZING SHOTWhen you miss with a ranged attack roll using a weapon, you can expend one Risk Die (no action required) to deal damage to that creature equal to a roll of the die plus your Dexterity modifier (minimum of 1). This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. You can only use this maneuver once per turn.MAVERICK SPIRITWhen you fail an Intelligence, Wisdom, or Charisma ability check or saving throw, you can expend one Risk Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.SKIN OF YOUR TEETHWhen a creature you can see hits you with an attack roll, you can take a Reaction and expend one Risk Die to dodge out of harm’s way. Roll the die and add the number rolled to your AC against this attack, potentially causing it to miss.74 75 Classes


GUNSLINGER SUBCLASSESNAME DESCRIPTIONDeadeye A precise, eagle-eyed marksmanGun Tank Lugs around heavy mounted firearmsGun-Ko Master A martial artist who uses the gun as a total weaponHigh Roller Gambles with their life and fortune; no risk is too highMusketeer A Musket-and-Rapier-wielding soldier of honor and couragePistolero Fires six-shooters from the hip at incredible speedSpellslinger Fires spells as well as bullets in deadly bombardmentsTrick Shot Ricochets bullets to hit targets from any angleWhite Hat A law-abiding protector of the weak that never blinks in the face of dangerGun TankBe Huge and Wield Huge GunsBe bigger, be badder, and be tougher, and no one will stand in your way. You are a living siege engine, a titan of muscle, brandishing weapons most people are incapable of lifting. Armed with these devastating firearms, you wade into the field of battle, bombarding and destroying those foolish enough to oppose you.LEVEL 3: HEAVY GUNNERYou can lug around massive guns and shrug off incoming bullets, granting you the following benefits.Armor Training. You gain training with Medium and Heavy armor.Strong Attacks. You can use Strength, rather than Dexterity, for attack and damage rolls using Ranged weapons. You can also add your Strength, instead of Dexterity, to your Maneuver save DC.LEVEL 3: WALKING TURRETYour experience with mounted weapons grants you the following benefits.Mounted Arsenal. While you are holding a Ranged weapon whose mastery property you can use, you can use the Mounted mastery property with that weapon. While a weapon is mounted in a fixed position, its damage dice increase by one step (d4 → d6 → d8 → d10 → d12, to a maximum of d12s). Camouflage. You can take the Hide action even if you aren’t Heavily Obscured or behind ThreeQuarters Cover or Total Cover, as long as you have the Prone condition. The Invisible condition of this Hide action ends if you don’t have the Prone condition.Sniper’s Nest. If you make an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal your location.LEVEL 10: REPOSITIONWhenever a creature misses you with an attack roll, you can take a Reaction to end the Prone condition on yourself and move up to half your Speed. LEVEL 14: FOCUSED SHOTWhen you take the Attack action, you can choose to make only one ranged attack roll using a weapon to make a Focused Shot. You have Advantage on this attack roll and, on a hit, score a Critical Hit. 74 75Gunslinger


LEVEL 6: LIGHTNING DISARM [MANEUVER]If a creature within 5 feet of you is holding a weapon, you can expend one Risk Die as a Bonus Action to attempt to take it. The target must succeed on a Dexterity saving throw or you take the weapon from it after a series of rapid movements. You must have a free hand to use this maneuver.LEVEL 6: WALL DASH [MANEUVER]You can expend one Risk Die to take the Dash action as a Bonus Action. Until the end of your turn, you have a Climb Speed equal to your Speed and you can move across vertical surfaces while leaving your hands free.LEVEL 10: PREDICTIVE DODGEYour reflexes are honed enough to dodge incoming bullets. You can take a Bonus Action to choose one creature that you can see within 30 feet of you. Until the start of your next turn, you gain the benefits of the Dodge action against the target’s ranged attack rolls and its effects that force you to make a Dexterity saving throw. LEVEL 14: FLASH ASSAULTAs a Bonus Action, you can make one ranged attack with a weapon and one melee attack using the Bludgeon property of that weapon. You can move between these attacks. If you hit a Large or smaller creature with both attacks, it has the Prone condition.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending two Risk Dice (no action required).High RollerGamble with Life and DeathFortune is a fickle thing—unless you’re a High Roller. These Gunslingers are master card sharps and dice throwers that mix their love of risk with their talent for gunplay. High Rollers push their luck until it runs out, then push harder. Why settle for a win when you could bet it all and win big?LEVEL 3: POKER FACEYou gain proficiency with all Gaming Sets and in one of the following skills of your choice: Deception, Insight, or Perception.Move While Mounted. You can move a weapon with the Mounted mastery property that is in a fixed position. While moving with such a weapon, every foot of movement costs 1 extra foot.LEVEL 6: THICK-SKULLEDYou have Advantage on saving throws you make to avoid or end the Charmed, Frightened, and Stunned conditions.LEVEL 10: BULLETPROOF When you use your Bite the Bullet maneuver, you have Resistance to Bludgeoning, Piercing, and Slashing damage until the end of your next turn.LEVEL 14: GATLING SHOTOnce on each of your turns, when you hit an enemy with a ranged attack using a weapon, you can make another attack with the weapon against the same target. This attack is always made with Disadvantage, regardless of circumstance. If this attack hits, you can make another attack against the same target. You can repeat this attack until you miss or make a total of five attacks against the target.Gun-Ko MasterWield Your Gun as a Total WeaponThe ancient art of gun-ko is passed through generations of Gunslingers who study the gun as a perfect weapon and meditate on its intricacies. This path is not for the impatient or the faint of heart, but those who practice diligently can transform the gun into an extension of themselves, striking and shooting with mesmerizing speed.LEVEL 3: CLOSE-QUARTERS SHOOTINGBeing within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.LEVEL 3: GUN-KOYou learn the immortal art of gun-ko, which grants you the following benefits.Bludgeon with Anything. When you attack with a Ranged weapon whose mastery property you can use, you can replace that property with the Bludgeon property for that attack.Bonus Action Strike. When you make a ranged attack roll with a weapon against an enemy within 5 feet of you, you can make a melee attack using the Bludgeon property of that weapon as a Bonus Action.76 77 Classes


