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Published by killtucky, 2026-02-18 16:13:42

Zaman's Guide

Zaman's Guide

Ognjen SporinContentsGunner 3Class Features . . . . . . . . . . . . . . . . . . . . 5Gunner Creeds . . . . . . . . . . . . . . . . . 9Deadeye’s Creed . . . . . . . . . . . . . . . . . . 9Slugger’s Creed . . . . . . . . . . . . . . . . . . 11Firearm AAttacchmentss . . . . . . . . . . . . 13NNew WWeapoonss - Blacckpoowder Firearmss17NNew PProopertiess . . . . . . . . . . . . . . . . 19MMagicc Firearmss . . . . . . . . . . . . . . . . 19MMagicc AAmmuniti mmunitioon . . . . . . . . . . . . . . 21CreditsWriting Direction: Max WartelleLead Writer: João AraújoAdditional Writing: Christian \"Crimser\" Bruderer, Max WartelleEditing: Phylea Homebrews, Max WartelleProofing: Melanie Dick, Jessic GombartArt Direction: Mohammed BellafquihLead Concept Artist: Ognjen SporinGraphic Design: Kwanpo \"Ari\" Cheng, Martin Kirby-JacksonInterior Illustrations: Benedetta Abbate, Mohammed Bellafquih, Martin Kirby-Jackson, Richard Nguyen, Ognjen Sporin, Chaouki Titouhi, Souhaib ZekriCover Illustration: Ognjen SporinLayout: Sally Kay Clark


Ognjen SporinGunnerSteady of hand and breath, a camouflaged scorpid lies in wait atop the windswept cliffs, aiming down the sights of his rifle. Though it takes him ten minutes to line up the perfect shot, his patience is rewarded when splatters of dark crimson speckle the sunscorched rock below.The ground quakes under the charge of a spectral steed, atop which rides a grinning fennekkin, pistols blazing. Regretful highwaymen scatter in a panic to escape the trampling hooves… only to fall to a sudden rain of hot lead.Smoke, sweat, and gunpowder hang heavy in the air of the workshop where a rocborn smith labours through the night, each ring of the hammer strengthening her resolve. Come dawn, she will hold the perfect bullet with which to avenge her family.Whether as staunch protectors of frontier towns on the fringes of civilisation or ruthless desperados leaving a trail of empty bank vaults in their wake, Gunners make their mark upon the world with the crack of gunfire. Slick, resourceful, and lightning-fast, these deadly marksmen act when their foes least expect, changing the flow of battle with each well-timed, well-aimed shot. Blink and you’ll miss their next bullet—not that you could have dodged it, anyway.


4Chaouki Titouhi & Richard NguyenQuick BuildYou can make a Gunner quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Constitution. Second, choose the folk hero or criminal background.GunnerLevel Proficiency Bonus Features Maximum Moxie Maximum Total AttachmentsMaximum Attachments per Weapon1 +2 Moxie 2 0 02 +2 Bullet Time (×1), Firearm Attachments 2 2 13 +2 Gunner's Creed, Lucky Skill 2 2 14 +2 Ability Score Improvement 2 2 15 +3 Extra Attack 3 3 26 +3 Quickdraw 3 3 27 +3 Gunner's Creed Feature 3 3 28 +3 Ability Score Improvement 3 3 29 +4 Improved Moxie 4 4 210 +4 Tough as Nails 4 4 211 +4 Gunner's Creed Feature 4 4 212 +4 Ability Score Improvement 4 4 213 +5 Adrenaline Rush 5 5 314 +5 Double Tap 5 5 315 +5 Gunner's Creed Feature 5 5 316 +5 Ability Score Improvement 5 5 317 +6 Bullet Time (×2) 6 6 418 +6 Gunner's Creed Feature 6 6 419 +6 Ability Score Improvement 6 6 420 +6 Ultimate Weapon 6 6 4Blunderbuss


Gunslinger's Magazine | Zaman's Guide 5Additionally, you gain 1 Moxie each time you do any of the following:‹ Score a Critical Hit on an attack roll against a hostile creature of Challenge Rating ½ or higher, or roll a 20 on a saving throw imposed by a hostile creature.‹ The first time each turn that you reduce a hostile creature of Challenge Rating ½ or higher to 0 Hit Points.If you haven’t gained or expended any Moxie for 1 minute, you lose all Moxie. You can expend 1 Moxie to reload a firearm when you use its last bullet (no action required), or to take the special Reactions described below, which don’t use your normal Reaction. You can still only take one Reaction, special or otherwise, on each turn.‹ Point-Blank. When a creature you can see leaves your reach, you can expend 1 Moxie to make an Opportunity Attack against that creature. You can choose to make a ranged weapon attack with a firearm you’re holding instead of a melee attack.‹ Second Chance. When you fail an ability check, you can expend 1 Moxie to reroll it. You must use the new result.‹ True Grit. When a creature ends its turn, you can expend 1 or more Moxie to gain 1d6 Temporary Hit Points per Moxie expended.GM Tip: Turns and RoundsIn D&D combat, a round is how long it takes for each creature in the Initiative order to take its turn. Normally, a creature has one Reaction and regains it at the start of its turn, effectively limiting it to one Reaction per round. However, features such as the Gunner’s Moxie allow a creature to take several Reactions per round. Limiting those to one Reaction per turn still allows a creature to take multiple Reactions—it just can’t do so on the same creature’s turn.For example, a Gunner wouldn’t be able to make a normal Opportunity Attack to strike at a fleeing goblin and then use True Grit at the end of that goblin’s turn. However, making an Opportunity Attack against the goblin and using True Grit at the end of the next goblin’s turn is perfectly fine.Class FeaturesHit PointsHit Dice: 1d8 per Gunner levelHit Points at 1st Level: 8 + your Constitution modifierHit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gunner level after 1stProficienciesArmour: Light armourWeapons: Simple weapons, Martial Ranged weaponsTools: Smith’s Tools or Tinker’s ToolsSaving Throws: Dexterity, CharismaSkills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, SurvivalEquipmentYou start with the following equipment, in addition to the equipment granted by your background:‹ (a) a Rifle or (b) two Pistols‹ (a) a Dungeoneer’s Pack or (b) an Explorer's Pack‹ (a) Smith’s Tools or (b) Tinker’s Tools‹ Leather Armour, a Dagger, and 20 BulletsIf you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 x 10 GP to buy your equipment.MulticlassingAbility Score Minimum. As a multiclass character, you must have at least a Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a Gunner.Proficiencies Gained. If Gunner isn’t your initial class, when you take the first level as a Gunner, you gain proficiency with Light armour and Martial Ranged weapons.Moxie1st-Level Gunner FeatureYou harness your grit and derring-do to take swift action the moment your foes blink. During combat, you can build momentum, represented by a resource called Moxie. You can never have more Moxie than shown on the Gunner table for your level. You can use a Bonus Action to gain 1 Moxie if, on the same turn, you’ve made an attack against a hostile creature or forced a hostile creature to make a saving throw.


