151 Professions MYSTERIES Founding Mystery: Night view When you gain access to this founding mystery, you gain dark vision within 60 feet; where already present itt increases by an additional 60 feet, considering what you see in the range of dark vision as if it were in bright light. This mystery allows you to see even in magical darkness. Major Mystery: Veil of Charm When you gain access to this major mystery, your knowledge of the shadows allows you to deceive even the trained eye. By spending 1 Enchantment Point as a reaction, when targeted by a ranged attack, you can claim to be elsewhere within 10 feet of their current position, considering the attack as unsuccessful as it was made against a your illusory shadow. Higher Mystery: Shadow Passes When you gain access to this greater mystery, you can use shadows as a passage to move hidden from view. By spending 5 Enchantment Points, as a bonus action you can double their speed and become invisible for 1 minute while walking, sliding from one shadow to another. Universal Mystery: Dark Shroud When you gain access to this universal mystery, you can show the darkness that dwells in your heart by manifesting it outside your own body. As an action, you can spend 10 Enchantment Points to bring darkness within a radius of 120 feet from your location, which will block the view and any extraordinary sense of those who are inside it for a minute, with the exception of you and your allies. Furthermore, your words become irresistible and as long as the Dark Shroud is active, you are credible, however far-fetched you may seem. METAMAGIC OF THE SECRET When you reach 3rd level in this Secret, you became able to modify the spells they can cast, adapting them to your current needs, and learns the following metamagic options. Intensified spell When the magus casts a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Enchantment Points to put that target at a disadvantage on the first saving throw they make against it. Subtle Spell When you cast a spell, you can spend 1 Enchantment Point to cast it without somatic or verbal components. Universal Mystery: Blazing Halo When you gain access to this universal mystery, you can channel the power of light in one’s soul and manifest it through their body. You can spend 10 Enchantment Points as an action to wrap yourself in an aura of intense light that fosters hope in your allies and shadows the souls of your enemies. For the next minute, you and your allies automatically pass the first saving throw to which you are subjected, and you infallibly discover any creatures who lies in front of you, gaining also the capability to blind it. METAMAGIC OF THE SECRET When you reach 3rd level in this Secret, you became able to modify the spells they can cast, adapting them to your current needs, and learns the following metamagic options. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Enchantment Points to put that target at a disadvantage on the first save it makes against the spell. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 spell points to change the casting time to 1 bonus action for that spell. SECRET OF THE SHADOW Enigmatic and ambivalent, the Secret of the Shadow is like the force it dominates: now protecting with its mantle, now casting doubt and fear on those who enter it without precautions. KNOWN SPELLS When you choose this secret, you learn the True Strike and Eldritch Blast cantrips, and when you gain a level in the secret, you learn the corresponding spells indicated in the following table: Cantrips: True Strike, Eldritch Blast 1° level. Disguise Self, Unseen Servant 2° level. Invisibility, Darkness 3° level. Fear, Protection from Energy 4° level. Banishment, Greater Invisibility 5° level. Passwall, Dream
152 asks: “Who has spare rope? We don’t have enough.” Silence falls over the group. Nobody wants to admit to not having thought about it. And it is at this very moment that a smiling raccoon comes forward, the gods know where from, wringing his paws,. He clears his throat: “Forgive my intrusion, fine venturers ... by chance, are you looking to purchase some good quality rope?”. Vesteria is not only a land of warriors, mages and cutthroats. The prosperity of its great nations was built on the shoulders of ordinary folk, some humble, others not, who have decided to embark on a career in commerce. Merchants are the glue of every kingdom, and it is thanks to them that goods and wealth can circulate and multiply, making large enterprises possible. any days have passed since the shipment was announced, and preparations are almost finished. The group is composed of high-level fighters, tempered by all sorts of ventures, who do not break in front of anything: everyone is well aware that the descent into the caves will be difficult, and that dangerous encounters will not be easy to avoid. The stakes are such to have convinced the whole party, and the morning of the departure nobody wants to waste any more time. Once at the place the lanterns are lit, ropes and sacks are tied together. All is well until someone Merchant Level Proficiency Bonus Features 1 +2 The Early Bird Catches the Worm, Effective Packer 2 +2 Devil in the Details 3 +2 Commercial Style, Network of Contacts, Expertise 4 +2 Ability Score Improvement 5 +3 Gregarious 6 +3 Speed of Choice, Devil in Crucial Details 7 +3 Feature of Commercial Style 8 +3 Ability Score Improvement 9 +4 10 +4 Ability Score Improvement 11 +4 Gregarious Improvement, Alliance Network 12 +4 Ability Score Improvement 13 +5 14 +5 Feature of commercial style 15 +5 Unmatched Contact Network 16 +5 Ability Score Improvement 17 +6 Gregarious Improvement, Spider’s Web 18 +6 Feature of commercial style 19 +6 Ability Score Improvement 20 +6 Business Soul
153 Professions THE EARLY BIRD CATCHES THE WORM The great knowledge and resourcefulness of a merchant allow them to find ways to recover what is necessary for their projects. You acquire 1 additional coinage at 1st level and at every level obtained in this class. EFFECTIVE PACKER Thanks to your experience with goods and ability to manage spaces effectively, your carrying capacity increases by half. In addition, at the end of a long rest, you can manage the spaces of a wagon or an ally to increase its loading capacity by half. DEVIL IN THE DETAILS At 2nd level, you can find the necessary information with a simple glance. You can obtain information on riches, cultural traditions, lifestyles, social ranks and the quality of objects as a bonus action, having advantage when performing the related check. If a specific person is being studied, the DC check is usually 8 + the target’s proficiency bonus + their Charisma modifier. COMMERCIAL STYLE Starting at 3rd level, you choose their own field of specialization in a more or less lawful trade, choosing a style from among the Collector of Rarities, the Smuggler or the Tycoon, as described at the end of this section. The choice of the specialization field immediately confers a feature and additional features at 7th, 14th and 18th levels. NETWORK OF CONTACTS Starting at 3rd level, you are part of a network of trader and clientele contacts which allows you to obtain information or advantages to which you would normally not have access. You can ask for a simple favor, such as information held by a few people, advice, small practical favors, food and lodging and the like, but nothing that jeopardizes the life of those assisting them. You know at least one contact from your commercial network in each city visited and can take advantage of this connection to obtain information you would not normally have access to, or some kind of equivalent advantage. The way or manner in which you became aware of the contact or such information is at the discretion of the GM. To do this, you must roll on Charisma (Persuasion) with a DC variable depending on the type of information or help you are looking for: CLASS FEATURES As a merchant you gain the following class features. HIT POINTS Hit Dice: 1d8 per merchant level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + the Merchant’s Constitution modifier for each merchant level beyond 1st PROFICIENCIES Armor: Light armor Weapons: Simple weapons, side swords hand crossbow Tools: Two Artisan’s tools and a gaming set of choice Saving throws: Wisdom, Charisma Skills: Choose any four EQUIPMENT You with the following equipment in addition to the equipment provided by their venture: • (a) a side sword or (b) any simple weapon • (a) a diplomat’s pack or (b) an entertainer’s pack • (a) a wagon full of goods worth around 200 coins • A studded tabard and a dagger
154 By acquiring a merchant level, it is possible to change a trait of the sidekick. If the wingman dies or is dismissed, a new sidekick can be hired from the Contact Network in one day, paying 100 coins for each rank of the sidekick. When you reach 11th level as merchant, the sidekick reaches rank 3, at 17th level rank 4. SPEED OF CHOICE At 6th level, you have refined your vision in analyzing situations or objects with a quick glance and are always ready to act. You add your proficiency bonus to initiative rolls. DEVIL IN THE CRUCIAL DETAILS Starting at 6th level, when you successfully use Devil in the Details, you discover one of the following additional details, obtaining benefits: • Weaknesses: one of the target’s flaws and for the next three attacks by you or your greagrious the target will be vulnerable to damage. • Habits: you can use your reaction to impose disadvantage to the target for an ability check or an attack roll in the next hour. You can use this reaction three times. • Affinity: the target is charmed by you for a minute or until you or your gregarious acts in a hostile way. Furthermore, you become able to break down language barriers, managing to understand a sentient creature and communicate effectively, regardless of whether they know its language. NETWORK OF ALLIANCES Starting at 11th level, you effectively expand your network of contacts and customers which allows you to obtain information or advantages that you would normally not have access to, obtaining allies also of different types and with more specific skills and belonging to other areas beyond your own. You can use the Contact Network to ask for favors and information that expose the informant to a small risk: recovering illicit objects, protection from a group of bandits, delaying the payment of a debt. By paying 600 coins, it will be possible to ask for a huge favor that endangers the health of the informer: traffic prohibited information, requests for theft against minor nobles, make hot merchandise disappear or secure the services of a group of guards. • Information / Simple help: DC 10. Information normally secret or in the possession of a few, help in the form of advice, simple favors, temporary food and accommodation, etc. • Information / Difficult help: DC 15. Information that endangers the life of the informant and of utmost confidentiality, help as protection or a loan. • Information /Very difficult help: DC 20. Forbidden information that may be of interest to very powerful and dangerous individuals, help such as prohibited objects or illegal requests for theft or murder. This ability can be used again after taking a long rest. ABILITY SCORE IMPROVEMENT When the merchant reaches 4th level and then again at 8th, 10th, 12th, 16th and 19th level, they can either increase an ability score of choice by 2, or they can increase by 1 two ability scores of his choice. As normal, you can’t increase an ability score above 20 using this feature. EXPERTISE At 3rd level, you choose two of your abilities to use in skills, or one of your abilities in a skill and proficiency in an artisan’s tool. Your proficiency bonus doubles for each ability check performed using one of the chosen skills. At 13th level, you choose two more among their proficiencies, or proficiency in another skill and in an artisan’s tool they are not already proficient in and for which they obtain this benefit. GREGARIOUS At 5th level you get the help of a faithful gregarious: a bodyguard, a trusted accomplice, a butler or other. This sidekick uses the statistics of an opponent of rank 2 of your choice, with an ideal and a bond you choose (the bond is typically “I faithfully serve the merchant”), a flaw is agreed upon with the GM. The sidekick has no hit points of their own. When they suffer damage, it can be borne by the merchant or be inflicted on the sidekick as exhaustion levels (plus an additiona exhaustion level if it comes from a critical hit). The effects of the exhaustion levels are the same as for a PC. The sidekick acts in your same turn, has their own action, bonus action and reaction. If the gregarious is proficient in an ability, the merchant also gains proficiency in that ability and doubles the bonus if already has it.
155 Professions COMPETITORS AND CUSTOMERS Over the yearsyou have built up a commercial network very specialized in information on rarities. When using your Network of Contacts, you also obtains precise information on which, or at least how many, other forces are working for their same goal. COMMERCIAL ENVOY At 7th level your gregarious is trained to be an excellent envoy and to officially represent you with customers. Thanks to this schooling, the sidekick gains proficiency in Persuasion. AGE IS BUT A NUMBER At 14th level you become an intriguing figure and knows how to treasure your charm, halfway between sage and adventurer, and the fact that you are constantly surrounded by rarities of all kinds. When making an ability check to persuade someone who might have a romantic interest in you, you you can add 1d6 to the result. SPIDER’S WEB At 17th level you have so much knowledge and contacts to get to any place or step in society. By using your own network of contacts, you can ask for a huge favor that puts the health of the informant at risk: traffic prohibited information, request for theft against minor nobles, make hot merchandise disappear or secure the services of a group of guards. Furthermore, by paying 1300 coins, there will be no limit to the request, as long as you does not clash with someone with a coinage value higher than your own. BUSINESS SOUL At 20th level, you, after years of experience, know heir area of expertise like the palm of your hand, and you can recover the resources necessary for any of your purposes in a short time. You considers your coinage increased by 30 for the sole purpose of covering the costs for a single expense. This ability can be used again after taking a long rest. COMMERCIAL STYLE At 3rd level, you choose in which merchant sector to push your business choosing from Collector of Rarities, Smuggler and Tycoon according to your style and peculiar abilities, awarding some features at 3rd level and then again at 7th, 14th and 18th level. COLLECTOR OF RARITIES If it is exotic, unusual, unique, mysterious, or expensive looking, surely the Rarity Collector will have placed their eyes on it already. These merchants have a prodigious flair for the most refined and precious artifacts and will not hesitate to go on an adventure to pursue the mirage of some legendary heirloom. Enterprising and unscrupulous, Collectors love the thrill that only a treasure hunt can offer. BONUS SKILLS When the merchant specializes in this Commercial Style, they gain proficiency in medium armor and saber. They also gain proficiency in Survival and in a new language. ATTENTIVE EVALUATOR A trained eye in evaluating objects is highly requested in business and necessary when participating in an auction sale, where merchants are considered the perfect companions. In each Intelligence or Wisdom check made to determine the quality, properties and value of an object, you consider any result lower than 9 as if it were 9.