MusketeerLead Your Allies with Blades and BulletsYou believe that camaraderie and glory go hand-inhand, that you and your allies are undefeatable as long as you stand together. As a Musketeer, you have trained with blades and firearms in tandem so that you might battle shoulder-to-shoulder alongside your allies. Your place isn’t taking shots from afar, but charging into the fray such that you might all succeed or fail as one.LEVEL 3: INFANTRY TRAININGYou have received training in warfare that mixes firearms with conventional weapons, granting you the following benefits.Martial Weapons. You gain proficiency with all Martial weapons instead of only Martial Ranged weapons.Melee Mastery. You can choose Melee weapons in addition to Ranged weapons when you select weapons for your Weapon Mastery.Ignore Loading. You ignore the Loading property of the Blunderbuss, Pistol, and Musket. If you’re holding one of them, you can load a piece of ammunition into it even if you lack a free hand.Bayonets. You have proficiency with Bayonets. A Bayonet is a special Dagger that can be attached or detached from any Ranged weapon with the TwoHanded property as a Utilize action. While attached, you can treat the Ranged weapon as a Melee weapon with the Finesse property. When you hit a creature with a melee attack using the Bayonet, it deals Piercing damage equal to 1d8 plus the ability modifier used for the attack roll.LEVEL 3: SKIRMISH [MANEUVER]When you make an attack using a weapon, you can expend one Risk Die as a Bonus Action to make an attack using a weapon later on the same turn. One attack must be a melee attack roll and the other must be a ranged attack roll.LEVEL 6: MORALE BOOSTWhen you use the Bite the Bullet maneuver, choose up to 5 allies you can see within 30 feet of yourself. Each chosen ally gains Temporary Hit Points equal to one roll of your Risk Die plus half your Gunslinger level (round down).LEVEL 3: LIAR’S DICE [MANEUVER]When you make a damage roll with a Ranged weapon, you can expend one Risk Die as a Bonus Action and declare it to be a hidden roll. Roll the damage in secret and declare any total you wish. The GM has the option to call your bluff, in which case you reveal the damage dice you rolled. This has different consequences based on whether or not you lied. The GM Calls Your Bluff; You Lied. The damage you deal is halved.The GM Calls Your Bluff; You Told the Truth. The damage you deal is doubled.The GM Doesn’t Call Your Bluff. Use the total damage you declared, even if you rolled a different total.LEVEL 6: RISKY BUSINESSOnce per turn when you make an attack roll against an enemy and the roll doesn’t have Disadvantage, you can choose to make the roll with Disadvantage. When you do, you regain one expended Risk Die.LEVEL 10: RISK TAKERYou can use your Maverick Spirit and Skin of Your Teeth maneuvers without expending a Risk Die. When you do so, roll a d6 instead of a Risk Die.LEVEL 14: DOUBLE OR NOTHINGWhen you score a Critical Hit using a Ranged weapon, you can gamble for a higher result. Roll a d20. If the roll is a 10 or higher, roll all of the attack’s damage dice four times and add them together, instead of only two times as normal for a Critical Hit. If you roll a 9 or lower on the d20, the Critical Hit becomes a normal hit.76 77Gunslinger


SpellslingerComplement Your Gunslinging with ArcanaMagic and guns aren’t so different—arcane power is like gunpowder, a spell is like a bullet, and you are like a gun, directing your spells with precision at unfortunate targets. Spellslingers mix the disciplines of gunplay and spellcasting, sometimes loading arcane charges with your shots and firing bullets enhanced with lighting, frost, or flame.LEVEL 3: SPELLCASTINGYou complement your bullets with the ability to cast spells. Cantrips. You know two cantrips of your choice from the Wizard spell list (see that class’s section for its list). Fire Bolt and Message are recommended. Whenever you gain a Gunslinger level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.When you reach Gunslinger level 10, you learn another Wizard cantrip of your choice.Spell Slots. The Spellslinger Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.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. Chromatic Orb, Jump, and Shield are recommended.The number of spells on your list increases as you gain Gunslinger levels, as shown in the Prepared Spells column of the Spellslinger 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 for which you have spell slots. For example, if you’re a level 7 Gunslinger, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.Changing your Prepared Spells. Whenever you gain a Gunslinger 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 or a Ranged weapon as a Spellcasting Focus for your Wizard spells.LEVEL 10: MOBILE TACTICSWhen you hit a creature with an attack, the target can’t make Opportunity Attacks against you until the start of its next turn.LEVEL 14: ALL FOR ONEWhenever an ally within 10 feet of you is hit by an attack roll, you can take a Reaction to make a ranged attack using a weapon against the attacker.PistoleroFire Six-Shooters with Incredible SpeedBullets are power, and you have long believed that more bullets equal more power. Your expertise is in delivering a hail of deadly fire to pulverize your enemies. Not every bullet needs to be accurate to make a difference.LEVEL 3: CLOSE-QUARTERS SHOOTINGBeing within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.LEVEL 3: FAN THE HAMMER [MANEUVER]When you take the Attack action with a Ranged weapon that doesn’t have the Two-Handed property, you can expend one Risk Die as a Bonus Action to make two additional ranged attacks with that weapon. These additional attacks always have Disadvantage, regardless of circumstance. You can’t use the Automatic mastery property with these attacks, and you must have a free hand to use this maneuver.LEVEL 6: DISARMWhen you score a Critical Hit and trigger your Gut Shot feature against a creature, you can disarm the target instead of lodging a projectile in it. The target drops one object of your choice that it’s holding, with the object landing in a space of your choice up to 15 feet away from the target.LEVEL 10: SHOWDOWN [MANEUVER]When you roll Initiative, you can expend one Risk Die to draw a Ranged weapon and make an attack using it. Add the Risk Die to the damage roll. On a hit, the target has Disadvantage on attack rolls against creatures other than you on the first round of combat.LEVEL 14: BULLET TIMEOnce on each of your turns when you make a ranged attack using a weapon, you can gain Advantage on the roll.78 79 Classes


SPELLSLINGER SPELLCASTINGGUNSLINGER LEVELPREPARED SPELLS 1 2 3 43 3 2 — — —4 4 3 — — —5 4 3 — — —6 4 3 — — —7 5 4 2 — —8 6 4 2 — —9 6 4 2 — —10 7 4 3 — —11 8 4 3 — —12 8 4 3 — —13 9 4 3 2 —14 10 4 3 2 —15 10 4 3 2 —16 11 4 3 3 —17 11 4 3 3 —18 11 4 3 3 —19 12 4 3 3 120 13 4 3 3 1—SPELL SLOTS—Antimagic Shot. When you score a Critical Hit and the target is affected by your Gut Shot feature, it also impedes the target’s ability to cast spells. While the projectile is lodged in the target, it can’t cast spells or take the Magic action. Additionally, the target has Disadvantage on Constitution saving throws it makes to maintain Concentration.Inured to Magic. When you fail a saving throw against a spell or magical effect, you can take a Reaction to roll 1d6 and add it to the roll, potentially turning the failure into a success.LEVEL 14: MAGIC BULLET [MANEUVER]When you make a spell attack roll, you can expend one Risk Die as a Bonus Action to substitute the spell attack with a ranged attack using a weapon. Add the Risk Die to the attack roll. On a hit, the attack deals the weapon’s normal damage, in addition to the effects of the spell attack roll.LEVEL 3: BANG, YOU’RE DEAD!You can use magic in place of guns.Finger Guns. You learn the Finger Guns cantrip. See the New Spells section for details.Arcane Shot. When you hit a target with a Finger Guns attack, you can expend one Risk Die as a Bonus Action and add it to the damage roll.LEVEL 6: SPELLSHOTWhen you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.LEVEL 10: COUNTER-MAGEYour experience in combating spellcasters grants you the following benefits.Abjuration-Breaker. Whenever you make a ranged attack roll, you temporarily disrupt protective magic affecting the target. For the duration of the attack, the effects of spells targeting the creature, such as Mage Armor, as well as the properties and powers of magic items worn or carried by the creature, are suppressed and don’t function. The target of the attack can’t take a Reaction to cast spells such as Shield in response to the attack or damage.78 79Gunslinger