6Souhaib ZekriAttachments are divided into five types: Barrel, Melee, Muzzle, Sights, and Miscellaneous. With the exception of Miscellaneous attachments, you can’t have more than one attachment of any type on the same firearm. In addition, some attachments have a level requirement in this class that you must meet in order to apply them to a firearm.Other creatures can use firearms bearing attachments you’ve applied using this feature, but those creatures can’t benefit from those attachments.Gunner’s Creed3rd-Level Gunner FeatureYou choose a creed to follow, which reflects your combat style and approach to marksmanship. Your creed choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.Lucky Skill3rd-Level Gunner FeatureUsing a distinctive combination of raw skill and dumb luck, you can snatch victory from the jaws of defeat. Choose a skill or tool in which you’re proficient; it becomes your Lucky Skill. When you make an ability check using your Lucky Skill, you can use your Second Chance special Reaction without expending any Moxie.Bullet Time2nd-Level Gunner FeatureAs a Bonus Action, you can enter a state of heightened reflexes until the start of your next turn. During this time, you have Advantage on attack rolls, ability checks, and Dexterity saving throws, and creatures have Disadvantage on attack rolls made against you. In addition, you expend 1 less Moxie the first time you take a special Reaction that would require you to expend Moxie. Once you’ve used this Bonus Action, you can’t do so again until you finish a Short or Long Rest. Starting at 17th level, you can use it twice before a rest.Firearm Attachments2nd-Level Gunner FeatureA marksman is only as good as their weapon, and you’ve learned to improve yours with special attachments. When you finish a Long Rest, you can apply, remove, or swap any number of attachments from the list at the end of this class on firearms you’re holding. The maximum number of attachments you can have in total, as well as the maximum number of attachments that a single firearm can hold at a time, are listed on the Gunner table. You can apply the same attachment to different firearms, but each one counts against your limit.


Gunslinger's Magazine | Zaman's Guide 7‹ Warning Shot. When a creature you can see moves towards you while within the normal range of a firearm you’re holding, you can expend 1 Moxie to stop it in its tracks. Make a ranged attack with that firearm, which deliberately misses the creature. The creature must succeed on a Wisdom saving throwwith the DC equal to the result of your attack roll or be Frightened of you until the end of your next turn.GM Tip: Attack Rolls asSaving ThrowsInstead of a static save DC, a few Gunner features utilise the result of an attack roll as the DC for the saving throw they impose. This represents how the Gunner’s accuracy and swiftness in that precise moment affect the situation—a Warning Shot is scarier the closer the bullet comes to a creature. In addition, it allows for the save DC to be dynamically altered depending on the environment or the conditions of the battle—for example, a Gunner would have Disadvantage on the attack roll for Warning Shot if Poisoned, or if a hostile creature was within 5 feet of them, thus potentially lowering the save DC.This need not impact the speed of a turn at a table, even if it adds an extra roll. The GM can roll the saving throw for the creature at the same time as the player rolls the attack roll to determine the save DC. Then, it’s just a matter of comparing the two.Tough as Nails10th-Level Gunner FeatureThe world has chewed you up and spat you out, and you’re all the more resilient for it. You gain proficiency in Constitution saving throws.Adrenaline Rush13th-Level Gunner FeatureWhen the going gets tough… you get even tougher. When you take damage that puts you at or below half of your Hit Point maximum, you can use your Reaction to immediately gain an amount of Moxie equal to your maximum Moxie, which can put you over your maximum amount. In addition, your Bullet Time feature immediately activates without expending its use, even if you have no uses of it left.Once you’ve used this feature, you can’t use it again until you finish a Long Rest.Ability Score Improvement4th-Level Gunner FeatureWhen 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.Extra Attack5th-Level Gunner FeatureYou can attack twice, instead of once, whenever you take the Attack action on your turn. You can forgo one of these attacks to instead reload a weapon with the Reload property.Quickdraw6th-Level Gunner FeatureYou want there to be no mistake: you shot first. When you roll Initiative and you’re not surprised, you can use a Reaction to make one weapon attack with a firearm. If the attack hits a hostile creature of Challenge Rating ½ or greater, you gain 1 Moxie.Improved Moxie9th-Level Gunner FeatureWhen you would lose all Moxie as a result of not gaining or expending any for 1 minute, you instead lose all but 1 Moxie. In addition, your True Grit special Reaction grants you 1d8 Temporary Hit Points per Moxie expended instead of 1d6, and you gain new special Reactions for which you can expend Moxie:‹ Bullet Clash. When a creature you can see makes a ranged attack while within the normal range of a firearm you’re holding, you can expend 1 Moxie to deflect the attack. Make a ranged attack with that firearm. If your attack roll is higher than the triggering attack’s, that attack automatically misses.‹ Close Call. When you make a saving throw, you can expend 1 Moxie to add your Proficiency Bonus to your roll. You can do this after you make the roll, but before the GM determines whether it succeeds or fails.


Ognjen SporinDouble Tap14th-Level Gunner FeatureYou have the fastest hands in the multiverse. You can take an additional Bonus Action on each of your turns. This Bonus Action can't be used to make an attack.Ultimate Weapon20th-Level Gunner FeatureYou’ve reached the apex of weapon modification. Choose one of the following special attachment options, which doesn’t count against the maximum number of attachments you can have or the maximum number of attachments that a weapon can hold. You can only have one instance of the chosen attachment, and you can move it between different firearms when you finish a Long Rest, but you can’t choose to replace it with a different special attachment from this feature.‹ Arcano-Intelligent Targeting (Miscellaneous). When you make a ranged attack using the firearm with this attachment against a creature you can see, you can choose not to roll, but instead treat it as if you’d rolled a 20 on the attack roll. Once you use this attachment, you can’t do it again until the attachment recalibrates over the course of your next Long Rest.‹ Elemental Converter (Miscellaneous). When you make a ranged weapon attack using the firearm with this attachment, you can choose to change its damage type to Acid, Cold, Fire, Lightning, or Thunder. As a Reaction when you take damage of one of those types, you can choose to gain Resistance to the triggering damage type until the end of the turn. Once you do, the next attack you make using the firearm with this attachment before the end of your next turn deals an extra 2d6damage of the triggering type on a hit.‹