156 SMUGGLER Not all goods are allowed everywhere, not all ports impose fair tariffs and not all customers are willing to wait; that is why there are Smugglers to bypass all these long-standing issues. Specialized in circulating their merchandise outside of the conventional (and strictly legal) channels, Smugglers know how to get their hands on those objects that are usually impossible to find. WATCH YOU BACK GIVEN THE PROFESSION TO WHICH YOU HAVE DEDICATED YOURSELF, you know how to watch your back to prevent any complications. When you use your network of contacts, you get precise information on who or at least how many people are on your tracks. DEALER At 7th level, you train your gregarious so that they can be an asset during negotiations with customers or to gain profit from illicit goods. Thanks to this schooling, the sidekick gains proficiency in Deception. SAFE PASSAGE Starting at 14th level, you take advantage of the years of work in the field, between store shelves and the markets in the big cities, to enter and leave every place accompanied by interesting goods. If you need to hide an object, you can add 1d6 to the check, thanks to tricks of the trade. Once during a narrative sequence focused on sneaking in or out of a place, you can use a bonus action to achieve automatic success. DO YOUR OWN JOB At 18th level, you are an extremely experienced smuggler who manages to make your tracks disappear or mudle every information about you. If you don’t want to be recognized, you will not be recognized, except by someone who knows you personally, at the GM’s discretion. LUCK AND GLORY At 18th level you know how to achieve sure success and you are driven by the constant thought that luck helps the daring. When making an ability check, you may decide to take a 20 without rolling. You can use this ability up to three times, after which you must take a long rest to use it again. If you shouldn’t use this ability, the GM can automatically cause you to fail due to the machinations of one of your rivals.
157 Professions TYCOON If the collector cares about rarities and the smuggler does not let the guards discover their secret warehouses, the tycoon only cares about wha commerce has to offer: the generation of new wealth, the opening of new shops, the development of new contacts. Effectively, this type of merchant aims at growing their business in every direction. Tycoons desire success and are willing to take a lot of risk to achieve it; on the other hand, it is known that the most uncertain of investments are often the ones that yield the largest profits. GREASE THE WHEELS Yopu know exactly which hand to shake or how many coins to put in a pocket for your own profit. When you use your network of contacts, you can spend half of the coinage in order to get a more important favor. BUTLER At 7th level, your gregarious has come to know the master they serve so well that they can quickly assist you in daily life, always ensuring you are adequately served. Thanks to this schooling, the sidekick gains competence in investigating. NOBLESSE OBLIGE Starting from the 14th level, your greatness is such that anyone around you gains a monetary reflection. When you reach 14th level, and at each next level, you can increase the Coinage by one of three allies who have less Coinage than you. In addition, your minting is worth 300 additional coins. MAKE HAPPINESS At 18th level, you know how to manage coinage with wisdom and make it grow well beyond the expectations of any other merchant. Your coinage score has a single limit of 100 and ignores all other limits. In addition, when you gain a level, you obtain an additional second coinage.
158 rigid hierarchy of the Church of the Bones, the most common and practiced religion on the continent, or to the animist cults of certain rural communities, or any other minor religion on which not even the most authoritative scholars have reliable information, Priests are the voice of faith in the world, its legs, eyes, and – as it often happens – even its arm. They are endowed with extraordinary powers, which can take many forms and that can be used both on the battlefield or in a crowded square, directly channeled by the divinity of which they are the spokesperson and to whom they have devoted their existence. esteria is a land where it is difficult not to believe in something. Portents of all kinds can be seen with your own eyes: the touch of a healer cures wounds like no ointment or plaster ever could, fueled by pure faith; even mad Plautilla, whom many dared to doubt, came back to light by speaking the voice of the prophets and carrying with her a bone so large that it could not belong to anyone but a divine Ancestor. Whether they belong to the Priest Level Proficiency Bonus Features 1 +2 Out of the Norm, Magic of the Pact, Devotion Way 2 +2 Channel Divinity 3 +2 Sermon 4 +2 Ability Score Improvement 5 +3 Features of the Devotion Way 6 +3 New Cantrip 7 +3 Features of the Devotion Way 8 +3 Ability Score Improvement 9 +4 - 10 +4 Channel Divinity (2) 11 +4 Features of the Devotion Way 12 +4 Ability Score Improvement 13 +5 - 14 +5 New Cantrip 15 +5 Features of the Devotion Way 16 +5 Ability Score Improvement 17 +6 Transfiguration 18 +6 New Cantrip 19 +6 Ability Score Improvement 20 +6 Unwavering Devotion
159 Professions OUT OF THE NORM A priest generally lives on the margins of society, and at first they are considered to be an outcast, if not a mad person. For this reason, start the game with your own coinage reduced by one. However, their fervor is seen favorably among members of associations and corporations, mainly because they see an opportunity to exploit it. A priest begins the game by choosing a favorite faction, automatically gaining a Fame point in the chosen faction every time they level up. MAGIC OF THE PACT Your devotion and enlightenment allow you to channel your power through the divine power to whom you addresses your prayers. TRICKS At 1st level, you know two cantrips of your choice. You learn another cantrip at 6th, 14th and 18th levels. SPELL SLOT You have a single 1st level spell slot. At 2nd level you acquire a second slot, at 11th level you acquire a third slot and at 17th level you acquire a fourth slot. You regain all expended spell slots when you finish a short rest. All of your spell slots are always of the same level, which varies according to the chosen Divine Way. KNOWN SPELLS At 1st level, you know two 1st-level spells. Each time you acquire a level as a priest, you can learn one more spell, up to a maximum of 12 spells when you reach the 11th level. You can replace a spell you know when you gain a new priest level and at the end of a long rest. You can only acquire spells for which you have an appropriate level spell slot. SPELLCASTING ABILITY Wisdom is your spellcasting ability for your priest spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a priest spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Cleric spell you cast and when making an attack roll with one. Spell Saving Shrow DC = 8 + your proficiency bonus + your Wisdom modifier Spell Attack Modifier = your proficiency bonus + your Wisdom modifier CLASS FEATURES As a priest you gain the following class features. HIT POINTS Hit Dice: 1d8 per priest level Hit Points at 1st Level: 5 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per priest level level after 1st PROFICIENCIES Armor: Light Armor, Medium Armor Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Two of choice among History, Insight, Medicine, Persuasion and Religion EQUIPMENT You start with the following equipment, in addition to the equipment provided by your venture: • (a) a mace or (b) a war hammer (if tyou are proficient) • (a) a studded tabard, (b) a leather armor or (c) a chainmail (if you are proficient) • (a) a hand crossbow and 20 quarrels or (b) any simple weapon • (a) a priest’s pack or (b) an explorer’s pack • A sacred symbol
160 TRANSFIGURATION At 17th level your powers shine with the light of the divine in your soul, and as an action you can choose to show you with a hallowed and awesome appearance. You can emit a radiant glow within 30 feet which gives you advantage on all saving throws and makes your voice immune to any effect that might silence it. You can also activate any Channel Divinity effect you know. All allies who start their turn in the radiant light area, or the first time they enter in it during their turn, gain 10 temporary hit points. All opponents who start their turn in the area of the radiant light, or the first time they enter it during their turn, must make a saving throw on Wisdom or suffer the condition of charmed or frightened, at your choice until the end of their next turn. UNWAVERING DEVOTION The strength of your faith allows you to enjoy the light of the divine even in the darkest of situations. When you roll for initiative and you have no longer spell slots available, you regain one spell slot. HEALER Divine mercy finds one of its purest expressions in the hands of the Healer, who treats evils, neutralizes poisons and heals wounds with their compassionate and profound faith. Much loved even by non-believers, who would never deny the proven efficacy of their work, healers are a common presence on the battlefields; here, the fortitude of their faith allows them to challenge death and bring quick help to the wounded for whom their appearance can be more welcome than that of a god. MAGIC OF THE HEALER Your magic comes from understanding other people. Every 4 levels your spell slots increase in level: starting at 5th level they are 2nd level slots, at 9th level they are 3rd level slots, at level they are 4th level and at 17th level they are 5th level. Likewise, the maximum number of spells you can know also increases. SPELLCASTING FOCUS You can use a sacred symbol as a spellcasting focus for your priest spells. DIVINE WAY At 1st level, you choose a Divine Way that identifies what task and what destiny has been assigned to you by your faith. The Divine Way gives you features at 5th level and again at 7th, 11th and 15th levels. CHANNEL DIVINITY At 2nd level, you gain the ability to channel divine energy directly from your faith and to use that energy to produce magical effects. You start with the Channel Divinity effect: Summon Mystical Energies plus another effect among those indicated by the Divine Way initially chosen. After using a Channel Divinity effect, you must take a short or long rest before use it again. Starting at 10th level, you can use Channel Divinity twice between a short or long rest. CHANNEL DIVINITY: SUMMON MYSTICAL ENERGIES As a bonus action, you know how to evoke the hidden forces of your visions that allow you to restore part of the divine power collected through your prayers, regaining a priest’s spell slot. SERMON Starting at 3rd level, your oratory skills makes you an object of worship in every situation. As an action, you can speak to a person and have them roll a Wisdom saving throw; in case this saving throw fails, the creature is now charmed for a minute. You can use this ability again after completing a short or long rest. If the target fails the saving throw by 5 or more, the duration of the charmed condition is indefinite and lasts until the target passes an entire period, between one long rest and another, without seeing you. At the end of a long rest the target may attempt to re-roll the saving throw. You can have only one active charmed condition of indefinite duration. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
161 Professions LOVING CARE At 7th level, if the target of your Sermon receives healing, all the dice rolled to determine the amount of hit points healed are improved: the results lower than your Wisdom modifier are considered equal to the latter. ALWAYS FIND A WAY Starting at 11th level, you know how to be effective with your spells. Once per turn, if a spell with a single attack roll misses or if the target creature is successful at resisting a single-saving-throw spell, can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. can cast another spell without spending additional spell slots. If the first spell was a cantrip, however, the second spell can only be a cantrip. HEALING TOUCH When you chose this Way, you get a reserve of Healing Dice (d6) equal to your level. As an action you can touch a creature and spend one of these d6 to heal it by an amount of hit points equal to the result of that dice roll + your Wisdom modifier. You can also remove a poison, a disease or a curse when treating someone in this way. Starting at 5th level, you can spend two dice with a single touch, at 11th level three and at 17th level up to four dice. If you have no Healing Dice left to spend, you can use the target’s hit dice. You can recover all spent Healing Dice only after taking a long rest. CHANNEL DIVINITY: PRESERVE LIFE Starting at 2nd level, you can use Channel Divinity to heal those who have been seriously injured. With one action, you can wield their sacred symbol and evoke a flow of healing energy that can restore a number of hit points equal to five times your priest’s levels. You choose any desired creatures if they are located within 30 feet from you and divide this amount of hit points between them. In this way, a creature can recover an amount of hit points of no more than half of its maximum hit points. The GM could restrict use of this ability on creatures that may not be alive... CHANNEL DIVINITY: GUIDE MY HAND Starting at 2nd level, you can use Channel Divinity as an action to add a +10 bonus to an attack roll or a saving throw in a minute. You can wait until after the dice roll before deciding to use the this feature, but must decide before the DM says whether the roll succeeds or fails. HOLY SPELLS Starting at 5th level, you add your Wisdom modifier to the damage can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. deal with any cantrip. When using a cantrip, can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. can allow a willing creature within 10 feet to spend a hit die to heal themselves.