Trick ShotRicochet Bullets from Every AngleAccuracy means different things to different people. For you, true accuracy isn’t necessarily in hitting a target on the first shot, but might include hitting the mark after the bullet bounces around a dozen times. Your attacks are just as dangerous if they miss, or even after hitting their mark, as others’ are while they’re still in the air.LEVEL 3: CREATIVE TRAJECTORYYou can make your projectiles travel in unexpected ways. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.LEVEL 3: RICOCHET [MANEUVER]When you miss with a ranged attack using a weapon, you can take a Bonus Action and expend one Risk Die to reroll the attack and add the Risk Die to the roll. You must use the new roll. LEVEL 6: FANCY GUNPLAYYour flashy weapon tricks grant you the following benefits.Gun Spinning. Once per turn when you make a Charisma (Performance) check or a Dexterity (Sleight of Hand) check using one of your Ranged weapons, you can roll a Risk Die and add it to the ability check without expending it.Speed Loader. On your turn, you can reload a weapon with the Reload property without taking an action or Bonus Action.LEVEL 10: DEFT DEFLECTION [MANEUVER]You can shoot projectiles out of the air. When an ally within 30 feet of you is hit by an attack, you can take a Reaction and expend one Risk Die to grant that ally the benefit of the Skin of Your Teeth maneuver against that attack. You must be holding a Ranged weapon to use this maneuver.LEVEL 14: PINBALL SHOTOnce on each of your turns when you hit a creature with a ranged attack using a weapon, you can deflect the projectile at additional targets. Choose a different target within 30 feet of the first and make an attack roll against it. On a hit, you can repeat this attack against a new target within 30 feet until you miss or make a total of five attacks. You can’t target the same creature with more than one attack each time you use this feature.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending two Risk Dice (no action required).These “gun” things will never catch on.80 81 Classes


LEVEL 6: REACH FOR THE SKIESWhen you score a Critical Hit against a creature, you call for the target to surrender instead of lodging a projectile in it. The target must succeed on a Wisdom saving throw against your Maneuver save DC or have the Frightened and Incapacitated conditions for 1 minute. These conditions end early if the creature takes any damage, if you have the Incapacitated condition, or if you die. The creature can repeat the Wisdom saving throw at the end of each of its turns, ending the conditions on itself on a success. LEVEL 10: LONG ARM OF THE LAWOnce per turn when you hit a Large or smaller creature with a ranged attack using a weapon, you can hobble the target. The creature can’t move on its next turn unless it first takes the Disengage action.LEVEL 14: GOLD STAR HEROThough gunslinging heroism, you gain the following benefits.Improved Aura. The range of your Steely-Eyed Aura feature increases to 30 feet.Iron-Clad Law. When you use your Lay Down the Law maneuver, the ally has Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn.Stunned Surrender. When a creature fails its saving throw against your Reach for the Skies feature, it has the Stunned condition instead of the Incapacitated condition.White HatProtect Your Allies and Uphold the LawSome Gunslingers live by a code and expect others to do the same. These Gunslingers, known as White Hats, sometimes serve as officers of the law but never hesitate to do what’s right when the law says otherwise. Despite their affinity for deadly weapons, White Hats prefer to keep their friends safe and subdue their enemies nonviolently—a preference their enemies don’t often oblige.LEVEL 3: LAY DOWN THE LAW [MANEUVER]You can take a Bonus Action and expend one Risk Die to keep an eye out for dangers that threaten your companions. Choose an ally that you can see within 60 feet of you. That ally gains Temporary Hit Points equal to the number rolled on the Risk Die. Until the start of your next turn, if the ally is hit by an attack, you can take a Reaction to make a ranged attack using a weapon against the attacker.LEVEL 3: STEELY-EYED AURAAn aura of stoic confidence radiates from you in a 10-foot Emanantion. You and allies within the Emanantion have Advantage on saving throws made to avoid or end the Frightened condition. The aura is inactive while you have the Incapacitated condition.80 81Gunslinger


82 83 ClassesINVESTIGATOR


rituals, incantations, and notes on the powers and weaknesses of monsters—everything needed to level the playing field. Even so, an Investigator’s occupation is perilous. A grimoire might spell out a vampire’s fear of sunlight and aversion to silver, but it does little to hinder their fangs.Becoming an Investigator…AS A LEVEL 1 CHARACTER• Gain all the traits in the Core Investigator Traits table.• Gain the Investigator’s level 1 features, which are listed in the Investigator Features table.AS A MULTICLASS CHARACTER• Gain the following traits from the Core Investigator Traits table: Hit Point Die, proficiency in one skill of your choice from the Investigator’s skill list, proficiency with Martial Weapons, and training with Light Armor.• Gain the Investigator’s level 1 features, which are listed in the Investigator Features table.Supernatural detectives and monster slayers, Investigators are always on the hunt for malevolent outsiders. Whenever evil seeps into the world—be it Fiends, Undead, or strange Aberrations from beyond the stars—Investigators will be the first to locate them and banish their foul corruption from the mortal plane.Paranormal InvestigatorsThere are forces more ancient than time, foes more sinister than the foulest men, and beings more titanic than gods. Investigators risk their lives and psyches to protect the world from supernatural threats, unraveling the mysteries of one werewolf or demonic cult at a time. Their investigations are never ending, for victory only delays doomsday another night.Exorcists and OccultistsTo give themselves an edge against supernatural threats, Investigators dabble in forbidden magic themselves. Prepared Investigators keep a well-stocked grimoire of CORE INVESTIGATOR TRAITSPrimary Ability Dexterity and IntelligenceHit Point Die D8 per Investigator levelSaving Throw ProficienciesDexterity and IntelligenceSkill Proficiencies Choose 3: Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Religion, Sleight of Hand, and StealthWeapon ProficienciesSimple and Martial weaponsArmor Training Light armorStarting EquipmentChoose A or B: (A) Leather Armor, 2 Daggers, Rapier, Heavy Crossbow, 20 Bolts, Crossbow Bolt Case, Dungeoneer’s Pack, and 17 GP; or (B) 120 GP82 83Investigator