Gunslinger's Magazine | Zaman's Guide 9Stakeout3rd-Level Deadeye’s Creed FeatureNo foe can escape your notice… unfortunately for them, the opposite isn’t true. You gain proficiency in the Perception and Stealth skills. Choose one of these skills to become an extra Lucky Skill, as per your Lucky Skill feature.Deadeye’s Flair3rd-Level Deadeye’s Creed FeatureEach of your shots is perfectly calculated, with ponderous rigor and endless patience. You learn unique ways to gain and spend Moxie:‹ Careful Aim. At the end of each of your turns, you gain 1 Moxie if you hit a hostile creature of Challenge Rating ½ or higher with a ranged weapon attack using a firearm and didn’t spend any of your movement that turn.‹ Calculated Ricochet. When you miss with a ranged weapon attack using a firearm, you can expend 1 Moxie as a special Reaction to reroll the attack roll against a different target within range of the weapon and 30 feet of the original target.Scoping Mechanism7th-Level Deadeye’s Creed FeatureThe logic is simple: aim better, kill better. When you apply attachments at the end of a Long Rest, you can apply an additional Sight attachment to one of your firearms, even if the firearm already has a different Sight attachment. This extra attachment doesn’t count against your total number of attachments or the maximum attachments a firearm can hold.In addition, the number you need to roll on the d20 to score a Critical Hit with a firearm is reduced by 1 for each Sight attachment applied to it.Marksman’s Insight7th-Level Deadeye’s Creed FeatureYou’ve learned to carefully study your marks for chinks in their armour. You can use a Bonus Action to examine a creature through a Sights attachment on a firearm you’re holding, making an Investigation (Intelligence) check with the DC equal to 8 + half of the creature’s level or Challenge Rating. On a success, choose a condition or damage type. The GM tells you whether the creature has Vulnerability, Resistance, or Immunity to the chosen condition or damage type. Success or fail, you can’t use this feature again on the same creature for 24 hours.‹ Megamag (Miscellaneous). This attachment pulls bullets from an extradimensional space, removing the Reload property from the firearm to which it’s applied and causing it to require no ammunition. You can still reload the firearm manually to load special ammunition into it. This attachment can hold six pieces of special ammunition inside, and you can choose to use one when you make a ranged attack with the firearm.‹ Omniscope (Sights). Attacking at long range doesn’t impose Disadvantage on ranged weapon attack rolls made using the firearm with this attachment. The attachment also functions as a Spyglass. As a Bonus Action while holding the firearm with this attachment, you can activate the scope, choosing either Truesight or X-Ray mode. If you choose Truesight, you have Truesight out to 30 feet while looking through the scope. If you choose X-Ray, you can see into and through solid matter out to 30 feet while looking through the scope. Either mode lasts until you activate the other mode.Gunner CreedsGunners are as varied as the firearms they proudly brandish, but some find common ground under the same creed—a discipline that shapes not only their combat style, but also the artistry of their gunslinging. Creeds aren’t rigid codes of honour, and they don’t dictate a Gunner’s morals or ambitions, but rather the way in which they defend them. One might charge recklessly into battle to bring righteous fury upon a nefarious cult, while another opts to infiltrate the cult’s headquarters to assassinate its leader under the cover of night. At the end of the day, whichever creed a Gunner decides to follow, it’s usually bad news for any unfortunate fools who find themselves staring down the barrel of a loaded firearm.Deadeye’s CreedAs patient as they are lethal, Deadeyes are master sharpshooters, prizing accuracy and efficiency above all else. With eagle eyes, they scan the battlefield in the span of a heartbeat, accounting for factors such as wind velocity, projectile drop, and target trajectory as instinctively as they breathe. Then, they take their first shot. Seldom do they need a second.What first led you down the path of a Deadeye? Have you always had the patience of a saint and an uncanny knack for complex mental physics? Or is each of your bullets guided by pure chance, with the multiverse conspiring to bury them in your foes through a series of unlikely coincidences, even in the face of your ineptitude? Whatever the case, one thing is certain: you never miss.


Ognjen SporinSteady Breath15th-Level Deadeye’s Creed FeatureBy drawing in your breath, you steady both body and mind. As a Bonus Action, you can choose to start holding your breath, and you must concentrate on this as if concentrating on a spell. If you maintain Concentration on this effect until your next turn, you have Advantage on the first attack roll you make that turn, after which your Concentration ends.Additionally, when you make an Intelligence, Wisdom, or Charisma saving throw while concentrating on this feature, you can choose to stop concentrating on it to use your Close Call special Reaction without expending Moxie.One Shot, One Kill11th-Level Deadeye’s Creed FeatureYou can forgo additional shots to gamble it all on a single bullet—and the more you put on the line, the more you stand to win. Once per turn, when you reload a firearm, you can choose to load it with a single bullet instead of its maximum amount. If you do, the next attack made with that firearm before it’s reloaded again deals extra damage depending on the firearm’s Reload value, as detailed in the table below.Damage per Reload ValueReload Value Extra DamageReload (1) NoneReload (2) 1d6Reload (3) 2d6Reload (4) 3d6Reload (5) 4d6Reload (6) 5d6


Gunslinger's Magazine | Zaman's Guide 11Artist NameRe-Ricochet18th-Level Deadeye’s Creed FeatureYou can fish for the perfect hit with clever, well-calculated plans… so what if they happen to be extremely convoluted? You can use your Calculated Ricochet special Reaction when the attack would hit its target, causing it to miss instead so you can reroll the attack roll.In addition, after you use your Calculated Ricochet special Reaction to reroll an attack roll, you can expend 1 Moxie to reroll the attack roll again, with Advantage, against a different creature within 30 feetof the second target, which can be the original one.Slugger’s CreedWhat’s even more painful than a bullet to the gut? A point-blank bullet to the gut, of course. Sluggers exchange the relative safety of distance and cover for the exhilarating chaos of close-quarters combat, leveraging their superior agility to run circles around their foes and bring them down with a combination of blade and bullet. Detractors accuse these Gunners of simply covering for their poor aim, but curiously enough, they rarely voice this opinion within earshot of one.There are many reasons why you may have chosen to be a Slugger. Perhaps you’re a thrill seeker who thrives on high-risk, high-reward tactics. You could be a maverick inventor who sought to merge firearms with melee weapons against the recommendations of your colleagues and in flagrant violation of local safety ordinances. Or maybe you do have bad aim—no one needs to know! Whichever the case, you’re among the rare few Gunners whose foes desperately wish would keep their distance.Close-Quarters Expert3rd-Level Slugger’s Creed FeatureAny enemy that thinks you won’t be as dangerous up close as you are from a distance is in for a very painful realisation. You gain proficiency in the Acrobatics skill, and it becomes an extra Lucky Skill for you, as per your Lucky Skill class feature. In addition, you gain proficiency with Martial weapons that lack the Two-Handed property.