162 INQUISITOR The Inquisitor can be described with the same words that describe their faith: inflexible, incorruptible, unshakeable. These heretic hunters have made the purge of threats to religion their life mission and are more than willing to pick up weapons to pursue it. Their intimidating presence and ardent zeal foment their allies and terrify their opponents; when parrying the blade of an Inquisitor, the opponent now knows they are fighting steel imbued with divine fury. MAGIC OF THE INQUISITOR Your magic comes from your determination. Every 6 levels your spell slots increase in level: starting at 7th level they are o2nd level slots, at 13th level they become 3rd level and at 19th level they become 4th level. Likewise, can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. increase the maximum spell level can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. can cast. INQUISITION TOOLS From when you chose this Way, you always have the Hex spell ready, in addition to your other spells. This spell does not require concentration and the spell slot used to cast it is recovered at the end of your turn. If you cast a spell that requires concentration and you mantain it for the entire duration, at the end of the spell you can spend a hit die to recover an amount of hit points equal to the result + your Constitution modifier. WAR TO THE INFIDELS When you chose this Way, you became proficient in all war weapons and in all armors. CHANNEL DIVINITY: PUNISH THE UNFAITHFUL You know how to wreak havoc upon your enemies and how to consecrate your weapon by infusing it with divine anger. A weapon charged this way that you wiedl will add, for a minute, your Wisdom bonus to all attack and damage rolls. CHANNEL DIVINITY: INQUISITIVE GAZE You know how to dig into the heart of an enemy by leveraging on feelings of guilt and weaknesses. As an action you can force a creature within 30 feet to make a Wisdom saving throw: if it fails, the creature is frightened by you for a minute and its speed is reduced to 0. CHANNEL DIVINITY: PREVENTING PAIN At 15th level can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. can use Channel Divinity to dispel someone’s pain. As an action, a creature targeted within 60 feet of your prayers becomes damage-resistant for one minute and ignores exhaustion level effects until the end of your next turn. The effect can be activated on a non-consenting target, who can make a Charisma saving throw to resist. This effect ends other effects that are maintained by inflicting or suffering damage, such as mortification.
163 Professions RITUALS You can cast a priest spell you know as a ritual without spending spell slots but increasing the casting time by 1 minute. The chosen spell must still have the ritual descriptor. DICTATES When you chose the way of the prophet you should also choose an ideal, similar to a personality trait, that defines what kind of advice the voices you hear give to you. This should not be identical to your other ideal and helps you define who stands against your faith and why. CHANNELING DIVINITY: CASTING OUT THE HERETIC Starting at 2nd level, you can use Channel Divinity to chase away your enemies. With an action, you can wield your sacred symbol and speak a prayer of condemnation towards heretics and fools who deviate from the truth. Any creature within 30 feet who can see or hear you, and whom you consider to be an enemy of your faith, must make a Wisdom saving throw. If EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. INQUISITORIAL COURT Starting at 7th level, you know how to extract all desired information. If Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. use Sermon on a target that has suffered damage from Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn., and if the target fails the saving throw, Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. can decide to apply the condition frightened instead of charmed. Additionally, Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. discover a personality trait of the frightened target. DIVINE FURY Starting at 11th level, your warrior fervor shines in the flames of battle: each of your melee attacks deals 1d8 additional radiant damage. CHANNEL DIVINITY: THE SWORD IS MIGHTIER At 15th level, whenever a creature subject to your Hex spell that is within your weapons’ reach, forces you to make a savin throw, you can use your reaction to attack that creature: if the attack hits the saving throw is considered successful, otherwise it is considered failed. PROPHET The Prophet’s weapon is not the flail, the sword, the dagger, or the pike. It is the truth that their divinity has revealed to them in the sea of whispers crossing their mind, and there is no higher their in his existence than to reveal this truth to all peoples. Often their desire to spread the divine words leads them to travel far and wide, and it is not unusual to meet a wandering Prophet committed to preaching both in the poorest villages and in the squares of Nochemburg. MAGIC OF THE PROPHET Your magic derives from your mystical vision and from the need to share it with the world. Each odd level your slots increase in level: at 3rd level they are of 2nd level, at 5th level they are of 3rd level, at 7th level they are of 4th level and at 9th level they are of 5th level. Likewise, you increases the maximum spell level you can know.
it fails, the creature is chased away out for 1 minute or until it suffers damage. A creature thus chased away must spend its turns trying to get as far away from you as possible and cannot voluntarily move in a space within 30 feet from you. Furthermore, it cannot use reactions. As an action, it can only use the Dash action or attempt to escape from an effect that prevents it from moving. If it cannot move anywhere, the creature can use the Dodge action. CHANNEL DIVINITY: VOICE OF TRUTH At 2nd level, you can use Channel Divinity to express a sentence of pure truth. With an action, you can wield your sacred symbol and every enemy of your faith within 30 feet perceives you as a supernatural force. In addition, each hostile creature within 30 feet must make a Constitution saving throw. If the creature fails, it takes 2d10 + your priest’s levels level of thundering damage, while if it is successful it takes only half that damage. A deafened creature or one in an area of magical silence still perceives your words and ignores immunity to thunder damage. POWERFUL SPELLS Starting at 5th level, you add your Wisdom modifier to the damage dealt with any spell. CLOSE TO THE HEART Starting at 7th level, the subject of your Sermon shares a strong empathic bond with you, fruit of your unshakable faith in the divine. Each of the two subjects is aware if the other has been injured. In addition, as a reaction, both can decide to take damage dealt to the other on themselves. After one of the two subjects has used this ability, they cannot use it again until they have completed a short or long rest. MIRACLES At 11th level, you can choose a 6th level spell. You will be able to cast that spell once and recover its use with a long rest. At 13th level you can choose a 7th level spell, at 15th level an 8th level spell and at 17th level a 9th level spell, each of them castable once and recoverable with a long rest. You can replace one of these spells with a spell of the same level when you gain a new priest’s level. CHANNEL DIVINITY: FORESIGHT At 15th level, you can use Channel Divinity to focus your vision with crystal clarity. For a minute you gain advantage on all saving throws ignoring any disadvantages and all attacks against you have disadvantage and ignore any advantages.
165 Professions discovered that the substance responsible for this marvel is black powder, a substance that explodes at the mere touch of a spark. The reason why the inhabitants of the Eastern Empire never thought of using it in the art of war (or if they have, we still don’t know) is difficult to say, since as soon as the black powder reached Vesteria it was the first thought of many. And the very first to design weapons that made use of this marvelous substance were the sappers, half soldiers and half inventors. The power of these incredible weapons is tempting to all the rulers of our known world, who compete for the knowledge and the services of sappers. But it is a dangerous trade: it takes courage to play with fire. t is said that in the lands beyond the White Desert there is an empire whose grandeur eclipses that of any kingdom known to us. In this exotic country, to celebrate the new year, the birthday of the emperor or the return of a victorious army, individuals who appear to be a hybrid between alchemists and engineers have invented a mysterious preparation that, if set on fire, create flowers in the sky with a great din of colored light, which subsequently dissolve in a rain of falling stars… Intrepid Vesterian merchants have Sapper Level Proficiency Bonus Features 1° +2 Custom Weapon, Explosive Craftmanship 2° +2 Artist’s Touch 3° +2 Sapper Specialization 4° +2 Ability Score Improvement 5° +3 Lethal Shooter (2) 6° +3 Under Enemy Fire 7° +3 Feature of the Sapper Specialization 8° +3 Ability Score Improvement 9° +4 Artist’s Touch 10° +4 Artist’s Signature 11° +4 Lethal Shooter (3) 12° +4 Ability Score Improvement 13° +5 Feature of the Sapper Specialization 14° +5 Barrier Fire 15° +5 Artist’s Touch 16° +5 Ability Score Improvement 17° +6 Lethal Shooter(4 ) 18° +6 Feature of the Sapper Specialization 19° +6 Ability Score Improvement 20° +6 Eye of the Sniper, Lethal Shooter (5)
166 CUSTOM WEAPON You start your career by developing your own custom weapon chosen between a gun and a rifle. The weapon has an extremely peculiar aspect as well as having very special characteristics of use. Your personalized weapon can fire a number of shots equal to your Intelligence modifier (minimum of 2), before needing to be reloaded. This skill can only be used by the sapper who owns the weapon and knows it perfectly well. If another creature other than you uses the custom weapon, they will have disadvantage on attack rolls and must use an action to reload. EXPLOSIVE DEXTERITY You are an expert manipulator of black powder and knows its potential in an excellent way, managing to prepare this substance and improvised ammunition with recycled materials. At the end of a short or long rest in which you have access to smith’s tools or tinker’s tools, you can dispose of a supply of ammunition and the relative black powder. THE ARTIST’S TOUCH Starting from 2nd level, you start to make your weapon more unique and special, adapting it to your own style. You can add an Upgrade to your firearm, and further Upgrades at 5th, 11th and 17th levels. SAPPER SPECIALTY At 3rd level, you selct one of the specializations of the engineering military corps among Grenadier, Rifleman or Technician. The specialization defines the focus of your knowledge, giving you specific features at the 3rd level and then again at the 7th, 13th and 18th level. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. LETHAL SHOOTER At 5th level, you have acquired affinity with firearms. When you use the Attack action on your turn, you the weapon’s damage dice twice with the first attack that hits, adding up the results. The dice is rolled three times at the 11th level, four times at the 17th level and five times at the 20th level, always adding up the results. CLASS FEATURES As a sapper you get the following class features. HIT POINTS Hit Dice: 1d8 per sapper level Hit Points at 1st level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sapper level after 1st PROFICIENCIES Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons, firearms Tools: Smith’s tools, tinker’s tools Savings Throws: Dexterity, Intelligence Skills: Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Perception and Survival EQUIPMENT You start with the following equipment, in addition to the equipment provided by your venture: • ammunition and black powder, (a) a custom gun or (b) a custom rifle • a martial weapon and (a) a shield or (b) a simple weapon • (a) a gambeson or (b) a chain mail • an dungeoneer’s pack and (a) smith’s tools or (b) tinker’s tools
167 Professions preparing ammunition, you can also prepare a grenade or other similar small explosive devices. As an action, the grenade can be thrown within 60 feet and deals 4d8 fire damage to all targets within 10 feet of the impact point. These damages can be halved with a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) but are doubled against objects, ignoring resistances and immunity. EXPLOSIVE CHARGES At 7th level, you know how to analyze structures to find weak points or architectural oddities that increase the destructive capacity of the explosives. You can add your proficiency bonus to all checks made to study or detect architectural features and if you already added it, you can double it. Explosive Charges allows youto prepare two grenades instead of one, increasing their damage to 6d8 each. STRATEGIC EXPLOSIONS Starting at 13th level, your tactical preparation is unmatched. As a bonus action, you can communicate that you have previously placed explosive charges within 60 feet of UNDER ENEMY FIRE From 6th level you don’t suffer the intimidating effect that explosions have on a creature’s mind and you learned to manage your emotions thanks to practice on the field. You have advantage on all saving throws for resisting the effects that cause the frightened condition. If successful, you can make an attack with their custom weapon, if loaded. ARTIST’S SIGNATURE From 10th level, you are able to create improved weapons that can be used easily even by those who do not have the same in-depth knowledge. At the end of a long rest and at the expense of 200 coins, you can apply an improvement of your custom weapon to someone else’s firearm. BARRIER FIRE At 14th level, addition to being an expert in the use of firearms, you are also an excellent strategist, able to coordinate the action of your allies to achieve devastating effects. When allies prepare the action to fire a shot together with you they gain the benefits of Lethal Shooter. EYE OF THE SNIPER At 20th level, you have learned to modify their weapon based on their ability and experience, making it precise and infallible. This way, you also deal a critical hit with a 19 on the die roll, as long as you are using your own customized firearm. SAPPER SPECIALIZATION GRENADIER When an architect contemplates a beautiful building, especially one built with new techniques, they are already mentally analyzing what it took to build it. When a grenadier scans a construction, they are wondering exactly how many barrels of powder are needed to burn it to the ground. These specialists of destruction have refined their knowledge of black powder in order to create explosive devices to open a road where there was a mountain, transform a siege into an assault and reduce the opposing war machines to smoldering embers. BOMBER At 3rd level, you know how to build small bombs for strategic use, low in potential but highly effective. When
168 RIFLEMAN In the heat of confrontation, the Rifleman carries with them the firepower they control. The members of this special infantry division made muskets their favorite weapon, and their devastating efficacy soon became much feared on the battlefields of the continent, where for a long time the crossbow was the most feared range weapon. Although riflemen are perfectly capable of modifying, improving and innovating their weapons, the focal point of their training is knowing how to use them as effectively as possible in battle. EXPECTING THE UNEXPECTED A skilled sapper, focused on their rifle, is difficult to catch unawares and accidents do not disturb their attention, even during conflict. You cannot be taken by surprise and add your Intelligence bonus to initiative rolls. EFFECTIVE RESPONSE Starting at 7th level, you know how to respond to threats, improving your position on the battlefield. When using Under enemy fire, the target of the attack has a disadvantage on attack rolls until the end of their next turn. HARD TO DIE At 13th level, you are now a hardened veteran forged by the fire of a hundred battles and you consider death just another opponent standing in your way. When you suffer an exhaustion level, you suffer one less exhaustion level. This ability can be used again after taking a long rest. YOU AND WHAT ARMY? At 18th level, you became an unstoppable force, giving the impression of fighting on the battlefield as if you were mustering an entire platoon. When attacking a target, you can intimidate it. The target must either succeed a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be frightened by the you for 1 minute. If the target is a unit, the attack ignores the resistances and the target is vulnerable to damage. your location, remaining within the limits of the realistic (you may have corrupted a guard, sent a package or the like). These devices will explode and deal damage like one of their grenades, and targets must make a saving throw with disadvantage due to being surprised. During a siege or storytelling sequence, this ability can be used to gain two automatic hit as a bonus action, with no hit point cost. Once used, this skill cannot be used again until the completing a long rest. MASTER OF EXPLOSIVES At 18th level, nothing can resist your explosive expertise refined to maximize the devastation in the use of black powder. All damage from your grenades and your custom weapon ignore resistances, and immune targets simply become resistant. Master of Explosives increases the damage of your grenades to 8d8.