LEVELPROFICIENCY BONUS FEATURESRITUAL LEVELRUSHED INCANTATION FINSHER TRINKETS 1 +2 Ritualist, Weapon Mastery 1 — — — 2 +2 Expertise, Finisher, Rushed Incantation1 3 1d8 — 3 +2 Investigator Subclass, Trinkets 2 4 1d8 2 4 +2 Ability Score Improvement 2 4 1d8 2 5 +3 Exploit Weakness 3 5 1d8 3 6 +3 Subclass feature 3 5 1d8 3 7 +3 Holy Trinkets 4 6 1d8 3 8 +3 Ability Score Improvement 4 6 1d8 3 9 +4 Expertise 5 7 1d8 4 10 +4 Subclass feature 5 7 1d8 4 11 +4 Improved Finisher 6 7 2d8 4 12 +4 Ability Score Improvement 6 8 2d8 4 13 +5 Enigma Arcane 6 8 2d8 5 14 +5 Subclass feature 6 8 2d8 5 15 +5 Enigma Arcane 6 9 2d8 5 16 +5 Ability Score Improvement 6 9 2d8 5 17 +6 Enigma Arcane, Improved Finisher 6 9 3d8 6 18 +6 Supernatural Resolve 6 10 3d8 6 19 +6 Epic Boon 6 10 3d8 6 20 +6 Spellbinder 6 10 3d8 6INVESTIGATOR FEATURESRitual Casting. You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your grimoire. You must read from the book to cast a spell in this way. You can’t cast spells that are in your grimoire except as Rituals, unless you’ve learned them by other means.Bonus Rituals. You can treat specific spells as if they have the Ritual tag, allowing you to add them to your grimoire and cast them as Rituals. These spells are marked in the Investigator Spells list.Spellcasting Ability. Intelligence is your spellcasting ability for your Investigator spells.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 Rapiers and Heavy Crossbows.Whenever you finish a Long Rest, you can change the kinds of weapons you chose. Investigator Class FeaturesAs an Investigator, you gain the following class features when you reach the specified Investigator levels. These features are listed in the Investigator Features table.LEVEL 1: RITUALISTYou have learned to cast Rituals to overcome supernatural threats.Grimoire. Your Rituals are recorded in a grimoire, a Tiny object that weighs 3 pounds and contains 100 pages. You determine the grimoire’s appearance and materials.The grimoire starts with four level 1 Investigator spells of your choice. Detect Magic, Heroism, Memorize, and Transient Bulwark are recommended.Whenever you gain an Investigator level, you can add two Investigator spells of your choice to your grimoire. The Ritual Level column on the Investigator Feature table shows the maximum level of a spell you can add to your grimoire. 84 85 Classes


and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Investigator levels, as shown in the Rushed Incantation column of the Investigator Features table.LEVEL 3: INVESTIGATOR SUBCLASSYou gain an Investigator subclass of your choice. A subclass is a specialization that grants you features at certain Investigator levels. For the rest of your career, you gain each of your subclass’s features that are of your Investigator level or lower.LEVEL 3: TRINKETSYour subclass grants you a number of supernatural trinkets to aid you in defeating supernatural threats and unraveling mysteries. You can use this feature twice, activating one of your trinket options each time you use it. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Investigator levels, as shown in the Trinkets column of the Investigator Features table.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 Investigator levels 8, 12, and 16.LEVEL 5: EXPLOIT WEAKNESSOnce per turn when you deal damage to a creature with an attack using a weapon, you can target the creature where it is most vulnerable to gain the following benefits.Damage Vulnerability. Choose one damage type dealt by the attack. The target has Vulnerability to the chosen damage type for this attack. Vulnerability from this feature doesn’t double extra damage from spells (such as Hunter’s Mark) or features from other classes (such as the Rogue’s Sneak Attack). The Vulnerability doesn’t apply to this attack if the target has Immunity to the chosen damage type.Disrupt Resistance. If the target has Resistance to one or more damage types, it loses these Resistances until the start of your next turn, including against the damage of the triggering attack.LEVEL 7: HOLY TRINKETSYou keep a wide array of Holy Symbols and blessed items on your person, even if you aren’t particularly pious. You can use the following trinkets (expending a use of your Trinkets to do so). LEVEL 2: EXPERTISEYou gain Expertise in two of your skill proficiencies of your choice. Arcana and Investigation are recommended if you have proficiency in them.At Investigator level 9, you gain Expertise in two more of your skill proficiencies of your choice.LEVEL 2: FINISHEROnce per turn when you deal damage with a weapon to a creature that is Bloodied, you can deal an extra 1d8 damage to the target. The damage is the same type as the damage dealt by the weapon. This damage increases as you gain Investigator levels, as shown in the Finisher column of the Investigator Features table.LEVEL 2: RUSHED INCANTATIONYou can hastily perform any spell in your grimoire that has a casting time of an action or Bonus Action, casting the spell as a Bonus Action. You can cast it without Material components unless the components have a cost of 100+ GP specified by the spell.You can use this feature three times. You regain one of its expended uses when you finish a Short Rest, EXPANDING AND REPLACING A GRIMOIREThe spells you add to your grimoire represent research into occult and supernatural threats, but you might find other spells during your adventures that you can add to your grimoire. Copying a Spell into the Grimoire. When you find a level 1+ Investigator spell, you can copy it into your grimoire if it’s of an eligible level and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Copying the Grimoire. You can copy a spell from your grimoire into another book. This is like copying a new spell into your grimoire but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.If you lose your grimoire, you can recall from memory a number of spells equal to your Investigator level and use the same procedure to transcribe the spells into a new grimoire. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many Investigators keep a backup grimoire.84 85Investigator


LEVEL 18: SUPERNATURAL RESOLVEYou have Advantage on saving throws against spells and other magical effects unless you have the Incapacitated condition.LEVEL 19: EPIC BOONYou gain an Epic Boon feat or another feat of your choice for which you qualify.LEVEL 20: SPELLBINDERChoose 5 Investigator spells in your grimoire of levels 1–3 that have a casting time of an action or Bonus Action. You can use Rushed Incantation to cast the chosen spells without expending a use of the feature, and you don’t need to read from your grimoire to cast them.Whenever you finish a Long Rest, you can replace one of those spells with another spell in your grimoire.Investigator Spell ListThis section presents the Investigator spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. New spells are marked with an asterisk (*). In the Special column, C means the spell requires Concentration, R means it’s a Ritual, (R) means you treat the spell as if it has the Ritual tag, and M means it requires a specific Material component.Level 1 Investigator SpellsSpell School SpecialAlarm Abjuration RArcane Anomaly* Abjuration CBlood Print* Necromancy RClue* Divination RComprehend LanguagesDivination RConjure Cover* Conjuration C, (R)Consecrated Armor* Abjuration RCurse Ward* Abjuration (R)Detect Evil and Good Divination C, (R)Detect Magic Divination C, RDetect Poison and DiseaseDivination C, RDisguise Self Illusion (R)Find Familiar Conjuration C, R, MFloating Disc Conjuration RFog Cloud Conjuration C, (R)Heroism Enchantment C, (R)Identify Divination R, MAmulet of Warding.As a Bonus Action, you place a divine ward on a creature of your choice within 60 feet of you. Until the start of your next turn, the warded creature gains a bonus to AC and saving throws equal to your Intelligence modifier (minimum of +1).Restorative Ankh. As a Bonus Action, a creature of your choice within 60 feet of you regains Hit Points equal to your Investigator level plus your Intelligence modifier. Rune of Banishment. As a Bonus Action, choose one creature you can see within 60 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or be banished to a harmless location in the Ethereal Plane. While banished, the target has the Incapacitated condition and its Speed is 0. At the start of your next turn, the creature reappears in the space it left or in the nearest unoccupied space if that space is occupied.LEVEL 11: IMPROVED FINISHERWhen you take the Attack action on your turn, you can use your Finisher on a creature that isn’t Bloodied, dealing only an extra 1d8 damage to the target.At Investigator level 17, this damage increases to 2d8.LEVEL 13: ENIGMA ARCANEYou learn a secret that unlocks potent arcane magic. You gain the ability to cast a level 7 spell, and discover additional secrets when you reach certain Investigator levels. Level 7 Spell. You can cast one of the following spells without a spell slot and regain the ability to do so when you finish a Long Rest: Mirage Arcane, Plane Shift, Reverse Gravity, Sequester, or Teleport.Level 8 Spell. At Investigator level 15, you can also cast one of the following spells without a spell slot and regain the ability to do so when you finish a Long Rest: Antimagic Field, Glibness, Maze, or Mind Blank.Level 9 Spell. At Investigator level 17, you can also cast one of the following spells without a spell slot and regain the ability to do so when you finish a Long Rest: Astral Projection, Gate, or Weird.Finders keepers.86 87 Classes