Artist NameSlugger’s Flair3rd-Level Slugger’s Creed FeatureAlternating between gunshots and melee attacks, you unleash devastating combos. You learn unique ways to gain and spend Moxie:‹ Blade & Bullet. The first time you hit with a ranged weapon attack using a firearm and a melee weapon attack on the same turn, you gain 1 Moxie.‹ Tacticool Reload. Immediately after you reload a firearm, you can expend 1 Moxie as a special Reaction to make a melee weapon attack.Lead to the Face7th-Level Slugger’s Creed FeatureYou love the smell of powder burn in the morning. When you apply attachments at the end of a Long Rest, you can apply the Sawed-Off Barrel attachment to one of your firearms, even if the firearm already has a different Barrel attachment. This extra attachment doesn’t count against your total number of attachments or the maximum attachments a firearm can hold.Bullet Ballet7th-Level Slugger’s Creed FeatureQuick feet and quicker fingers are a deadly combination on the battlefield. When you gain or expend 1 or more Moxie, you can move 5 feet without provoking Opportunity Attacks. If the Moxie is expended as part of a Reaction, you can choose to move immediately before or after you take that Reaction. Concealed Parry11th-Level Slugger’s Creed FeatureYour heightened reflexes allow you to deflect attacks using your firearms. As a Reaction when a creature hits you with a melee attack while you’re holding a firearm, you gain a +2 bonus to AC against the triggering attack, potentially causing it to miss.Bulletstorm15th-Level Slugger’s Creed FeatureAs an action, you can weave across the battlefield in a whirlwind of steel and gunpowder. Until the end of your turn, you can make a weapon attack against a creature (no action required) the first time you move within 5 feet of it. Once you’ve used this feature, you can’t use it again until you finish a Long Rest.Counter-Strike18th-Level Slugger’s Creed FeatureEach missed opportunity for an opponent is a new opportunity for you. The bonus to AC from your Concealed Parry feature increases to +3. If the triggering attack misses, you can make a weapon attack against the attacking creature as part of the same Reaction.


Gunslinger's Magazine | Zaman's Guide 13The Gunner can apply several different attachments to their firearms, altering their properties, damage, or function. Here is a list of the available firearm attachments, categorized into five types: Barrel, Melee, Muzzle, Sights, and Miscellaneous.In addition, some attachments gain upgraded effects at certain Gunner class levels, while others require the Gunner to be at least a certain level to apply them in the first place.Barrel‹ Extended Barrel. This barrel has been elongated to increase accuracy and range. The normal range of a firearm with this attachment increases by 20 feet, and its long range increases by 60 feet.When you reach 11th level in the Gunner class, the normal range instead increases by 40 feet, and the long range by 120 feet.‹ Sawed-Off Barrel. This barrel has been cut short to facilitate close-quarters combat. Being within 5 feet of a hostile creature doesn’t impose Disadvantage on ranged attack rolls using a firearm. The normal and long ranges of the firearm are both halved (calculated after other attachments that affect range).‹ Subaquatic Barrel. This barrel has been improved to fire underwater. Attacks made using a firearm with this attachment ignore the penalties of underwater combat.‹ Wide Barrel (9th Level). This wide barrel allows for larger bullets with more stopping power. When you hit a Large or smaller creature with a ranged attack using a firearm with this attachment, the creature is pushed 5 feet directly away from you. If you hit it a second time on the same turn, you can choose to push it another 5 feet or knock it Prone. If you roll a 1 on an attack roll made using the firearm, you’re pushed 5 feet directly away from your target.When you reach 15th level in the Gunner class, this effect applies to Huge or smaller creatures.‹ High-Velocity Barrel (11th Level). This magitech barrel accelerates projectiles to near impossible speeds. Ranged attacks made using a firearm with this attachment pass through the first creature or object they hit, as long as it’s Medium or smaller and less than 2 feet thick. If there’s another creature or object no more than 5 feet directly behind the original one, you can target it with the attack as well, making a new attack roll. This attack roll ignores any cover provided by the first creature or object.Firearm AttachmentsWhen you reach 15th level in the Gunner class, ranged attacks made using a firearm with this attachment pass through magical barriers such as those created by the Tiny Hut, Wall of Force, and Forcecagespells, and ignore the effects of the Shield spell.‹ Double Barrel (15th Level). This extra barrel makes a firearm twice as dangerous. Attacks made using a firearm with this attachment deal an extra die of damage on a hit. The Reload value of the firearm is halved (calculated after other attachments that affect Reload). This attachment can’t be applied to firearms with Reload (1).Sights‹ Adamantine Sights. Being Prone or targetting a Prone creature more than 5 feet away doesn’t impose Disadvantage on ranged attack rolls made using a firearm with this attachment.‹ Arcanovision Sights (9th Level). While looking through this attachment, you see an aura around visible creatures or objects within 30 feet of you that bear magic, as per the Detect Magic spell.When you reach 15th level in the Gunner class, you can’t have Disadvantage on ranged attack rolls using the firearm against creatures or objects bearing the aura.‹ Auto-Targeting Sights (9th Level). When you make a ranged attack roll using a firearm with this attachment against a creature you can see, you can choose not to roll, but instead treat it as if you’d rolled a 10 on the d20. Once you use this attachment, you can’t do it again until you use an action to reset the mechanism.‹ Night Vision Sights. You have Darkvision out to 60 feet while looking through this attachment.When you reach 15th level in the Gunner class, you can also see normally in magical Darkness out to 60 feet while looking through this attachment.‹ Telescopic Sights. Attacking at long range doesn’t impose Disadvantage on ranged weapon attack rolls made using a firearm with this attachment. The attachment also functions as a Spyglass.‹ Thermal Sights (9th Level). While looking through this attachment, you have Advantage on Wisdom (Perception) checks made to detect creatures that produce body heat, and you can always see those creatures regardless of light conditions or obscurement, as long as they’re not behind Total Cover. Some Constructs, Elementals, and Undead exist at ambient temperature and can’t be seen with this property (GM’s discretion).


14Mohammed Bellafquihfrom you until it or a creature within reach of it uses an action to remove the hook, until you move farther than 10 feet from it, or until you make a melee attack with the firearm against a different creature. You can use a Bonus Action to reel a creature with a hook embedded in it 5 feet towards you.When you reach 11th level in the Gunner class, the hook can embed itself in Large or smaller creatures.‹ Needle (5th Level). This attachment consists of a hollow needle filled with venomous fluid. A firearm with this attachment is also considered a Simple Melee weapon. It deals 1 Piercing damage on a hit, and you can use your Dexterity modifier instead of Strength for the attack and damage rolls of melee attacks made with it. When you hit a creature with a melee attack using it, the creature becomes Poisoned until the end of its next turn. After this effect triggers, it can’t trigger again until you use an action to reset the mechanism.This attachment deals an extra 1d4 Poison damage on a hit with the melee weapon when you reach 11th level in the Gunner class.‹ Buckler (9th Level). This attachment consists of a small shield mounted to the barrel. You gain a +1 bonus to AC while holding a firearm with this attachment.‹ Weighted Butt (9th Level). This attachment has a dangerous heft to it. A firearm with this attachment is also considered a Simple Melee weapon. It deals 1d4 Bludgeoning damage on a hit, and you can use your Dexterity modifier instead of Strength for the attack and damage rolls of melee attacks made with it. When you roll a 4 on the damage die against a creature, the creature is dazed, gaining Disadvantage on the next attack roll it makes before the end of its next turn.When you reach 15th level in the Gunner class, this damage increases to 1d6, and you daze a creature on a roll of 5 or higher.Melee‹ Bayonet. This knife, spike, or similar implement allows you to use your firearm as a melee weapon. A firearm with this attachment is also considered a Simple Melee weapon. It deals 1d4 Piercing damage on a hit, and you can use your Dexterity modifier instead of Strength for the attack and damage rolls of melee attacks made with it.The damage of this attachment increases to 1d6when you reach 5th level in the Gunner class, and again to 1d8 when you reach 11th level in the Gunner class.‹ Taser. This metal rod crackles with electricity. A firearm with this attachment is also considered a Simple Melee weapon. It deals 1 Lightning damage on a hit, and you can use your Dexterity modifier instead of Strength for the attack and damage rolls of melee attacks made with it. If a creature takes damage from this attachment, it can’t take Reactions until the start of its next turn.The damage of this attachment increases to 1d4when you reach 9th level in the Gunner class, and again to a 1d6 when you reach 15th level in the Gunner class.‹ Grapplehook (5th Level). This sharp hook is connected to the firearm by a short length of chain. A firearm with this attachment is also considered a Simple Melee weapon. It deals 1d4 Piercing damage on a hit, and you can use your Dexterity modifier instead of Strength for the attack and damage rolls of melee attacks made with it. A Medium or smaller creature hit with a melee attack using the firearm with this attachment has the hook embedded in it, and can’t move farther than 10 feet away