169 Professions IMPROVEMENTS The following improvements have a predominantly mechanical effect: you should customize the methods and mechanics with which these benefits are brought to the weapon. BAYONET Rifle only The custom weapon can be used as a melee weapon in which you are proficient, that inflicts 1d8 piercing damage and applies the effects of Lethal Shooter. LONG BARREL The custom weapon becomes difficult to conceal, but offers greater precision, increasing the hit roll by half the Intelligence bonus. TECHNICIAN Technicians, although with a military background, does not only see the elementary function of the firearm in shooting a lead ball at the strongest enemy, but the possibility of innovating, of building something unexpected, of finding alternative or better ways, and even to create something beautiful. Refined and attentive more to the creative aspect than to the brutal effectiveness, Technicians are highly sought after for the creation of unconventional weapons. FACTOTUM At 3rd level, you widen your thirst for knowledge to every aspect of the world, in order to have the ability to improve it. You can add half of your proficiency bonus to each ability check you make that does not already include it. AESTHETICS FIRST OF ALL You developed an incomparable aesthetic sense and your work, unmistakably beautiful and harmonious, is sublimated in your personalized weapon. You receive 1 additional coin at each level, which symbolizes the superior value of your work. EXPERIMENTER Starting at 7th level, you can customize a number of firearms equal to your Intelligence bonus. To do this, during a long rest, you have to spend 50 coins, plus 50 coins for each time you do it after the first, and own a proper firearm. ARTISAN’S TOUCH At 13th level, you are universally known for your experience and you can make each of your firearms a unique piece. You get a special Upgrade that allows you to choose a number between 1 and 6: when a damage die of the custom weapon gets that value, you can roll an additional die and add it to the result. The result of the additional die does not count toward the repeated use of this ability. You should describe and name the special improvement. MASTERPIECE OF GENIUS At 18th level, your work is practically perfect in all its forms and safe in use. If you get a malfunction with your own custom weapon, you can ignore it. This ability can be used again after taking a long rest.
PERFECT BULLETS The custom weapon fires more precise and effective shots. When damage is rolled, each die with a result lower than your Intelligence modifier is considered equal to your Intelligence modifier (minimum of 2). REINFORCED STRUCTURE Gun only Your weapon has a reinforcement that protects it in case of problems. In the event of a malfunction, you suffer only one loss of hit points equal to the normal damage of the weapon, without modifiers, instead of a level of exhaustion. VIEWFINDER Shooting with a custom weapon ignores the benefits of target coverage. FRAGMENTATION BULLET The custom weapon allows you to fire a rose of fragments, hitting an additional target within 5 feet of the initial target. The secondary target suffers only a single weapon damage die. SUPERCHARGER The customized weapon has a compartment that allows youto use a greater quantity of gunpowder capable of causing, in addition to the burst, also a blinding light effect. The target of the hit is disoriented until the end of their next turn and will have to subtract the result of 1d6 on each hit roll, or roll 1d6 for each ability check. Loading the compartment consumes additional ammunition and can be refilled during normal reloading. COVERED COMBUSTION CHAMBER This improvement prevents the black powder from getting wet, thus avoiding a malfunction. However, maintenance must be performed before it can be used again, typically during a long rest.
171 Professions show the way forward to the little swordswoman, and soon the fate of the duel is reversed. The sword is not the only weight that can tip the balance: at times, knowledge can be an equally precious and heavy coin. Some Scholars can be considered to all intents and purposes warriors of the mind, skilled as they are in debate, rhetoric and the arts of persuasion, while others give a different form and purpose to their knowledge. Whether they devote themselves to the study of medicine, engineering or any other academic field, Scholars share a constant desire to broaden their intellectual horizons and make the most of specific knowledge, whether it is to their own benefit or that of others. hree pups play in a courtyard. Two are dueling, armed with sticks, while the third stays seated by the side. Whenever the younger sister engaged in combat makes a mistake or performs something particularly daring and effective, her brother’s eyes thin, attentive and focused. The intrepid puppy is losing, until her spectator starts shouting advice and directions. He is certainly not sweating with a stick in his hand, but he is confident that those instructions will be instrumental: his words, in fact, Scholar Level Proficiency Bonus Features 1° +2 Learning by Mistake, Wise Advice 2° +2 Factotum 3° +2 Field of Study 4° +2 Ability Score Improvement 5° +3 Soothing Words 6° +3 Ability Score Improvement 7° +3 Field of Study Feature 8° +3 Ability Score Improvement 9° +4 Prepared for Anything 10° +4 - 11° +4 Words of Hope 12° +4 Ability Score Improvement 13° +5 Keep Calm 14° +5 Field of Study Feature 15° +5 Holistic knowledge 16° +5 Ability Score Improvement 17° +6 Enlightening Words 18° +6 Knowledge Gives, Knowledge Takes 19° +6 Ability Score Improvement 20° +6 Supreme Erudition
172 LEARNING BY MISTAKE You are a master at learning from your mistakes and make sure you won’t happen again whenever your wits and experience are called into play. Thanks to this peculiarity, you gain preliminary preparations for future disadvantageous situations that you will have to face. You have three preparations available which, once per turn, can be used to reroll an unsuccessful attack roll, skill check, or saving throw. You recover all your preparations at the end of a short or long rest, and recover one when you fail an attack roll, a skill check or a saving throw made while you were left with no preparations, up to a maximum of three times between a rest to another. WISE ADVICE You have broad and far-ranging knowledge who can provide valuable information to your allies. As an action, you can use a preparation to allow an ally to spend a hit dice, roll it, add their Constitution modifier, and heal a hit point equal to the result. At 5th level, the effects of Wise Advice become more effective: when this Feature is used, it can allow an ally to spend up to two hit dice to heal, adding the Constitution modifier to each die rolled, and anyone who passes a short rest in the company of the scholar, by spending hit dice to heal can re-roll all the dice that have obtained a result of 1. In addition, if you spend inspiration to give advantage to a roll, you can also spend a preparation to make any roll below 10 considered a 10. FACTOTUM Starting at 2nd level, you have a wide knowledge of different fields, improving your ability in every area. You can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn’t already include your Proficiency Bonus. FIELD OF STUDY At the 3rd level, you decide where best to direct the knowledge you accumulate, choosing whether to apply it as a doctor, inventor, or politician, as described at the end of this section. The chosen area gives you a Feature at 3rd level, and then again at 7th and 14th level. CLASS FEATURES As a scholar you gain the following class features. HIT POINTS Hit Dice: 1d8 per scholar level Hit Points at 1st Level: 8 + your Constitution modifier. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st. PROFICIENCIES Armor: None Weapons: Simple weapons Tools: Two of your choice Saving Throws: Intelligence, Charisma Skills: Four of your choice EQUIPMENT Scholars begin with the following gear, in addition to the gear provided by their Venture: • (a) a staff, or (b) a stiletto simple weapon • (a) A light crossbow and 20 darts or (b) a small sword • (a) An dungeoneer’s pack or (b) a scholar’s pack • A tool of your choice and two tomes of the topic of your choice
173 Professions HOLISTIC KNOWLEDGE Starting from the 15th level, your knowledge is so extensive that it allows you to be ready even for the unpredictable, thanks to your understanding of signs that remain hidden to the untrained eye. Once per quest, you can indicate that you have made an unexpected preparation, which may include having contacted a friend or ally in time or having brought a special object of some kind, agreeing with the GM on the result. ENLIGHTENING WORDS Starting at 17th level, your Wise Advice are head directly to the heart of the companions and refresh anyone who listens to them. When using Wise Advices, you can make an an ally roll up to four hit dice, adding their Constitution modifier to each die rolled. Youcan also remove a charmed or frightened condition from the target. KNOWLEDGE GIVES, KNOWLEDGE TAKES Starting at 18th level, you know how to manage your own pain and that of those close to you. If an attack inflicts an exhaustion level within 30 feet from you, you can use apreparation as a reaction to increase or decrease by 1 the number of exhaustion levels inflicted. After using this skill, you must complete a short or long rest before you can use it again. Also, at the end of a short rest, you can remove an exhaustion level from a creature with which you have spent that long rest. SUPREME ERUDITION At 20th level, you have absolute mastery of your fields of study. You can choose two skills in which you have proficiency, and any ability check made with those skills automatically gets a 20 as a result of the die. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature READY FOR ANYTHING Starting at 9th level, you are prepared for any type of situation. You can spend a preparation to perform an ability check as a bonus action for which they would use an action. WORDS OF HOPE Starting at 11th level, your Wise Advice becomes a source of inspiration, and your words bring comfort to others. When you use inspiration to make an ally gain advantage, you also confer the effects on the action of another ally, if carried out by the end of that ally’s next turn. Your Wise Counsel is increasingly effective, allowing an ally to spend now up to three hit dice. In addition, the targets will be able to add 1d4 to the result of their next skill check made before the end of their next turn. KEEP CALM At 13th level, you can use an action to prepare their allies with tactics and strategy, giving them a number of temporary hit points equal to your scholar’s level + your Intelligence modifier. To benefit a second time of this feature, allies must first take a long rest.