Illusory Script Illusion R, MMemorize* Enchantment R, MProtection from Evil and GoodAbjuration C, (R), MPurify Food and Drink Transmutation RRumor* Enchantment (R)Speak with Animals Divination RTransient Bulwark* Abjuration R, MUnseen Servant Conjuration RWhispering Wind* Evocation RLevel 2 Investigator SpellsSpell School SpecialAnimal Messenger Enchantment RArcane Lock Abjuration (R), MArcanist’s Magic Aura Illusion (R)Augury Divination R, MDarkness Evocation C, (R)Darkvision Transmutation (R)Gentle Repose Necromancy R, MJethro’s Instant Reload* Conjuration (R)Knock Transmutation (R)Locate Animals or PlantsDivination RLocate Object Divination C, (R)Magic Mouth Illusion R, MMap* Divination R, MNondescript* Illusion C, (R)Protect Threshold* Abjuration RProtection from Poison Abjuration (R)See Invisibility Divination (R)Silence Illusion C, RSpider Climb Transmutation C, (R)Stone Bones* Transmutation —Unseen Artisan* Conjuration R, MZone of Truth Enchantment (R)Level 3 Investigator SpellsSpell School SpecialAfter Image* Illusion (R), MBenign Dismemberment*Necromancy RClairvoyance Divination C, (R), MCreate Food and Water Conjuration (R)Daylight Evocation (R)Dispel Magic Abjuration (R)Flashback* Divination (R)Fly Transmutation C, (R)Geomantic Discernment* Divination C, RMagic Circle Abjuration (R), MMeld into Stone Transmutation RNondetection Abjuration (R), MPhantom Steed Illusion RRemove Curse Abjuration (R)Séance* Necromancy (R)Sending Divination (R)Speak with Dead Necromancy (R)Speak with Plants Transmutation (R)Tongues Divination (R)Water Breathing Transmutation RWater Walk Transmutation RLevel 4 Investigator SpellsSpell School SpecialArcane Eye Divination C, (R)Dire Warning* Divination (R)Divination Divination R, MInvisibility Purge* Illusion (R)Locate Creature Divination C, (R)Private Sanctum Abjuration (R)Scrutinize Foe* Divination (R)Secret Chest Conjuration (R), MZero Gravity* Transmutation C, (R)Level 5 Investigator SpellsSpell School SpecialCommune Divination RCommune with Nature Divination RContact Other Plane Divination RDream Illusion (R)Geas Enchantment (R)Legend Lore Divination (R), MPlanar Binding Abjuration (R), MTelepathic Bond Divination RLevel 6 Investigator SpellsSpell School SpecialFind the Path Divination C, (R), MForbiddance Abjuration (R), MGame of Fate* Enchantment (R)Instant Summons Conjuration R, M86 87Investigator


INVESTIGATOR SUBCLASSESAn Investigator subclass is a specialization that grants you features at certain levels, as specified in the subclass.AntiquarianWield a Museum’s Worth of Powerful Arcane TrinketsFestooned with magical trinkets from every corner of the globe, Antiquarians have a tool for every occasion: silver arrowheads for lycanthropes, heartwood stakes for vampires, blessed relics for fiends, and so on. As they expand their collections from piles of trinkets to veritable museums, they become adept historians and arcanists, familiar with the stories of every magic item in their care, as well as how to use them in dire situations.LEVEL 3: ARTIFACT HOARDER You gain one additional use of your Trinkets before a Long Rest. LEVEL 3: TRINKETSYou can use the following trinkets.Hateful Arrowhead. You can cast Ray of Enfeeblement or Scorching Ray spell without a spell slot or components.Warped Prism. You can cast Blur or Shieldwithout a spell slot or components.Razortooth Bandages. You can cast Cure Wounds or Inflict Wounds without a spell slot or components. When you restore Hit Points or deal damage using one of these spells using this trinket, you can add your Investigator level to the healing or damage dealt. INVESTIGATOR SUBCLASSESNAME DESCRIPTIONAntiquarian Festooned with powerful magical trinkets of all shapes and sizesArchivist A scholar who collects scraps of ancient loreDetective Chases down clues and unravels crimes with their impressive intellectExterminator Hunts down vampires, lycanthropes, and Beasts that stalk the nightInquisitor An agent of the church that performs exorcisms and roots out heresyMedium Foretells events of the future using a magical connection to the deadOccultist A magician borrowing spells from Wizards and WarlocksSpy Infiltrates with perfect disguises and unmatched charmInvestigators: Wizard wannabes.88 89 Classes