Gunslinger's Magazine | Zaman's Guide 15Martin Kirby-Jacksona melee attack using the firearm. A melee attack made using a firearm with an incandescent muzzle deals an extra 1d6 Fire damage on a hit.When you reach 11th level in the Gunner class, this damage increases to 1d8.‹ Concentration Breaker (9th Level). This muzzle imbues bullets that pass through it with anti-magic properties. Creatures have Disadvantage on Constitution saving throws made to maintain Concentration as a result of taking damage from a ranged weapon attack using a firearm with this attachment.‹ Force Pulse (9th Level). When you make the first ranged weapon attack using a firearm with this attachment after it’s reloaded, the muzzle produces a pulse of repelling force. Each other Medium or smaller creature within 5 feet of you is pushed 5 feet directly away from you.When you reach 11th level in the Gunner class, this effect applies to Large or smaller creatures. When you reach 15th level in the Gunner class, this effect applies to Huge or smaller creatures.Miscellaneous‹ Automatic Reloader. The first time that a firearm with this attachment needs to be reloaded, the attachment reloads it automatically (no action required). After this attachment triggers, it can’t trigger again until you spend an action resetting the mechanism.‹ Decorative Etchings. While visibly holding a firearm with this attachment, you have Advantageon Charisma (Intimidation) and Charisma (Persuasion) checks.‹ Extended Capacity. A firearm with this attachment has its Reload value increased by 1, to a maximum of 6.The Reload value increases by an additional 1when you reach 5th, 11th, and 15th levels in the Gunner class.Muzzle‹ Scattershot. This attachment breaks bullets into a shower of shrapnel as they exit the barrel. A firearm with this attachment loses its normal and long ranges, and can’t be used to make ranged attack rolls against creatures. Instead, you can use an action to fire shrapnel from it in a 15-foot Cone, making a ranged attack roll. Each creature in the area must succeed on a Dexterity saving throw with the DCequal to the result of your attack roll or take the damage of the attack. Magical ammunition can’t be fired by a firearm with this attachment, and mundane bullets fired from it are destroyed.When you reach 11th level in the Gunner class, the area increases to a 20-foot Cone.‹ Suppressor. A firearm with this attachment loses the Loud property.When you reach 11th level in the Gunner class, making an attack with a firearm using this attachment while hiding doesn’t reveal you to creatures outside of the firearm’s normal range.‹ Muzzle Flash (5th Level). When you make the first ranged weapon attack using a firearm with this attachment after reloading it, the muzzle produces a blinding flash. Each other creature within 5 feetof you gains Disadvantage on the next attack roll it makes before the end of its next turn. Creatures with Immunity to the Blinded condition ignore this effect.‹ Red-Hot Muzzle (5th Level). This muzzle is built with a deliberate fault that causes it to overheat. When you make the first ranged weapon attack using a firearm with this attachment after it’s reloaded, the muzzle becomes incandescent until the firearm is reloaded again or until you hit with


16Chaouki Titouhi & Martin KirbyJackson‹ Smart Grip. You can’t be disarmed of or otherwise forced to drop a firearm with this attachment.When you reach 11th level in the Gunner class, you can’t have Disadvantage on melee attack rolls made using a firearm with this attachment.‹ Arcane Stabiliser (5th Level). A firearm with this attachment is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. This also applies to attacks made using Melee attachments.When you reach 11th Level in the Gunner class, the firearm with this attachment gains a +1 bonus to attack and damage rolls made with it. If the firearm already has a bonus to attack and damage rolls, you use the highest of the two. When you reach 15th level in the Gunner class, this bonus increases to +2.‹ Bipod (9th Level). As an action or Bonus Action while standing on the ground and holding a firearm with this attachment, you can unfold and mount a bipod to aid in your aiming. While you remain in the same space with the bipod unfolded, you have Advantage on the first ranged attack roll you make using the firearm on each of your turns. You can fold the bipod back in using an action or Bonus Action. If you move or are moved without first folding the bipod, you have Disadvantage on attack rolls made using the firearm until the bipod is folded.‹ Heat Sink (15th Level). This attachment allows you to overheat your firearm in order to push it past its limits. When you attack using a firearm with this attachment as part of the Attack action, you can choose to make an additional attack as part of the same action, taking 3d6 Fire damage as the weapon overheats. If you take any of this Fire damage, you have Disadvantage on the attack roll. After you use this effect, you can’t do so again until you use an action to vent the excess heat.GM Tip: Blackpowder vsMagitechHeliana’s Guide first introduced firearms as magitech weapons—deadly combinations of magic and technology, expensive but worth every Copper Piece. In order to make more options available for Gunners without gating them behind a high price point, Zaman’s Guide introduces blackpowder firearms. These versions work similarly to the ones in Heliana’s Guide, with some slight balancing tweaks that allow them to exist at a lower cost, on par with other weapons in the game.The magitech firearms in Heliana’s Guide are fully compatible with this class, but be aware that if your player characters have money to spend on them, they can represent a considerable increase in power. Blackpowder firearms are recommended for use with the Gunner class.