FIELD OF STUDY DOCTOR While the inventor wants to explore the internal mechanisms of everything, the doctor is interested in the vital processes of each creature. Death is their greatest adversary; however, doctors do not have the metaphysical ambitions of certain Alchemists, and merely hinder it by administering decoctions, tinctures and wraps, splitting fractures and sewing wounds. Doctors are at the service of others, and from the humblest of patients to royalty, their priority remains the care of those who suffer, more in body than in spirit. HEALTHY ADVICE At 3rd level, your advice can stimulate the listener, improving their performance. After the target has rolled, you may increase the result of a die of that roll up to the number equal to your Intelligence modifier. You double your proficiency bonus on Medicine and Nature checks if you are proficient in them, Otherwise, you gain proficiency in those skills. UNIVERSAL WELCOME At 7th level, your fame is such as to make you well-liked and to be considered as a precious resource. You add 1d4 to all ability checks to influence others, until they betray those expectations. When you stabilize a dying creature with a Wisdom or Intelligence (Medicine) skill check and get a score of 15 or higher, the stabilized creature recovers 1 hit point. You can only use this feature on a creature once before completing a short or long rest. DOCTOR’S SECRET At 14th level, your knowledge is such to allow them to guess the secrets of the body through the secrets of the mind. If you know a creature’s personality trait, you can use your reaction to use the Help action on any action that affects the creature. INVENTOR From the hydraulic pump to the lock, from the movable type to the catapult, all devices now considered to be in common use in the life of Vestierians once were nothing but the embryo of an idea in the mind of an Inventor. Those belonging to this category love to wonder about the internal
175 Professions HONEY TONGUED At 3rd level, you know how to transmit information without being understood by those who do not wish. As a bonus action, you can communicate to another creature information through a phrase of maximum five words that only them can comprehend. Anyone attending the communication must perform a check on Wisdom (Insight) with a DC of 15 + the scholar’s Charisma modifier + their proficiency bonus to try to understand its true meaning. In addition, you may re-roll any Charisma test, but you must keep the second result. You can only use this ability once on a creature before completing a short or long rest. DIPLOMAT’S FIRMNESS At 7th level, you find comfort when your words are followed up. Whenever you use Wise ADvice, youcan spend the same number of an ally’s hit dice to recover hit points. FOLLOW THE MONEY At 14th level, you are aware of the flows of money and resources and know how to make their possessions more precious. The Coinage limit of scholars is increased by 10, and you get 1 additional Coinage every scholar’s level you get. functioning of everything, they are greedy for novelties and insatiably curious, proactive and full of practical sense. The love of knowledge is not for them an end in itself, but on the contrary they are deeply convinced that every innovation must be put at the service of the progress of civilization. REPAIRS At 3rd level, you can help your allies by managing their integrity and that of their gear. Any ally who spends a long rest with you may reroll an attack roll or a skill check that has had 1 as a result of the die roll. After using this ability, the ally needs to take another long rest before they can benefit from it again. You double your proficiency bonus on checks regarding tools you are proficient in. GENIO CREATIVO At 7th level, you know how to direct your knowledge and creativity toward the creation of works of any kind For checks that require techincal knowledge, you add a bonus equal to half of their proficiency bonus, whether or not they have the proficiency in the skill. When you encounter a technology you are unfamiliar with, you can learn how to replicate it by passing a test with an artisan’s tool in which you are proficient. Difficulty, timing, and cost are at GM’s discretion. ANALITICAL LOOK At 14th level, you know how to integrate their knowledge by applying it to new things they see. When you want to know information about a technology of any kind, as an action, you can ask three not too specific questions to which the GM will answer sincerely. This represents your multifaceted knowledge of science and technology. POLITICIAN Honest or corrupt, equanimous or partisan, whoever chooses a political career knows that they will have to make a weapon out of their knowledge and keep their tongue as sharp as a blade: ruthless is the path they tread. In the world of politics, the common good is always filtered by the spectre of careerism, and the choice between pursuing an individual career or serving the community does not have the same answer for everyone. Politicians are excellent speakers, have an eye for intrigue and are endowed with great charisma, which is not very common for Scholars.
176 noble profession of Vesteria have great reflexes, a sharp mind and lack of scruples: elusive, determined and pragmatic, scoundrels know how to exploit every opportunity to their advantage, always trying to expose themselves as little as possible, whether in combat or another situation. A job well done is precisely that in which the victim has noticed nothing, and the scoundrel has slipped away without drawing attention to themselves. They are often extremely methodical in planning their shady initiatives, and this makes them formidable enemies and valuable allies. Anyone who counts them in the latter category, however, must be very careful: the loyalty of a scoundrel is as changeable as a Spring day. hile there is only one way to follow the law, there exist many to get around it: a thin blade stuck between someone’s ribs, a quick shuffle of the cards, confident that gullible players will not notice anything, even the strained ear of someone who simply knows they are in the right place and at the right time… Scoundrels are equally varied, and whether they are spies, thieves, charlatans, assassins or anything else, their common trait is a sharp cunning that allows them to get away with anything and in every situation. Those who choose the least Scoundrel Level Proficiency Bonus Features 1° +2 Sneak Attack, Sly Mastery 2° +2 Cunning Action 3° +2 Scoundrel Job 4° +2 Ability Score Improvement 5° +3 Lethality (2) 6° +3 Unseizable 7° +3 Elusive 8° +3 Ability Score Improvement 9° +4 Feature of the Scoundrel Job 10° +4 Reliable preparation 11° +4 Lethality (3), Part of the Plan 12° +4 Ability Score Improvement 13° +5 Feature of the Scoundrel Job 14° +5 Receding Mind 15° +5 Vanish 16° +5 Ability Score Improvement 17° +6 Lethality (4) 18° +6 Feature of the Scoundrel Job 19° +6 Ability Score Improvement 20° +6 Lethality (5), Alone Against All
177 Professions SNEAK ATTACK Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a weapon you are proficient in. You don’t need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t Incapacitated, and you don’t have disadvantage on the attack roll. SUBTLE MASTERY Starting at 1st level, you can quickly study the situation to improve your results. By using a bonus action during your turn during your turn, you can earn a bonus equal to half of your proficiency bonus to any ability check that already adds the proficiency bonus CUNNING ACTION Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus Asction on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. SCOUNDREL ARCHETYPE At the third level, choose a job where you can hone your scoundrel talents, like Hitman, Spy or Thief All these jobs are described at the end of this section. The chosen job gives you some features at 3rd level and then again at 9th, 13th and 18th levels. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. LETHALITY When you reach 5th level, you know how to strike lethally in combat. When performing the attack action on your turn, you roll the damage of the weapon and the Sneak attack twice with the first attack that hits, adding up the results. The dice are rolled three times at 11th level, four times at the 17th level and five times at the 20th level, always adding up the results. CLASS FEATURES As a Scoundrel you gain the following class features. HIT POINTS Hit Dice: 1d8 per scoundrel level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Highers Levels: 1d8 (or 5) + Constitution modifier per scoundrel level after 1st PROFICIENCIES Armor: Light armor Weapons: Simple weapons, duelling sword, saber, sidesword, sword Tools: Thieves’’ tools Languages: a code language of an association Saving Throw: Dexterity, Intelligence Skill: Four to choose from Acrobatics, Athletics, Stealth, Investigation, Deception, Intimidation, Performance, Insight, Perception, Persuasion and Sleight of Hand EQUIPMENT A scoundrel starts with the following equipment, in addition to the equipment provided by their venture: • (a) a saber or (b) a sword • (a) a bow and a quiver with 20 arrows or (b) a simple weapon • (a) a burglar’s pack, (b) a dungeoneer’s pack or (c) an explorer’s pack • A padded tabard, a knife and thieves’’ tools
178 SCOUNDREL ARCHETYPES From 6th level you are able to move perfectly in risky situations without leaving openings. HITMAN Sometimes diplomacy is not enough to solve certain thorny situations, and it is in these cases that hitmen are called to the job. Deadly and efficient, they always know how to move to achieve their dark goal. Their arsenal includes weapons of all kinds, from blades to poisons, to which they are particularly attuned, and anyone who has even the impression of having become the target of a hitman should put their mind at ease and start thinking about drafting a will: escaping from their deadly arts is practically impossible. SURPRISE HIT At 3rd level, yours accuracy is lethal against anyone who is slower than your strikes. A sneak attack on a target that has not yet taken a turn in combat deals 2d6 damage rather than 1d6. Furthermore, if you are using a dagger or similar short weapons, the damage of the weapon increase up to 1d6. NAIL DOWN At 9th level, you do not let your prey escape easily, and you know many methods to hinder them. If a creature provokes an attack of opportunity and you can use sneak attack against the target, their speed drops to 0. DEBILITATING STRIKE At 13th level, you know how to outflank even the best defenses thanks to the effectiveness of your poisons. When you make a sneak attack for which you have advantage, you can waive the bonus die. If you do, and you hit the target, they is poisoned until the end of your next turn. DEADLY PRECISION At 18th level, a you know how to hit victims’ vital organs with precision. If an attack benefiting from the sneak attack inflicts any exhaustion levels, it inflicts one additional level. UNSEIZABLE Starting at 6th level, a scoundrel knows perfectly well how to move in combat, avoiding too much exposure. Attack rolls against you cannot have advantage if you can see it. ELUSIVE At 7th level, you knows how to react to dangers, keeping your nerves steady. When taking damage from a source you can see from a source you can see, you can use a reaction to obtain resistance to that that damage. RELIABLE PREPARATION Starting at 10th level, you gain such an awareness of the events surrounding you that you are always ready for anything. When using Subtle Mastery, the skill check considers each d20 result below 8 as an 8. PART OF THE PLAN Starting at 11th level, you always study the implications of each situation thoroughly when preparing a plan. Once per long rest you can spend 1 hit die to start a flashback scene: instead of acting on your turn, you can act in the past as if you had prepared for a situation in a previous moment: get an object, meet an NPC, visiting a place or preparing something specific. Your intent should be carried out with a plausible action in terms of space / time and be plausible with the your knowledge. RECEDING MIND Starting at 14th level, you develop greater mental endurance. When making a Wisdom saving throw, you can use a reaction to add your proficiency bonus to the roll. If the result of the dice is a natural 20, the effect can be reflected on who caused it. VANISH Starting at 15th level, you can perceive the evolution of events and how to get away when the situation gets hot. Youel can use a bonus action to become invisible until the start of your next turn. This ability can be used again after taking a short or long rest. ALONE AGAINST ALL At 20th level, if there are no any allies within 30 feet and you are outnumbered by enemies, you always add Sneak Attack damage to their attacks, and recovers the use of their reaction at the start of every other turn in combat.
SPY The truth always comes out, but if a Spy gets their hands on it, it will probably end face down in a sewer, in unexplained circumstances. Spies know how to skillfully manipulate those around them and weave a web of lies, so thick and skillfully made that they can even deceive themselves, impersonating to perfection an innocent maid, a queen of merchants or a ruthless mercenary. Spies are the scoundrels who best act in full view, strong in charisma and certain that the mask will fall only if and when they want. FALSE CHARACTER Starting at 3rd level, you know how to disguise and pretend to be someone else. At the end of a long rest, you can create an alternative personality provided with an ideal, a false connection and a flaw. Until you create a new personality, skill checks and mundane effects will reveal the information of the alternative personality. You also get proficiency in disguise kits. UNMASKING Starting at 3rd level, you can reveal your true identity, surprising those who were not aware of it. For a minute, you consider every 1 or 2 on the dice damage against the surprised targets as if they were 3. In narrative sequences, Unmasking counts as an automatic success without using an action. IMPERSONATE Starting at 9th level, youcan use False Character to use another existing person as an alternative personality. With a week and an expense of 80 coins, you can collect all the necessary information. If you make a mistake, those who know the existing person can perform a Wisdom (Insight) check against your Charisma (disguise kit). Keeping the mask is difficult: after each week, you must perform a Charisma check (disguise kit) against DC 10, increasing the DC by 5 for each week in which you are keeping the mask. If you fail, someone at GM’s discretion discovers the deception.