ArchivistExpand Your Rituals Through Ancient LoreThough most Investigators fill their grimoires with hard-won knowledge borne from encounters with supernatural threats, some prefer to do bookkeeping instead. Such Archivists seek to accumulate knowledge, more so than trinkets, by spending untold hours digging through disparate tomes of occult secrets and compiling them into encyclopedic texts. Through their research, Archivists become academic masters of the arcane and priceless reservoirs of obscure knowledge.LEVEL 3: TRINKETSYou can use the following trinkets.Aura Lenses. You can cast Detect Magic without a spell slot or components.Mnemonic Script. You can cast Memorizewithout a spell slot or components. Tongue Stone. You can cast Comprehend Languages without a spell slot or components.LEVEL 3: THESISYou gain access to certain spells associated with your thesis. Choose one of the following subject areas for your thesis: Corpus, Mentis, Mortis, or Oculus. Consult the table below that corresponds to the chosen thesis; you add the listed spells for your Investigator level to your grimoire for free. The listed spells count as Investigator spells for you and you treat them if they have the Ritual tag.Whenever you gain an Investigator level, you can replace your thesis with another one. The spells in your grimoire corresponding to your thesis are magically replaced with those of the new thesis for your Investigator level.LEVEL 6: ARCANE RELICSYou’ve secured a handful of priceless relics with rare and delicate enchantments. Once you use one of the following relics, you can’t use this feature again until you finish a Short or Long Rest. Antediluvian Dynamo. You can cast Fireball or Lightning Bolt without a spell slot or components.Lich’s Deathmask. You can cast Counterspell or Dispel Magic without a spell slot or components.Mortal Coil. You can cast Animate Dead or Revivify without a spell slot or components. When you cast Animate Dead using this relic, all previous Undead created using this relic crumble into dust.LEVEL 10: MAGIC ITEM COLLECTIONWhen you finish a Long Rest, you can magically produce a magic item. When you do so, all magic items previously created by this feature vanish. If a magic item you produce requires Attunement, you can attune yourself to it the instant you produce it. You can produce the following magic items: a Carpet of Flying, a Cloak of the Bat, a Flame Tongue, Gauntlets of Ogre Power, an Instant Fortress, a Ring of Regeneration, a Ring of Telekinesis, a Sun Blade, or a Wand of Wonder.LEVEL 14: SOUL JARYou’ve secured the crown jewel of your collection: a lich’s soul jar, or “phylactery.” Though the original owner’s soul has been expelled from this accursed artifact, it retains many of its magical properties.This magic item is always attuned to you and doesn’t count against your total number of attuned magic items. It has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the soul jar, you can expend one or more charges to use the following abilities.Temporary Hit Points. You can expend 1 charge as a Bonus Action to gain Temporary Hit Points equal to your Investigator level.Trinket Recharge. You can expend 1 charge as a Bonus Action to regain one expended use of your Trinkets.Undead Fortitude. When you are reduced to 0 Hit Points and not killed outright, you can expend 2 charges to drop to 1 Hit Point instead. You can use this benefit only once per turn. Draining Touch. As a Magic action, you can expend 3 charges to make a melee spell attack. On a hit, the target takes 8d8 Necrotic damage and you regain Hit Points equal to the Necrotic damage dealt. If the spell attack misses, these charges aren’t expended.Investigators: Wizard wannabes.88 89Investigator


LEVEL 14: EIDETIC MEMORYYou can effortlessly duplicate spells you see or hear, granting you the following benefits.Ritual Recall. If you see or hear an Investigator spell being cast, you can thereafter copy it into your grimoire.Spell Duplication. When you see or hear a spell of level 5 or lower being cast, you can fix the spell in your mind. Within the next minute, you can expend a use of your Rushed Incantation to cast the spell without a spell slot. Once you use this benefit to cast a spell, you can’t do so again until you finish a Long Rest.DetectiveChase Down Clues and Crack the MysteryProwling at the edge of darkness, Detectives chase down clues and pull on threads to unravel conspiracies that bring darkness into the world. Sometimes, this requires that you infiltrate a cult’s secret meetings, other times it calls on you to reconstruct a person’s last moments at a murder scene. No matter what the mystery, however, you know that there is always an explanation.LEVEL 3: UNCANNY HUNCHWhenever you make an Intelligence check or a Wisdom (Insight) check, you can gain a bonus to the check equal to your Investigator level.You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.LEVEL 3: TRINKETSYou can use the following trinkets. Fogstone Periapt. You can cast Misty Stepwithout a spell slot or components.Glass Medallion. As a Bonus Action, you can cast Invisibility on yourself without a spell slot or components.Skeleton’s Key. As a Bonus Action, you can cast Knock without a spell slot or components. When you cast the spell using this trinket, its casting is silent.LEVEL 6: PREDICTIVE INTUITIONAs a Bonus Action, you can examine the movements of a creature you can see within 30 feet of yourself. Until the start of your next turn, you can add 1d6 to attack rolls you make against the target, and the target subtracts 1d6 from all its attack rolls against you. Once you use this Bonus Action on a target, you can’t use it on that target again until you finish a Short or Long Rest. CorpusInvestigator Level Spells3 Alter Self, Jump5 Gaseous Form7 Fabricate9 PasswallMentisInvestigator Level Spells3 Charm Person, Zone of Truth5 Major Image7 Hallucinatory Terrain9 DreamMOrtisInvestigator Level Spells3 False Life, Gentle Repose5 Speak with Dead7 Death Ward9 Antilife ShellOculusInvestigator Level Spells3 Detect Thoughts, Identify5 Sending7 Locate Creature9 ScryingLEVEL 6: ERUDITE SPELLWhen you cast a spell that forces a creature to make a saving throw, you can give one target of the spell Disadvantage on saves against the spell.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Rushed Incantation (no action required).LEVEL 10: ENCYCLOPEDIC EXPERTISEYou can identify any arcane effect from memory. Whenever you see or hear a spell being cast or investigate a magical effect, you can identify the spell that was cast, the magic item responsible, or the creature that produced the effect without an ability check. This feature fails to identify spells, magic items, and creatures that are utterly unique or are otherwise not recorded in arcane texts.90 91 Classes


LEVEL 3: TRINKETSYou can use the following trinkets. Consecrated Whetstone. As a Bonus Action, you can cast Magic Weapon once without a spell slot or components. Gilded Dragon Scale. As a Bonus Action, choose Acid, Cold, Fire, Force, Lightning, Poison, or Thunder damage. You gain Resistance to the chosen damage type for 1 minute.Mimic-Tooth Necklace. When you hit a creature with an attack using a weapon, you can take a Bonus Action to deal an extra 2d8 Acid damage to the creature.LEVEL 6: MONSTER SLAYERAs a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.LEVEL 10: SILVERED EDGEYour monster-killing expertise grants you the following benefits.Flexible Mastery. When you attack with a weapon whose mastery property you can use, you can replace that property with the Sap or Vex property for that attack.Supernatural Strikes. Whenever you deal damage with a weapon, it can deal your choice of Force damage or its normal damage type. LEVEL 14: KILLER INSTINCTYou can use your Exploit Weakness twice on your turn, but can’t use it against the same target more than once.LEVEL 10: INTERROGATOR’S INSTINCTYour sleuthing experience grants you the following benefits.Enchantment Detection. You can discern if a creature is cursed, possessed, or has the Charmed or Frightened conditions.Illusion Detection. You have Advantage on any ability check you make to discern an illusion.Lie Detection. You have Advantage on any ability check you make to determine if you hear a deliberate lie. LEVEL 14: POWER OF DEDUCTIONYou can use your Predictive Intuition on a target an unlimited number of times.Exterminator Slay Vampires, Werewolves, and Other Terrible CreaturesAn Exterminator suffers no monster to live. Trained in the art of slaying Aberrations, Fiends, and Undead, you stand against evil where others falter, and draw your blade before others recognize a threat. Grand schemes and plots are less important than retribution against monsters which stalk the night, and your thirst for such retribution is unquenchable. There is always another werewolf to be slain, another vampire to be staked, another demon to be banished; people rarely thank you, but you find satisfaction enough in your work. LEVEL 3: SILVERED SHIELDYour monster hunting experience grants you the following benefits. Armor Training. You have training with Medium armor and Shields. Intelligent Defense. While wearing Medium armor, you can add your Intelligence, instead of Dexterity, to your Armor Class. As a thing-that-goes-bump-in-the-night, I find this whole career path offensive.90 91Investigator