Gunslinger's Magazine | Zaman's Guide 17Martin Kirby-JacksonNew Weapons - Blackpowder FirearmsThe following table presents five options for blackpowder firearms—new weapons introduced in Zaman’s Guide. Additional details for each weapon can be found in their respective sections.Weapon Damage Properties Item Value WeightManufacturingMaterial Cost Tool DC TimeMartial Ranged WeaponsBlunderbuss 3d4 PiercingAmmunition (range 20/60), Loud (1000), Reload (1), Two-Handed50 GP 5 lb. 15 GP Smith, tinker 17 18 hrsMusket 1d12 PiercingAmmunition (range 80/240), Loud (1000), Reload (1), Two-Handed30 GP 10 lb. 10 GP Smith, tinker 17 18 hrsPistol 1d6 PiercingAmmunition (range 40/120), Light, Loud (500), Reload (2)15 GP 2 lb. 5 GP Smith, tinker 17 10 hrsRevolver 1d8 PiercingAmmunition (range 60/240), Loud (500), Reload (6)50 GP 2 lb. 15 GP Smith, tinker 17 18 hrsRifle 1d10 PiercingAmmunition (range 120/480), Loud (1000), Reload (2), Two-Handed50 GP 8 lb. 15 GP Smith, tinker 17 24 hrs


Ognjen SporinBlunderbussBlunderbusses are firearms boasting a large barrel flared at the muzzle, which fire shot or similar projectiles in a narrow spread at short distances. They have the Ammunition (range 20/60), Loud (1,000), Reload (1), and Two-Handed properties, and deal 3d4 Piercing damage on a hit.MusketMuskets are muzzle-loaded firearms with long barrels, traditionally reloaded after each shot. They have the Ammunition (range 80/240), Light, Loud (1,000), Reload (1), and Two-Handed properties, and deal 1d12 Piercing damage on a hit.PistolPistols are one-handed firearms, whose small size and light weight make them especially easy to handle. They have the Ammunition (range 40/120), Loud (500), Reload (2), and Light properties, and deal 1d6 Piercing damage on a hit.RevolverRevolvers are one-handed firearms with a rotating cylinder that contains several chambers, allowing for greater ammunition capacity. They have the Ammunition (range 60/240), Loud (500), and Reload (6) properties, and deal 1d8Piercing damage on a hit.RifleRifles are long-barreled firearms boasting superior accuracy due to the grooves on the inside of their barrels, which confer spin to fired projectiles. They have the Ammunition (range 120/480), Loud (1,000), Reload (2), and Two-Handed properties, and deal 1d10 Piercing damage on a hit.


Gunslinger's Magazine | Zaman's Guide 19Benedetta AbbateThis weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the Reload property, and doesn’t require ammunition. Instead, it shoots rays of magical energy, dealing Force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it.Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn.‹ Cold. The attack deals an extra 2d6 Cold damage and the target’s Speed is halved until the start of your next turn.‹ Fire. The attack deals an extra 3d6 Fire damage.‹ Lightning. The attack deals an extra 2d6 Lightning damage and it’s made with Advantage if the target is wearing armour made of metal.‹ Poison. The attack deals an extra 1d6 Poison damage and the target is Poisoned until the start of your next turn.Hextech Recharge. As an action, you can slot a gemstone worth 50 GP or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.New PropertiesZaman’s Guide introduces two new weapon properties: Loud and Reload.Loud (X). The sound of the weapon (typically a firearm) being used to make a ranged attack is audible to creatures within a number of feet as specified by the number in parentheses after the Loud property. This range is doubled in echoey locations, such as cave systems, and where sound travels faster, such as underwater.Reload (X). A number of pieces of ammunition, specified by the number in parentheses after the Reload property, can be loaded into this weapon. Making a ranged attack with the weapon uses one piece of ammunition from the amount within. When the weapon has no ammunition left, a creature must use an action to reload it before it can be used to make ranged attacks again. A creature can reload a weapon before it runs out of ammunition, replacing or adding to the ammunition already inside, up to the maximum amount the weapon can hold.A creature can use magical or specialised ammunition that has been loaded into the weapon for any ranged attack made with the weapon (creature’s choice for each attack).Magic FirearmsCaster BlasterWeapon (any firearm), uncommonComponent: Construct (divine-infused) arcanothermic coreAre you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The Caster Blaster: making magical firepower available to those able to pay for it. Caster Blaster


20Mohammed Bellafquihcurrently loaded into it. Each attack made with the firearm before it’s reloaded again has an additional effect depending on the chosen damage type. Once this property of the weapon has been used, it can’t be used again until the next dawn.Ø Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an Acid attack, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10.Ø Cold Deceleration. A creature hit by a Cold attack must succeed on a DC 15 Constitution saving throw or have its Speed reduced to 0 feet until the end of its next turn.Ø Fire Explosion. The target hit by a Fire attack and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 Fire damage.Ø Lightning Inhibition. A creature hit by a Lightning attack must succeed on a DC 15 Constitution saving throw or be unable to take Reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is Incapacitated until the end of its next turn unless it is Immune to being stunned.Ø Thunder Disorientation. A creature hit by a Thunder attack must succeed on a DC 15 Constitution saving throw or be Deafeneduntil the end of its next turn and have Disadvantage on the next attack roll or ability check it makes before then.Very rare variant, Piecemaker Mk.3: You gain a +3 bonus to attack rolls made with this magic weapon. The weapon has the Enhance Ammo property. Increase the DCs to 16.PiecemakerWeapon (any firearm), uncommonComponent: Elemental core of fireOriginally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon.Elemental Ammunition. After this weapon is reloaded, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. The bullets loaded into the weapon are destroyed and replaced with blasts of elemental energy, which deal the chosen type of damage instead of the weapon’s normal damage type. If the weapon is reloaded again, any energy left in it dissipates.Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed.Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed.Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property.Enhance Ammo. As a Bonus Action while holding this weapon, you can enhance the energy Piecemaker


Gunslinger's Magazine | Zaman's Guide 21Martin Kirby-JacksonMagic AmmunitionDeceiver’s KissAmmunition (bullet), uncommonComponent: Fiend (shaitan) eyeNothing hurts quite as much as being shot in the back by your friend. Except, of course, believing that you’ve been shot in the back by your friend and violently turning on them while the assassin hiding in the bushes gets ready to shoot you again.Et Tu? When you hit a creature with an attack using this ammunition, it must succeed on a DC 13 Wisdom saving throw or believe that a creature of your choice that it can see within 30 feet of it was the shooter. Until the end of your next turn, the target considers the chosen creature an enemy, and attacks it if it’s the closest hostile creature.Rare variant: Increase the DC to 15. The effects of the Et Tu? property last for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.Very rare variant: Increase the DC to 16. The effects of the Et Tu? property last for 1 minute, and the affected creature has Advantage on attack rolls against the creature that it believes was the shooter. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.TimestopperWeapon (any firearm), rare (requires attunement)Component: Monstrosity (chronosphinx) timesand“The name can be a little misleading. It doesn’t actually stop time. It stops your time. By killing you.”— Four-Arm Skara, legendary gunnerThis firearm doesn’t use traditional ammunition. Instead, it shoots bullets made of sand, fed by small hourglass-shaped ampoules full of sand, which you replace whenever you reload the weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon has 3 charges and regains all expended charges daily at dawn.Future Problem. When you hit with an attack roll using this weapon, you can expend 1 charge to cause the bullet to be sent into the future just before making contact, delaying the hit and dealing no damage to the target. At the start of your next turn, the bullet reappears and hits the target regardless of where it is, dealing its normal damage plus an extra 3d6 Force damage.Temporal Bifurcation. Whenever you score a critical hit with this magic weapon, the bullet splits in two. One of the bullets hits the target, dealing the normal damage for the attack, while the other is sent into the future as per the Future Problem property. The future bullet’s damage doesn’t get doubled from the critical hit.Uncommon variant: The weapon doesn’t have an attack and damage roll bonus.Very rare variant: Increase the attack and damage roll bonus to +2 and the damage to 3d8.TimestopperDeceiver's Kiss