180 THIEF Not all that glitters is gold, but this doesn’t matter to a thief: it could still be silver! As greedy as they are skilled, Thieves pursue wealth and cannot resist the temptation to pull some coins out of the pockets of the least careful, whenever the opportunity arises. Whether it is pickpocketing a fishmonger or entering the treasuries of the most supervised buildings on the continent, their sleight of hand and ability to open what should remain closed are unmatched. CUTPURSE At 3rd level, you are always ready to unburden those around you to get richer or just for training Your Coinage automatically increases by 1 for each of your scoundrel’s level. EPHEMERAL GRIP At 9th level, nobody can hold you too long against your will. You can perform a a Dexterity checks (thieves tools) even without tools, using makeshift equipment. Furthermore, if someone grabs you in combat, you can free yourself by using a bonus action and without performing a skill check. ARCH-THIEF At 13th level you are so fast to seem magical. Whenever initiative is rolled, youcan perform a Dexterity check (Sleight of Hand). You can use this result as initiative and at the beginning of your turn you can take possession of an object of tiny or smaller size within 10 feet and that is not held by anyone, without anyone noticing. During a narrative sequence, you must perform a Dexterity check (Sleight of Hand) to obtain an automatic success, to gain possession of an object in the same way. VITAL THEFT At 18th level, you are so skilled in your job that you can steal an opportunity from death. If you die, perhaps from a well-planned scheme or perhaps by chance, you manage to come back to life. This ability can only be used once in a scoundrel’s lifetime. DISSOCIATION At 13th level, you learn to fragment your mind and to leave your problems to your False Character. IWhen using Unmasking, you can also remove any charmed, frightened and stunned condition. SURPRISE MOVE At 18th level, you are immersed so deep in the character that sneak up on others with an attack. After making a combat turn, you can use Unmaskingk to perform a new combat turn.
181 Professions stoke the fate of a trip that until then had promised little or nothing. If someone asked these individuals where they hail from, they would simply answer ‘Vesteria’, because their traveling and enterprising nature leads them to travel as perhaps only certain merchants have done. Those who choose the profession of venturer, choose a lifestyle rather than an occupation, a predisposition for adventure and improvisation. Venturers are extraordinarily in tune with their surroundings, and they can exploit every aspect of it to their advantage.Their resilient and versatile temperament is particularly suitable for transforming the risks of failure into the promises of success. hen traveling through the wilderness, being able to share a campfire with another traveler on the road, along with a few words and a hot meal, is a great blessing. When the traveler, once the evening falls, extracts a lyre from their bag and asks for silence, everyone holds their breath. Sometimes you need someone in your party who knows the area like the pad of their paw, knows how to look for tracks without leaving any and can smell a danger in the air invisible to everyone else, to have the ability to Venturer Level Proficiency Bonus Features 1 +2 Born Explorer, Precious Information, Ready for Adventure 2 +2 Improvising 3 +2 Harmony with the world, Journey of the Venturer 4 +2 Ability Score Improvement 5 +3 Journey Feature, Impetus 6 +3 World Knowledge 7 +3 Journey Feature 8 +3 Ability Score Improvement 9 +4 Expert camouflage 10 +4 The world is my refuge 11 +4 Inner Instincts, Journey Feature 12 +4 Ability Score Improvement 13 +5 Without trace 14 +5 Unshakable 15 +5 Journey Feature 16 +5 Ability Score Improvement 17 +6 One with the Enviroment 18 +6 Understanding of the world 19 +6 Ability Score Improvement 20 +6 Apex
182 BORN EXPLORER You knowa specific kind of environment very well and you are particularly skilled in traveling and surviving in those regions. The player chooses a favorite terrain type: tundra, city, coast, desert, forest, mountain, swamp or prairie. When you make an Intelligence or Wisdom check on a favored terrain, you double your proficiency bonus if you use an ability in which you have proficiency. When traveling for an hour or more in a region that has a favorite terrain, you gainets the following benefits: • Difficult terrain does not slow your group’s travel. • Your group can’t become lost, except by magical means. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • When you forage, you find twice as much food as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. • You can understand and accurately predict how the weather will evolve during the day. • You can always choose a good place to rest safely. PRECIOUS INFORMATION You are able to collect information in every environment by passing a Wisdom (Intuition) or Intelligence (Investigation) check with DC 12 and spending an hour to research. If you do so, you obtain access to any useful information, recent events or interesting curiosities about the area, at the discretion of the GM. READY FOR ADVENTURE You know how to move in any situation. Each of your spedd increases by 5 feet and, if you don’t have it yet, you gain climbing and swimming speed equal to your walk speed. IMPROVISING At 2nd level, you know how to improvise to recover and turn a failure into a success. You have an Improvisation Point reserve equal to your proficiency bonus + half their Wisdom bonus (minimum of 1). Once per turn, if you fail an attack roll with a melee weapon, you may spend an Improvisation Point to make another attack with the same weapon as part of the same action. Once per turn, if you fail a ranged weapon hit, you may spend an Improvisation Point to make another attack with the same weapon as part of the same action, directed to a different target, if the weapon CLASS FEATURES As a Venturer you gain the following class features. HIT POINTS Hit Dice: 1d10 per venturer level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per venturer level after 1st PROFICIENCIES Armors: Light armor Weapons: Simple weapons, sabers, scimitars, swords, Tools: Two artisan tools of your choice. A game set of your choice Saving Throws: Constitution, Wisdom Skills: Choose three from Acrobatics, Athletics, Stealth, Investigation, Performance, Insight, Nature, Perception, Sleight of Hand and Survival EQUIPMENT An adventurer starts with the following equipment, in addition to the equipment provided by their venture: • (a) a saber, or (b) a sword, or (c) any simple weapon • (a) bowand a quiver with 20 arrows, or (b) any simple weapon • (a) an explorer’s pack, or (b) an entertainer’s pack • (a) an artisan’s tool of your choice, or (b) a musical instrument of your choice • A studded tabard
183 Professions EXPERT CAMOUFLAGE Starting at 9th level, you can use your bonus action to hide. Also, you can spend 1 minute camouflaging twith the environment using mud, potting soil, plants or soot. This way you can try to hide by flattening against a wall, a tree, a rock or other elements at least as large as your size. If you do that, you gain a +10 bonus on Dexterity checks (Stealth) as long as you remain still without moving or performing actions. If you move or perform an action or a reaction, you will have to camouflage themselves again to obtain this benefit. THE WORLD IS MY REFUGE Starting at 10th level, when you roll a hit die to heal, you gain 2 temporary hit points for each die you spend. Also, at the end of a short rest, you can remove your levels of exhaustion. You can use this ability again after completing a long rest. INNER INSTINCTS From 11th level, you are at peace with your nature and you are not afraid of it, obtaining some benefits: • When you roll for initiative, you gain 1 impetus for every personality trait that derives from your family instinct. • You no longer lose control if all your personality traits have been replaced by instincts. • When you suffer a trauma, on the other hand, you lose a trait of instinct, replacing it with a related personality trait. You can try to regain their instinct as they would normally regain your personality traits. WITHOUT TRACE At 13th level, you no longer leave tracks behind you and cannot be followed with usual methods in their favorite terrain. In addition, you can cover tracks of a number of companions equal to your Wisdom modifier (minimum of 1). UNSHAKABLE At 14th level, the endless journeys and challenges you experienced have increased your resistance to fatigue and strengthened your body: when you take levels of exhaustion, you take one less instead. Starting at 18th level, you suffer two less. ONE WITH THE SURROUNDINGS At 17th level your affinity with the environment that surrounds you is superlative. You acquire blind sight within 60 feet and cannot be taken by surprise. does not have the reload property. You recover all of your Improvisation Points after a long rest. Starting from 6th level, you can spend an Improvisation Point after having failed an ability roll to give a team member advantage. From 15th level you can use an improvisation point to re-roll a saving throw but must keep the second result. HARMONY WITH THE WORLD At 3rd level you became able to enter into harmony with the surrounding environment. You focus on listening to the noises around you, tune in with your surroundings, isolate your attention from any distraction and take a deep breath. You must maintain concentration for one minute and make a Wisdom check (Survival) with DC 15. If you succeed, the GM informs you of the characteristics of the area, the presence of creatures that you want to identify or a place you are looking for. If you roll a result of 25 or more in the check, the information obtained has so many details that it appears miraculous. JOURNEY OF THE VENTURER At 3rd level, you take the path that will lead you on your journey through Vesteria between Explorer, Storyteller and Trapper depending on wich capacity you choose to work your way up to survive in this feral world. The journey give you some features at 3rd level and then again at 5th, 7th, 11th and 15th levels. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability acores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. IMPETUS At 5th level you know how to value the success of your actions. Whenever you successfully make a skill check, a saving throw, or an attack roll in a dangerous action, you gain 1 impetus, up to a maximum of 3. When you make a skill check, a saving throw or an attack roll, you can add +1 to the result for each impetus in your reserve. When you fail one of the previous rolls or completes a short or long rest, you lose all the impetus you have. If a failed roll is successfully repeated thanks to improvisation, the rush of the adventurer is still lost. WORLD KNOWLEDGE At 6th level, your exploration brings you new abilities. You get proficiency in a new skill and learn two new languages. In addition, you can choose a skill for which you have proficiency and when check for that skill, and the skill bonus for that roll is doubled.
184 COMBAT STYLE When choosing this journey you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Aim. You gain a +2 bonus to attack rolls you make with Ranged Weapons. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Two-Weapon Fighting. When you engage in TwoWeapon Fighting, you can add your ability modifier to the damage of the second attack. HUNTING STRATEGIES At 3rd level you get one of the following features: Crucial Shot. The first time you hit a creature with a weapon attack, that creature takes 1d8 extra damage if it is below the maximum hit points. If the attack is critical, the target gains an additional level of exhaustion. Horde Ravager. Once for each turn, when making an attack with a weapon, you can make another attack with the same weapon against a different creature located within 5 feet of the original target and within range . Master of Ambushes. Toy have advantage on initiative rolls. If you are not the first to act in order of initiative, you can spend a reaction to make an attack or to hide before someone else starts their turn. If you were surprised at the start of the fight, you are not surprised but you cannot use this benefit. EXTRA ATTACK Beginning at 5th Level, you can attack twice, instead of once, whenever you take the attack action on your turn. AMBUSH At 7th level you always know how to react promptly to danger, becoming the danger. During the first turn of combat, you can use a reaction to make an attack with a weapon or to hide. UNDERSTANDING OF THE WORLD At 18th level, you have such awareness of the world that your perception of the surroundings seems supernatural, as if it were the world itself that spoke to you. Once every long rest, you can perform a Wisdom check (Insight) with DC 15 to obtain information on the surrounding area. On a success, you become aware of the environmental, social, cultural and political situation of the area and also manage to identify places and creatures of power, natural and none. If you are looking for something or someone specific, you also understand whether the target is in the area or not. APEX At 20th level, you are in tune with the environment and at the top of your system: where you perceive a weakness, you can exploit it. You add your Wisdom modifier to the damage of all attacks. In addition, you gain an additional bond, “I can fight fiercely to impose myself on others.” This counts as an additional instinct trait. JOURNEY OF THE VENTURER At 3rd level, a venturer takes the path that will lead them on heir journey through Vesteria between Beater, Storyteller and Explorer depending on what they choose to do and the skills they will put into play to survive in this feral world, giving them some features to 3rd level and then again at 5th, 7th, 11th and 15th levels TRAPPER Big centers can count on the city guard, the rural villages on their local militia, but sometimes there are adversaries that these organizations are not strong enough to face. For these situations there are Trappers, all-round hunters that you would not want to be found by and guarantors of public security, with an eye for unorthodox methods. They excel in this field thanks to their martial skills, survival, talent for investigation and readiness of spirits. THE HUNT IS ON When choosing this journey, you gain proficiency in medium armor and martial weapons. You also became proficient in Stealth or Investigation skilland in the disguise kits.