Dogma. Whenever you make an Intelligence (Religion) check, you can treat a d20 roll of 9 or lower as a 10.LEVEL 3: TRINKETSYou can use the following trinkets. Alabaster Balm. As a Bonus Action, you can cast Lesser Restoration without a spell slot or components.Hallowed Chalice. As a Bonus Action, you can enchant a container, such as a cup, that you touch to produce a flask of Holy Water. You can produce one such flask when you use this trinket. For the next hour, you can use a Bonus Action to produce another flask of Holy Water, until you have created a total of five flasks. Once created, these flasks and Holy Water vanish after 1 hour.Reliquary of Doubt. As a Bonus Action, you can cast Detect Thoughts without a spell slot or components. When you cast the spell using this trinket, you can only detect thoughts associated with negative emotions, such as guilt, apprehension, regret, or melancholy.LEVEL 6: DIVINE STRIKEOnce on each of your turns when you take the Attack action and hit a creature with a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).LEVEL 10: ROTE PIETYYou can use your Holy Relics three times without expending a use of your Trinkets. You regain these uses when you finish a Long Rest. LEVEL 14: EXCOMMUNICATIONAs a Bonus Action, you can emblazon a mark of condemnation upon a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving against your spell save DC throw or be marked for 1 minute. While marked, the target takes 6d6 Radiant damage at the start of each of its turns, can’t regain Hit Points, and can’t have Advantage on D20 Tests. A marked target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.Once you mark a creature using this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a use of your Rushed Incantation (no action required).InquisitorDrive Out Fiends and Root out HeresyThe church has long been the first line of defense against the tide of impending darkness. Yet, the clergy’s stubborn devotion to righteousness impedes them where it counts: you must sometimes be willing to do evil to counter evil. That’s where the inquisition comes in.As a righteous Inquisitor, you are tasked with rooting out heresy, exorcising demons, and stamping out any sign of the occult, and you are offered clemency for any action you take in the defense of the greater good. You may investigate anyone or anything you deem to be in line with the forces of evil, for you alone are a holy blade in the dark, the arbiter of your church.LEVEL 3: EXORCIST’S DOCTRINESYour training as an inquisitor grants you the following benefits.Consecrated Armor. You add Consecrated Armor to your grimoire for free. When you cast it, your base AC becomes 13 plus your Dexterity modifier.92 93 Classes


LEVEL 10: WHISPERS FROM BEYONDAs a Magic action, you can receive a hint from beyond. The GM gives a one-word hint pertaining to your best course of action, a fruitful line of inquiry, or some other useful direction.Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a use of your Rushed Incantation (no action required).LEVEL 14: THIRD EYEYou can take a Bonus Action to cast True Seeingwithout a spell slot or components. When you cast the spell with this feature, you have Advantage on the first attack you make on each of your turns for the duration of this spell.Once you use this feature, you can’t do so again until you finish a Long Rest.OccultistCommand Arcane Pact MagicVampires, demons, lycanthropes, and Aberrations all have one thing in common: they are all magical threats, best combated through magical means. To meet these foes on a level playing field, Occultists indulge in arcana, filling their grimoires with magical secrets and mastering a handful of spells. Occultists are the most likely Investigators to cavort with Warlocks, borrow tricks from Wizards and magicians, and dabble in dark magic to defeat their foes.LEVEL 3: TRINKETSYou can use the following trinkets. Cold Iron Pendant. You can cast Detect Evil and Good without a spell slot or components.Dead Mist Vial. You can cast Fog Cloud without a spell slot or components.Engraved Lens. You can cast Identify without a spell slot or components.MediumForetell the Future and Commune with the DeadAs conduits between the living and dead, Mediums offer an essential glimpse past the veil of mortality. Using their auguries, seances, and divinations, Mediums can retrieve morsels of information from the afterlife to settle debts between the living or dead, and to assist ongoing investigations. This information, however cryptic, can point an interested party toward clues or evidence that only the deceased are able to provide.LEVEL 3: FORTELLINGWhenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.LEVEL 3: TRINKETSYou can use the following trinkets.Dead Ringer. You can ring this bell to cast Speak with Dead without a spell slot or components. When you cast the spell using this trinket, you can ask the corpse only one question.Heptagonal Spectacles. As a Bonus Action, you can cast See Invisibility once without a spell slot or components.Lucent Mirror. As a Bonus Action, you can partially phase into the Ethereal Plane for 1 minute or until you dismiss it (no action required). You have a Fly Speed of 10 feet and can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in. LEVEL 6: FORETOLD DEMISEOnce per turn when you deal damage with a weapon, you can replace one of the damage dice with a foretelling roll. Why would you need a wooden board to talk to the dead? I talk to the dead all the time!92 93Investigator


The number of spells on your list increases as you gain Investigator levels, as shown in the Prepared Spells column of the Occultist Spellcasting table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in 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 Investigator level, you can replace one spell on your list with another Warlock spell of an eligible level.Spellcasting Ability. Intelligence is the spellcasting ability for your Warlock spells.Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.LEVEL 6: ELDRITCH RUINYou can cast one of your Warlock cantrips as a Bonus Action. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.LEVEL 10: EYES OF ANOTHER WORLDMagical perception grants you the following benefits.See Invisibility. You see creatures and objects that have the Invisible condition. You can also see into the Ethereal Plane. Creatures and objects there appear ghostly. Sense Spellcasters. You can sense if a creature you can see has the ability to cast spells.Discern Otherworldly Origins. You can determine if a creature you can see is an Aberration, Celestial, Elemental, Fey, or Fiend. You can also determine the creature’s plane of origin, if it is native to a different plane of existence than the one you’re on.LEVEL 14: MALEFICIUMWhen you use your Exploit Weakness, you can cast Bestow Curse on the target as a Bonus Action without a spell slot or components.Once a creature fails a saving throw against this spell, you can’t use this feature again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Rushed Incantation (no action required).LEVEL 3: PACT MAGICYou augment your investigative skills with complex magic.Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Minor Illusion are recommended. Whenever you gain an Investigator level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.When you reach Investigator level 10, you learn another Warlock cantrip of your choice.Spell Slots. The Occultist Spellcasting table shows how many spell slots you have to cast your Warlock spells of levels 1–4. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.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 two level 1 Warlock spells. Charm Person and Hex are recommended.OCCULTIST SPELLCASTINGINVESTIGATOR LEVELPREPARED SPELLSSPELL SLOTSSLOT LEVEL3 3 1 14 4 1 15 4 2 16 4 2 17 5 2 28 6 2 29 6 2 210 7 2 211 8 2 212 8 2 213 9 2 314 10 2 315 10 2 316 11 2 317 11 2 318 11 2 319 12 2 420 13 2 494 95 Classes