22Martin KirbyJacksonPowder PelletAmmunition (bullet), very rareComponent: Elemental (gunpowder jinn) primordial dustIn order to ignite a revolution, one brave soul needs to light the match. Curiously, the same principle applies to enormous clouds of highly combustible gunpowder.Combustion Cloud. After you make an attack using this ammunition, it creates a cloud of gunpowder in a 20-foot-radius Sphere centred on the target, regardless of whether the attack hits or misses. The cloud spreads around corners, its area is Heavily Obscured, and creatures within it can’t breathe. It lasts for 1 minute, or until it’s dispersed by a strong wind. If a flame touches any part of the cloud, the entire cloud detonates, and creatures within it must make a DC 16 Dexterity saving throw. A creature takes 5d6 Fire and 5d6 Thunder damage on a failed save, or half as much damage on a success.Uncommon variant: Reduce the DC to 13, the area of the cloud to a 10-foot-radius Sphere, and the Fire and Thunder damage to 3d6 each.Rare variant: Reduce the DC to 14, the area of the cloud to a 15-foot-radius Sphere, and the Fire and Thunder damage to 4d6 each.TimethiefAmmunition (bullet), rareComponent: Elemental (timeshard jinn) primordial dustAlthough chronocrime is a nebulous, abstract concept to most people, the authorities of Kasbat Azzaman have long struggled to stifle its rise in the city. An estimated total of one year’s worth of time is stolen from the populace on a monthly basis, and underground time-trafficking markets pop up as quickly as they’re shut down.Chronocrime. When you hit a creature with an attack using this ammunition, it must make a DC 15 Constitution saving throw. On a failed save, the creature can’t take Reactions or Legendary Actions until the end of its next turn, and you can take an additional Reaction until the start of your next turn. You can still only take one Reaction on each turn.Uncommon variant: Reduce the DC to 13. The Chronocrime property doesn’t allow you to take an additional Reaction.Very rare variant: Increase the DC to 16. A creature that fails the saving throw has its Speed halved until the end of its next turn. Your Walk Speed is increased by the same amount until the start of your next turn.TimethiefPowder Pellet


Gunslinger's Magazine | Zaman's Guide 23Artist NameGive a page number and paragraphwhen pointing out grammar errorsThis is a simple one, but telling us “I noticed a spelling error in this PDF”, is hard for us to correct. A great example of grammar feedback might look like this:On page 5, in the third paragraph, you misspelt the word “failure” lol.Take your time to exploreZaman's Guide is not designed to be a beginner book, and it introduces some fairly complex ideas and systems as it expands on the core rules of 5th edition. Please take the time to read and familiarise yourself with the new mechanics, and read adventures and stat blocks in full before running them. This will save a lot of confusion and prevent wasted playtesting time.With that in mind, if you’re ever not sure how something works, even if it is explained in the book, that’s great feedback for us! It shows we need to devote more time to explaining exactly how something should work and communicate it to you more clearly. A good example of such feedback might look like this:I read through the rules on paradox points a couple of times, and even ran a couple of the adventures, but I’m still confused about how they work.If you were confused after a read through or two, it tells us we need to find a way to communicate things more clearly.Everyone who gives feedback for Zaman's Guidewill be thanked in print in the final release. Your support and goodwill is inspiring, and it’s an honour to work with you all at this stage to finalise the project. Welcome to the Beta TestThis is a BETA-release document for Zaman's Guide to the End of Time. This is a playtest document, designed to collect your thoughts and experiences so we can ensure the final book is reflective of what you want to see. We’ve already playtested extensively among ourselves, but doubtless, as a community, together we will find new ways to present information in a clearer way, tweak the balance of features that are too effective or a little lacking, and correct any grammar or spelling errors. As a BETA-test, this is not the final version of content that will be in Zaman's Guide.What Is Useful Feedback?As you explore Zaman's Guide to the End of Time, we are particularly interested in your personal playtest experience. To ensure we get the maximum value out of your playtesting, here’s a few things to consider when you explore the BETA PDFs.Use gameplay to inform your feedbackMaybe a feature seems a little overtuned, or a stat block seems underpowered on an initial read. But then, upon playing it, the limitations and virtues of these new ideas become clear. This is why it’s extremely important to play the material you leave feedback on. When leaving feedback, provide the context in which you tested it and then your thoughts. An example might look like this:My players and I ran a few one-shot adventures using the races in Zaman’s. We found the cosmic dji, greatmight scorpid, camelkin, and fennecfolk worked great, but we found the desiccated's Unravel trait gave frail casters too much leeway surviving fatal hits from the backlines.This feedback is excellent because it clearly explains what was tested and what the problem was. A less useful piece of feedback might look like this:I was reading the greatmight scorpid and saw they’re way too overpowered.Scan or Click to leave feedback!


LegalAlright folks, legalese is intimidating. This first bit is plain English. All characters, items, creatures, and spells in this publication are original creations of Plane Shift Press (a.k.a. PSP) or Loot Tavern Publishing (a.k.a. LTP). Please don’t replicate or distribute this unless it is a direct link to where we host it (this is our livelihood!). All spells, items, and monsters are designated product identity and are not open content. That includes proper nouns including, but not limited to: \"Zaman\", \"Heliana\", etc., as well as spells, magic items, and player options. This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.Copyright Notice‹ Zaman’s Guide to the End of Time © 2025, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.‹ Heliana’s Guide to Monster Hunting © 2023, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.


Gunslinger's Magazine | Zaman's Guide 17Benedetta AbbateThis weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the Reload property, and doesn’t require ammunition. Instead, it shoots rays of magical energy, dealing Force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it.Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn.‹ Cold. The attack deals an extra 2d6 Cold damage and the target’s Speed is halved until the start of your next turn.‹ Fire. The attack deals an extra 3d6 Fire damage.‹ Lightning. The attack deals an extra 2d6 Lightning damage and it’s made with Advantage if the target is wearing armour made of metal.‹ Poison. The attack deals an extra 1d6 Poison damage and the target is Poisoned until the start of your next turn.Hextech Recharge. As an action, you can slot a gemstone worth 50 GP or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.New PropertiesZaman’s Guide introduces two new weapon properties: Loud and Reload.Loud (X). The sound of the weapon (typically a firearm) being used to make a ranged attack is audible to creatures within a number of feet as specified by the number in parentheses after the Loud property. This range is doubled in echoey locations, such as cave systems, and where sound travels faster, such as underwater.Reload (X). A number of pieces of ammunition, specified by the number in parentheses after the Reload property, can be loaded into this weapon. Making a ranged attack with the weapon uses one piece of ammunition from the amount within. When the weapon has no ammunition left, a creature must use an action to reload it before it can be used to make ranged attacks again. A creature can reload a weapon before it runs out of ammunition, replacing or adding to the ammunition already inside, up to the maximum amount the weapon can hold.A creature can use magical or specialised ammunition that has been loaded into the weapon for any ranged attack made with the weapon (creature’s choice for each attack).Magic FirearmsCaster BlasterWeapon (any firearm), uncommonComponent: Construct (divine-infused) arcanothermic coreAre you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The Caster Blaster: making magical firepower available to those able to pay for it. Caster Blaster