185 Professions IMPLACABLE At 15th level, you know how to use the heat of the battle to become relentless: you add your impetus to the damage rolls when attacking;as long as you have 3 impetus you can move with full speed and attack from behind without being discovered. DEFENSIVE STRATEGIES At 7th level you gain one of the following features: Escape the Herd. Attacks of opportunity against you dispose of disadvantage. Iron Will. You have advantage on saving throws against being frightened. Repeated defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. BIG GAME STRATEGIES At 11th level, you getone of the following features: Deadly Opening. When you hit for the first time a creature with a weapon attack, you roll damage twice and add the results. If the attack is a critical hit, the target suffers two additional exhaustion levels . Nocking Three Arrows. You can attack three times instead of two, each time you take the Attack action using a Bow. Swirling attack. You can use a melee attack action against any number of creatures within 5 feet. HIGHER DEFENSIVE STRATEGIES At 15th level you get one of the following features: Deviating contrast. When a hostile creature misses youwith a melee attack, you can use a reaction to force that creature to repeat the same attack against another creature (excluding themselves) of your choice if it is possible to do it within the attack’s requirements. Elusion. When you are subject to an effect that allows them a Dexterity saving throw to halve the damage, they take no damage if they succeed the saving throw, and only half the damage if they fail. Exceptional Dodge. When a creature you can see, hits youe, you can use a reaction to halve the damage you would suffer from the attack.
186 SKIRMISH Starting from 3rd level, by choosing this journey you combine speed and stealth in combat to make you hard to be spotted, even if you attack or if you perform actions that would normally reveal your presence. At the beginning of each turn, you can choose a creature from which you are hidden and for the duration of the turn, despite the type of action you take, you remain hidden for them. At the end of the turn, with a bonus action, you must pass a Dexterity (Stealth) check to determine whether they are still hidden or are revealed to all creatures who can see them. SIXTH SENSE At 5th level, tyou can sense the presence of traps or natural hazards within 100 feet of their position. You can use this feature again after completing a short or long rest or when an ally triggers or disarms a hostile trap or suffers the effects of a natural hazard that you were not aware of from their Sixth Sense. At 10th level, the range increases up to 300 feet and you know the exact location of any trap you detect with this skill. EXTRA ATTACK Beginning at 7th Level, you can attack twice, instead of once, whenever you take the attack action on your turn. GUIDE Starting from 7th level, you can conduct an exploration like no other. In a storytelling sequence or during combat, you can use your reaction to assign your momentum bonus to a creature within 30 feet for an ability check or an attack roll. UNSTOPPABLE Starting at 11th level, you know how to exploit the impetus of battle to be unstoppable. You can add your impetus to AC and saving throws.As long as you have 3 impetus, you can use the Dash and Disengage actions as bonus actions. SPATIAL AWARENESS At 15th level, you are completely immersed in the surroundings. As long as you have 3 impetus, you instinctively know your position, the location of any safe escape routes or exits,where is north, even if subject to magical effects or in unknown places such as the heart of the Green Pit. EXPLORER Explorers possesse literally everything needed not only to survive, but to thrive in the traveling and adventurous life they have chosen: they know how to orient themselves, the characteristics of the landscape from its flora to its inhabitants, how to make a meal out of anything, and is able to recover and even fight with great finesse. Their keen senses and great awareness make them difficult to catch unawares, and their tenacity is difficult to break. AROUND THE WORLD You get proficiency in a skill chosen from Nature, Survival or History, in the cartographer’s tools or in the navigator’s tools, in cook’s utensils, in medium armors and in the following martial weapons: dueling sword, bastard sword and side sword.
187 Professions HEROIC ENTERPRISES SINGER At 11th level, you can spend an Improvisation Point as a reaction to assign your impetus bonus for a number of rounds equal to your Charisma modifier (minimum of 1) to as many sentient creatures within 30ft able to hear them. This effect is not cumulative with other impetus bonuses. ENTHUSIASM At 15th level, you savor every moment with enthusiasm: as long as you have 3 impetus the bonus granted becomes +5. STORYTELLER Armed with a lute, a loose tongue and a sense of improvisation, the Storyteller is always ready to get by relying on their own charisma and ability to talk to others. Followers of this journey are capable of bringing fame and infamy upon the subjects of their compositions, and more than one have risked their skin for not keeping their mouth shut when they should have . Although they are sometimes greeted by suspicion for their flexible interpretation of the truth, the music of storytellers is welcomed practically everywhere. COMPOSITION AND EXHIBITION At 3rd level, when choosing this journey, you get proficiency in Performance and Persuasion skills, as well as in two musical instruments of your choice. You may try to obtain temporary room and board from a non-hostile sentient creature at a facility comparable to your Coinage or below, by passing a Charisma (Performance) check. FACTOTUM At 3rd level, you can add half of your proficiency bonus, rounded down, to any ability check made that does not already include that bonus. INSPIRE At 5th level, you increase your Improvisation Point pool by your Charisma bonus and can spend an Improvisation Point as a reaction to apply Improvisation effects to another non-hostile sentient creature within 30 feet which is able to hear you. You recover your Improvisation Points after finishing a short or long rest. TOSS A COIN... At 7th level you are able to compose ballads that know how to strike to the heart of your audience, bringing fame and glory to the subjects of your compositions. When your companions gain Fame, they gain 1 additional point. The additional Fame points increase to 2 at 13th level.
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189 Ventures Chapter Five - Ventures he fifth chapter showcases the characters’ ventures, the motivations that urge them to risk their lives, face dangers, adventures, plots, and pursue their own interests. Ventures replace the background feature, too often relegated purely to the moment of character creation, which here merges the character’s past with future events; it adds a narrative element to assist GMs and players in creating rich, compelling sessions, propelled by genuine motivation.
190 DESCRIPTORS Each venture has four descriptors: a character trait, an ideal, a bond and a flaw. Each one of them represents the way in which the character’s venture comes out into the game, bringing them trouble and, if luck wants, even to find glory. They can be drawn at random from the proposed tables, or personalized phrases can be created. A character gains inspiration when they are in difficulty, accepts dangerous challenges or brings action to the table following their own descriptors. The descriptors chosen serve to remind the GM why the character is getting into trouble! PERSONALIZED DESCRIPTORS: COWARDS AND HEROES For the description of the details of your character, you will have questions that will try to focus attention on the type of character you want to play. Each character should have some kind of conflict that pushes them in two different directions, the coward and the hero. To define your character’s bond, you should ask yourself: “Which ability would best describe my character’s ordinary life?” To define the ideal, you should answer the question “What ability makes my character a hero?” To define the flaw, however, you should answer the question “What characteristic makes my character a coward?” Finally, the character trait should reveal something interesting about them, a motto or their habit. Each venture also offers more specific questions that can lead to thinking of less obvious aspects that can enrich the image of the character in the mind of the players. RIVALS AND ALLIES Growing up, your character will have an ally and a rival linked to their venture, thanks to which, based on the choice of one of the two, you can take the opportunity to create an interesting story. Be careful though, as your GM will be able to choose the rival (or ally) you have not used to enrich your character’s affairs. Would you like to have a providential old friend, among the prison guards, who will try to save you from the gallows or one of the guards as a rival in love, eager to take the satisfaction of killing you with their own hands? hile creating the character for Historia, each player has small or large expectations about their future and hopes. For this reason, more than a background, we suggest creating a structure that allows the character to build this future, the story suited to them, or as we call it: a venture. Specific modules may have ad hoc designed ventures, and GMs themselves can recommend something more customized. To create your character, choose one of the ventures proposed on the next pages. The GM can build a more specific venture for the situation they want to propose, following the guidelines at the end of this section. CHARACTERISTICS OF A VENTURE A venture is composed of a general explanation of the venture itself, a prominence, an endowment and descriptors. THE PROMINENCE The main characteristic of a venture is the prominence, or a description of the scenes in which the character manages to be more incisive, the moment in which the character is in the spotlight and in which they are, regardless of their job or their own abilities, more suitable for expressing strong dramatic actions. Once every long rest, if the character is in a specific situation, the player can spend inspiration to obtain a particularly effective and heroic effect, described in the venture. ENDOWMENT Each venture assigns characters a certain amount of special abilities that provide them with the essential elements for their task, it could be their tools, goods, contacts or even simply an extra nest egg. Ventures
191 Ventures DESCRIPTORS Ideal. What is the beauty you are looking for? What is the message you want to bring to the world? Bond. Who introduced you to art? Who changed your style? Flaw. What is the horrible thing you want? What danger harbors in your soul? Character trait. What will your last masterpiece look like? Luscinia was a mercenary of the word, a bard. As an honest and impartial Historian, I must admit that I never had the opportunity to hear a more musical voice than hers in singing. I am convinced that Luscinia, given her fame, her ability to amuse those who listen to her and her persuasive voice, could sing about the truth, helping our thankless work. An old Squirrel contemplates the precise and minute beauty of the vine branch that they have lovingly chiseled on a bracelet band. Smiling, they think of that day many years prior when they picked up the burin for the first time. A crane launches into dance on the evening of her debut, and the creaking of the stage becomes one with her and her music. A Marten snorts as she paints yet another boring portrait of a banker’s wife: one more, she thinks, only one more mediocre commission before I can dedicate myself to my masterpiece. Equipped with sensitivity, intuition and a spirit of observation, those who choose Art as their venture walk the tortuous path between beauty and technical ability, dedicating their lives to chasing the moment they will be able to create their definite work, be it a poem so exceptional as to be recited in all the courts of Vesteria or a crystal salt shaker that will never leave the workshop of the craftsman who created it. PROMINENCE: THE EYE OF THE WATCHER You notice the aesthetics of those around you with just a quick glance: you can spend inspiration to understand who is in front of you, automatically sensing their ideal. ENDOWMENT • Your first work, recovered after selling it, or an item that reminds you of it. • Common clothes, pipe, herbs, musical instrument or artisan’s tool. Proficiency: chosen tool. Coins: 10 Art
192 Destiny DESCRIPTORS Ideal. What awaits you in the future? What great project do you want to accomplish? Bond. For what or for whom did you embark on the path towards your vision of the future? Flaw. Which thought is holding you back on your journey? What obstacle is blocking you from fulfilling yourself? Character trait. What does the importance of your vision show to others? The parents, too, thought she was dead. However, in the winter of the following year, the unexpected happened: Plautilla returned to the village, dragging a centuries-old bone with her, of such size it could not belong to any known animal. People fell to their knees, begging her to forgive their lack of faith. Truly, hers was not madness but a blessing from the gods, who spoke to the world through her. In certain nomadic tribes, especially among Coyotes, there is often a tent not far from the others, whose entrance is covered by a star-strewn cloth. The air around smells of something impossible to describe, inspiring something different, great, unknown to the nose of every new traveler. Inside sits an old woman with a marked face, serious but not intimidating. At first glance you would tell she is a fortune teller, or one of those charlatans who divine the future in crystal balls. Do not let your eyes fool you, however, as she is anything but a swindler. Whoever sits on the stool in front of her will be asked only one question: “Do you want to know your future?” Many say no, some agree, but only those who have chosen Destiny as their venture can answer with sincerity because in their hearts they are already aware of that future, even if they do not know how to get there. This enigmatic venture leads to great things, and the roads leading to them are as numerous as the stars on the cloth, at the entrance of the tent, and in the sky above. PROMINENCE: AGAINST ALL EXPECTATIONS Your destiny is greatness and difficulties don’t affect you: when you have less than half of your maximum hit points, you can spend inspiration to make sure that your opponent has a disadvantage on an attack against you. ENDOWMENT • A trinket, a relic or even a strange habit that symbolizes your destiny. • Common clothes, personal journal, calligrapher supplies or artisan’s tools. Proficiency: chosen tool. Coinage: 10