target, including clothing, armor, weapons, and other belongings. If the target is a corpse, you resemble the Humanoid as it appeared in life. Additionally, the corpse, its blood, clothing, and other physical evidence of its death, become magically invisible for 8 hours. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Rushed Incantation (no action required).LEVEL 14: GLIBYou can cast Glibness without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. For the spell’s duration, you can take the Influence action as a Bonus Action.SpyInfiltrate, Assassinate, and Lie with AplombInfiltration, disguise, and lying through their teeth: these are the principal skills of a Spy. A talented Spy rarely needs to draw a dagger to silence someone, for their honeyed words and agreeable disposition are all that is needed to draw out someone’s secrets. Of course, when they do strike, it is decisive and without warning. Such skills are invaluable for governments and organizations of all types, used for stealing confidential information, sabotage, monitoring persons of interest, and everything in between.LEVEL 3: BRAVADOYour infectious confidence gives you a bonus to your Charisma (Deception and Persuasion) checks equal to your Intelligence modifier (minimum of +1).LEVEL 3: TRINKETSYou can use the following trinkets. Glass Dust. As a Bonus Action, you can throw this pouch at a point you can see within 10 feet of you, filling a 5-foot-radius Sphere centered on that point with glittering dust until the start of your next turn. A creature that enters the Sphere for the first time on a turn or ends its turn there has the Invisible condition. This condition ends early for a creature that leaves the Sphere, makes an attack roll, deals damage, or casts a spell.Horn-Rimmed Glasses. As a Bonus Action, you can cast Disguise Self without a spell slot or components.Martini Glass. As a Bonus Action, you can cast Charm Person without a spell slot or components.LEVEL 6: CLOAK AND DAGGERWhen you deal damage during the first round of combat, you can deal extra Force damage to the target if the target hasn’t taken a turn yet or if you have Advantage on the attack roll against the target. The Force damage equals your Investigator level.LEVEL 10: BODY DOUBLEAs a Magic action, you can assume the identity of a Humanoid or a corpse of a Humanoid that you touch that has been dead for no longer than 24 hours. An illusion causes your appearance to perfectly match the 94 95Investigator


96 97 ClassesMARTYR


Martyrs are implements of the gods, handpicked to die in service of a divine cause. Such an end is inevitable, for once a martyr is chosen, their fate is fixed in the heavens.Fated to DieMartyrs are chosen by the gods, predestined to die for a great cause. They are prophets and oracles, great priests and liberators. Some Martyrs struggle against their destiny, but from the moment they are chosen, invisible strings of fate pull them onward. The gods may settle for a lesser Martyr if the one chosen is unwilling, but they always prefer to uplift their Martyr to the heights of sainthood before their inevitable demise.Mortality as MagicThe gods invest their Martyr with deep wellsprings of power, but this power demands sacrifice. Drawing upon divine magic scorches a Martyr with radiance and wracks their body with pain. CORE MARTYR TRAITSPrimary Ability Strength or Dexterity and WisdomHit Point Die D12 per Martyr levelSaving Throw ProficienciesStrength and WisdomSkill Proficiencies Choose 2: Athletics, History, Insight, Intimidation, Medicine, Persuasion, and ReligionWeapon ProficienciesSimple and Martial weaponsArmor Training Light armor and ShieldsStarting EquipmentChoose A, B, or C: (A) Chain Shirt, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 54 GP; (B) Studded Leather Armor, 2 Daggers, 2 Shortswords, Longbow, 20 Arrows, Quiver, Holy Symbol, Priest’s Pack, and 11 GP; or (C) 170 GPBut the gods will never kill their charge early, and so offer healing in equal measure. Their Martyr shall meet their fate at the preordained time, and not a moment sooner.Becoming a Martyr…AS A LEVEL 1 CHARACTER• Gain all of the traits in the Core Martyr Traits table. • Gain the Martyr’s level 1 features, which are listed in the Martyr Features table.AS A MULTICLASS CHARACTER• Gain the following traits from the Core Martyr Traits table: Hit Point Die, proficiency with the Martial weapons, and training with Light armor and Shields.• Gain the Martyr’s level 1 features, which are listed in the Martyr Features table.96 97Martyr


LEVELPROFICIENCY BONUS FEATURESPREPARED SPELLSMAX SPELL LEVELSPELL USES 1st +2 Armor of Faith, Spellcasting, Weapon Mastery 2 1 2 2nd +2 Miraculous Healing, Reprisal 3 1 2 3rd +2 Martyr subclass, Sacrifice 4 1 3 4th +2 Ability Score Improvement 5 1 3 5th +3 Extra Attack 6 2 6 6th +3 Subclass feature 6 2 6 7th +3 Sacrifice Foe 7 2 7 8th +3 Ability Score Improvement 7 2 7 9th +4 Divine Respite 8 3 9 10th +4 Undying 8 3 9 11th +4 Improved Sacrificial Strike 10 3 10 12th +4 Ability Score Improvement 10 3 10 13th +5 Divine Respite 11 4 11 14th +5 Subclass feature 11 4 11 15th +5 March Unto Destiny 12 4 12 16th +5 Ability Score Improvement 12 4 12 17th +6 Divine Respite, Improved Sacrificial Strike 14 5 14 18th +6 Subclass feature 14 5 14 19th +6 Epic Boon 15 5 15 20th +6 Final Martyrdom 15 5 15MARTYR FEATURESHit Point Spellcasting. To cast one of your level 1+ Martyr spells, you take Radiant damage to create a spell slot for that spell, which is immediately expended to cast it. The amount of Radiant damage you take is listed in the Damage column on the Hit Point Spellcasting table. This damage ignores Resistance and Immunity and bypasses Temporary Hit Points. When you cast a Martyr spell, you choose the level of spell slot that you create, whose level is no higher than what’s shown in the Max Slot Level column of the Martyr Features table for your level.Hit Point SpellcastingSpell Level Point Cost1st 52nd 103rd 204th 305th 45Martyr Class FeaturesAs a Martyr, you gain the following class features when you reach the specified Martyr levels. These features are listed in the Martyr Features table.LEVEL 1: ARMOR OF FAITHYour divine connection shields you from harm. You gain one of the following benefits of your choice.Anointed Armor. You have training with Medium armor. While you are wearing armor, you can add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class.Unarmored Defense. While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. You can use a Shield and still gain this benefit.LEVEL 1: SPELLCASTINGThe gods demand that you sacrifice Hit Points to cast divine magic. 98 99 Classes


Click to View FlipBook Version