193 Ventures Devotion DESCRIPTORS Ideal. In what do you believe with all your heart? Bond. Who taught you the precepts of your devotion? Who guides you or instills doubts into you? Flaw. What are you willing to step on for what you believe in? And what would you sacrifice? Character trait. How do you demonstrate what you have devotion to? As the last cub of the litter, two were the paths open for him: The Cross of Bones and the monastery, or the sword. He chose both. And he was a shining example of both. Many cadet children, orphans, indigents, war veterans or other similarly unfortunate creatures, look to the high vaults of religious temples as the only choice to achieve a dignified life. Where many turn their lives to the service of the divine, this service can take many forms. Most of these believers devote themselves to this life with commitment and sincerity, but not all are content with a piece of bread on the table and a cell where to rest. True Faith is something you cannot teach. Doctrine and all the rituals of worship are one thing, but true faith is something else. Either it is already present in the heart of the individual or it’s a mere pantomime. Those who choose the venture of devotion have this uncommon gift and follow the path that leads to holy deeds with their heads held high, large or small they may be. Animated by high ideals, the followers of Devotion do not know fear or discouragement, because they know that the divine hand follows and guides them wherever they go. PROMINENCE: SPARK OF LIGHT Your fervor is a beacon of hope for those around you: you can spend inspiration to successfully resist a fear effect, granting your allies within 3 meters with advantage against resisting the same effect. ENDOWMENT • Your creation or artistic competence that tells your faith. • Common clothes, a breviary, a tool chosen from a calligrapher, a painter or a musical instrument. Proficiency: chosen tool. Coinage: 10
194 Discovery DESCRIPTORS Ideal. What are you looking for in your travels? What do you like to find in the places, in the peoples, in the traditions you meet? Bond. What or who is waiting for you in your place of origin? Who or what is essential for you to travel? Flaw. What entices you so much that it could make you put roots? Character trait. What would they write on your tombstone? I fled the homeland and traveled far and wide through the Empire in search of adventure, with the extraordinary strength of the young age. During those years I found a job as scribe for an alchemist, who taught me the rudiments of the art of mixing remedies and potions. I never wanted to be a merchant, with great disappointment of my poor father, because I was never good at silk and contracts; however, I soon found myself selling goods of a different nature, my knowledge, my pen, my advice. Curiosity is a capricious mistress, sometimes capable of pushing further from ambition or necessity, but also to punish her followers with great harshness. It can push the sedentary to challenge what is outside the front door, when nothing else would have convinced them to do it, and attempt daredevil to even more foolish enterprises. What is beyond the horizon? What is hidden under the great seas, in unexplored forests or in the mind of an arcanist? The answer to all these questions is reserved to those who choose the Discovery venture and decide to travel the world in search of the new, the unusual and the exciting. Those who dedicate themselves to this rootless life but full of stimuli and beauty, give great value to everything that transmits knowledge. They love freedom and poorly tolerate the obligations that keep them anchored to a place already known for a lot of time. They are easily bored but it takes little to reawaken their interest and enthusiasm, even a question to which they do not know the solution. PROMINENCE: WORLD FOREIGNER Your inclination to see every corner of Vesteria makes you aware and empathetic: you can spend inspiration to find information, automatically knowing a significant news of the recent period. ENDOWMENT • Incomplete maps but indicative of the places where you travel. • Common clothes, fine clothes, spices, cartographer or calligrapher tools. Proficiency: chosen tool. Coinage: 15
195 Ventures Enlightenment DESCRIPTORS Ideal. What do you think your mission is leading you to? Bond. Who assigned your mission to you? Who are you in charge of protecting? Flaw. Do you dislike someone you should help or collaborate with? Why? Character trait. Can you tell when your services are required? To Alcibiades De Fossa who in the saddest and darkest hour was the guide of the rebel fugitives, brave and fearless, who fought enemy knives with bare claws. There are countless stories that tell with extraordinary detail the great deeds of many heroes worthy of legend. There’s one who saved a whole kingdom armed only with a glass dagger given to them by the Queen of Snowdrops, another who deceived death thanks to a rhyme that was taught to them by an old nanny in exchange of a seed from the tree of the eternal fruit, yet another who taught the Geese to fly and asked nothing in return, but still received a feather of their wings as a pledge, and with it they discovered the art of writing… Not all of these stories are true, but they all have one very important thing in common: someone, at a certain point, helped the heroes by giving them the tool to fulfill their noble destiny. Those who embark on the path of enlightenment aim to be equally decisive: whether through their readiness, their knowledge, their network of contacts or their skills, they will know how to find the decisive inspiration when the situation becomes difficult. PROMINENCE: AT THE RIGHT PLACE, AT THE RIGHT TIME When your mission requires something from you, you always have the contacts or the knowledge to comply: you can spend inspiration to get ready for your mission, introducing a minor character who will assist in this preparation with an unusual and refined tool or ingredient. EQUIPMENT • An object that will show everyone the reason for your existence. • Common clothes, compass, herbalist, or artisan’s tools. Proficiency: chosen tool. Coinage: 5
196 Heritage DESCRIPTORS Ideal. How do you want to leave your mark on the history you are part of? Will you be a turning point or a perfect example? Bond. Who showed you your heritage? What is your relationship to this person? Flaw. What traditions of your heritage you cannot make yours? What are you not willing to do? Character trait. What did your mentor tell you, or who for them, when you went on a quest? It is not easy to reign over an extended empire like his and inspire obedience to different peoples and rivals alike. Yet, Muhur succeeded. Being part of a proud dynasty whose identity and activity is handed down from generation to generation is not easy. Many young people do not see the inheritance left to them as their own, living it as an imposition, and often feeling like they are imprisoned in a future that does not belong to them, crushed by the weight of a tradition they loathe. None of this applies to those who choose the venture Heritage. Standing on the proud shoulders of the giants who preceded them, those who dedicate their lives to honoring their Heritage perceive it as a vocation, and wish not only to fulfil it, but to further elevate it. Responsibility does not scare them. The training they received in their youth makes them confident in their abilities and the fire that burns in their hearts illuminates and comforts them even in the most difficult moments. Frequently, those who take this arduous venture have in their past a mentor who played a key role in their training and whose influence still guides many of their choices, sometimes they agree with them, sometimes they don’t. PROMINENCE: LUCK DOES NOT EXIST Many will think that your success is the result of randomness, but it is your dedication that drives you to respect your heritage: you can spend inspiration by showing the greatness of what lies on your shoulders to gain temporary hit points equal to three times your proficiency bonus. ENDOWMENT • A symbol of your heritage, which you received from your mentor and who knows in which hands it will end. • Valuable clothes, a book that tells the story of your legacy and a proficiency to choose among vehicles (water), vehicles (land) or calligrapher tools. Proficiency: chosen tool or weapon Coinage: 15
197 Ventures Revenge DESCRIPTORS Ideal. Who is your enemy? Who do you want to crush? Who do you want to feel what you felt? Bond. Who or what have you lost? What did they take away from you? Flaw. Sometimes something goes wrong: what feeling filled your soul and swayed you from your goal? Character trait. What will you say to your enemy when your revenge is accomplished? Scarred and exhausted, he returned to his native village, a small and forgotten hamlet where his heart and family were. He found nothing but the acrid smell of death and ash. He learned that even a blind eye can shed bitter tears. He swore revenge and punishment upon the powerful and infamous villain who inflicted on him a life of torment. Some argue that there is no better motivation than the sincere joy of doing something and the satisfaction of seeing your idea come true, after tasting every aspect of the journey that led to its fulfillment. Others burn a darker fuel: the desire to see those who inflicted on them a serious wrong finally receive their long-due punishment or better still, taking the matters in their own hands. The feeling that whoever mocked them was wrong, rotten wrong, and laughing in that sweet moment of truth and triumph, is the pinnacle of their hopes. Their greatest desire is to give a taste of their own medicine to all unfaithful lovers, the powerful and the arrogant people, the scammers of all kinds, the false friends and the traitors with no dignity, and all of those who have somehow ruined their life. The venture Revenge is a bitter path, burning with nothing but the thirst for vengeance, sometimes it coincides with a certain type of desire for justice, others it is only fierce and violent hunger to make the guilty feel as they felt in their darkest hour. PROMINENCE: YOU WILL NOT SEE ME COMING Revenge is a dish to be served unexpected: you can spend inspiration to act while you are hidden without being discovered. EQUIPMENT • A memory or scar that reminds you why you are fighting. • Common clothes, adequate change of clothes, tricks for camouflage. Proficiency: tricks for camouflage. Coinage: 10
198 Revolution DESCRIPTORS Ideal. What is the reason that makes you move the world? What should a fair world be like? Bond. Who is by your side in the world you want to build? Who is by your side whilst you are building it? Flaw. What is the line you are afraid to cross? Character trait. What is your battle cry? What do your enemies call you? Caught in a cage, small and torn, seized by burning fury, he killed the guard with claws and fangs, because the fool had the audacity to offend what family he had lost in battle. The other slaves, dragged along by the ardor of the little rebel, followed with great enthusiasm. The revolt arose, many managed to escape - of Torquato, the brave young hero, they couldn’t even seize his shadow. Power is a mysterious thing, depending on how it is used it can change face like the puppet of a mummer. In the hands of a just ruler, it lightens burdens, establishes right laws and becomes an instrument of prosperity: it is like a farmer’s plow, heavy to carry but without it crops could not be collected. When it becomes the reaper’s sickle many twist their noses, but they know they must be patient, because without the sickle you cannot reap what you have sown. But when it becomes the millstone of a mill whose flour goes only in the pockets of the millers, rebellion is the only way out. Those who choose the venture of Revolution have no intention of spending a minute more tied to that millstone and are set on freeing those around them from this infamous yoke. Equipped with intuition and always ready for action, the followers of this venture are courageous not because they do not feel fear, but because the ideal of change that they pursue motivates them beyond any caution or reserve. PROMINENCE: NOSE FOR RESENTMENT Your being against the powerful makes you sensitive to their abuses: you can spend inspiration to understand who is in front of you, automatically sensing their flaws. ENDOWMENT • A cameo with the image of the reason of your fight. • Common clothes, an artisan’s tool of your choice. Proficiency: chosen tool. Coinage: 10
199 Ventures Void DESCRIPTORS Ideal. What moved you away from normality? Is it something you want or hate? Bond. Who appreciates you for who you are? Who would you like to have near you? Flaw. What is the temptation that leads you to go beyond all limits? What aspect of you is a trap you can’t escape from? Character trait. What distinguishes your appearance from others? What about your soul? From there, Odo changed: the pain inflicted to him by Torquato, he understood, was not enough to wash away from his soul the atrocities done. He decided, feverish and delirious, that he would devote his remaining days to the penance and mortification of the flesh for the redemption of sins. The Confraternity of the mortified found him and welcomed him into the ranks, and there was never a more suitable animal than him, who found in selfinflicted pain the relief for his tortured soul. Not everyone in life has a mission to accomplish, a vocation to follow, a tradition to honor or a revenge to consume. Sometimes there is a stain so large that it cannot be washed, a trauma so serious that affects everything that follows it or simply something ineffable yet impossible to ignore, which separates the character from normality like an abyss. For those who have lost everything, even the desire for revenge, for those who have always been touched by madness or those who have seen things they never would have liked to see, for those who have gone too far and no longer have the strength to return, there is only the Void. It is a difficult and enigmatic venture, which weighs both on the past and on the future of those who choose it, it brings a few tangible objectives, but only a great sense of separation. At the same time, however, it opens the doors of a universe of possibilities: without ties, without mandatory tasks or tyrants desires that require the individual to fight to satisfy them, every path is possible and equally tempting. The followers of the Void face the next adventure without expectations, and for this reason they could run into extraordinary revelations precluded to anyone else. PROMINENCE: THE ABYSS LOOKS INSIDE YOU When others look at you, you can look inside them, you can spend inspiration to resist intimidation and identify someone who can be convinced to come to your side. EQUIPMENT A stigma, which visually distinguishes you from others. Common clothes, signet ring belonging to someone important, artisan’s tools or a game. Proficiency: chosen instrument or game. Coinage: 5
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