18Mohammed Bellafquihcurrently loaded into it. Each attack made with the firearm before it’s reloaded again has an additional effect depending on the chosen damage type. Once this property of the weapon has been used, it can’t be used again until the next dawn.Ø Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an Acid attack, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10.Ø Cold Deceleration. A creature hit by a Cold attack must succeed on a DC 15 Constitution saving throw or have its Speed reduced to 0 feet until the end of its next turn.Ø Fire Explosion. The target hit by a Fire attack and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 Fire damage.Ø Lightning Inhibition. A creature hit by a Lightning attack must succeed on a DC 15 Constitution saving throw or be unable to take Reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is Incapacitated until the end of its next turn unless it is Immune to being stunned.Ø Thunder Disorientation. A creature hit by a Thunder attack must succeed on a DC 15 Constitution saving throw or be Deafeneduntil the end of its next turn and have Disadvantage on the next attack roll or ability check it makes before then.Very rare variant, Piecemaker Mk.3: You gain a +3 bonus to attack rolls made with this magic weapon. The weapon has the Enhance Ammo property. Increase the DCs to 16.PiecemakerWeapon (any firearm), uncommonComponent: Elemental core of fireOriginally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon.Elemental Ammunition. After this weapon is reloaded, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. The bullets loaded into the weapon are destroyed and replaced with blasts of elemental energy, which deal the chosen type of damage instead of the weapon’s normal damage type. If the weapon is reloaded again, any energy left in it dissipates.Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed.Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property.Enhance Ammo. As a Bonus Action while holding this weapon, you can enhance the energy Piecemaker


Gunslinger's Magazine | Zaman's Guide 19Martin Kirby-JacksonMagic AmmunitionDeceiver’s KissAmmunition (bullet), uncommonComponent: Fiend (shaitan) eyeNothing hurts quite as much as being shot in the back by your friend. Except, of course, believing that you’ve been shot in the back by your friend and violently turning on them while the assassin hiding in the bushes gets ready to shoot you again.Et Tu? When you hit a creature with an attack using this ammunition, it must succeed on a DC 13 Wisdom saving throw or believe that a creature of your choice that it can see within 30 feet of it was the shooter. Until the end of your next turn, the target considers the chosen creature an enemy, and attacks it if it’s the closest hostile creature.Rare variant: Increase the DC to 15. The effects of the Et Tu? property last for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.Very rare variant: Increase the DC to 16. The effects of the Et Tu? property last for 1 minute, and the affected creature has Advantage on attack rolls against the creature that it believes was the shooter. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.TimestopperWeapon (any firearm), rare (requires attunement)Component: Monstrosity (chronosphinx) timesand“The name can be a little misleading. It doesn’t actually stop time. It stops your time. By killing you.”— Four-Arm Skara, legendary gunnerThis firearm doesn’t use traditional ammunition. Instead, it shoots bullets made of sand, fed by small hourglass-shaped ampoules full of sand, which you replace whenever you reload the weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon has 3 charges and regains all expended charges daily at dawn.Future Problem. When you hit with an attack roll using this weapon, you can expend 1 charge to cause the bullet to be sent into the future just before making contact, delaying the hit and dealing no damage to the target. At the start of your next turn, the bullet reappears and hits the target regardless of where it is, dealing its normal damage plus an extra 3d6 Force damage.Temporal Bifurcation. Whenever you score a critical hit with this magic weapon, the bullet splits in two. One of the bullets hits the target, dealing the normal damage for the attack, while the other is sent into the future as per the Future Problem property. The future bullet’s damage doesn’t get doubled from the critical hit.Uncommon variant: The weapon doesn’t have an attack and damage roll bonus.Very rare variant: Increase the attack and damage roll bonus to +2 and the damage to 3d8.TimestopperDeceiver's Kiss


20Martin Kirby-JacksonPowder PelletAmmunition (bullet), very rareComponent: Elemental (gunpowder jinn) primordial dustIn order to ignite a revolution, one brave soul needs to light the match. Curiously, the same principle applies to enormous clouds of highly combustible gunpowder.Combustion Cloud. After you make an attack using this ammunition, it creates a cloud of gunpowder in a 20-foot-radius Sphere centred on the target, regardless of whether the attack hits or misses. The cloud spreads around corners, its area is Heavily Obscured, and creatures within it can’t breathe. It lasts for 1 minute, or until it’s dispersed by a strong wind. If a flame touches any part of the cloud, the entire cloud detonates, and creatures within it must make a DC 16 Dexterity saving throw. A creature takes 5d6 Fire and 5d6 Thunder damage on a failed save, or half as much damage on a success.Uncommon variant: Reduce the DC to 13, the area of the cloud to a 10-foot-radius Sphere, and the Fire and Thunder damage to 3d6 each.Rare variant: Reduce the DC to 14, the area of the cloud to a 15-foot-radius Sphere, and the Fire and Thunder damage to 4d6 each.TimethiefAmmunition (bullet), rareComponent: Elemental (timeshard jinn) primordial dustAlthough chronocrime is a nebulous, abstract concept to most people, the authorities of Kasbat Azzaman have long struggled to stifle its rise in the city. An estimated total of one year’s worth of time is stolen from the populace on a monthly basis, and underground time-trafficking markets pop up as quickly as they’re shut down.Chronocrime. When you hit a creature with an attack using this ammunition, it must make a DC 15 Constitution saving throw. On a failed save, the creature can’t take Reactions or Legendary Actions until the end of its next turn, and you can take an additional Reaction until the start of your next turn. You can still only take one Reaction on each turn.Uncommon variant: Reduce the DC to 13. The Chronocrime property doesn’t allow you to take an additional Reaction.Very rare variant: Increase the DC to 16. A creature that fails the saving throw has its Speed halved until the end of its next turn. Your Walk Speed is increased by the same amount until the start of your next turn.TimethiefPowder Pellet


Gunslinger's Magazine | Zaman's Guide 21Artist NameGive a page number and paragraphwhen pointing out grammar errorsThis is a simple one, but telling us “I noticed a spelling error in this PDF”, is hard for us to correct. A great example of grammar feedback might look like this:On page 5, in the third paragraph, you misspelt the word “failure” lol.Take your time to exploreZaman's Guide is not designed to be a beginner book, and it introduces some fairly complex ideas and systems as it expands on the core rules of 5th edition. Please take the time to read and familiarise yourself with the new mechanics, and read adventures and stat blocks in full before running them. This will save a lot of confusion and prevent wasted playtesting time.With that in mind, if you’re ever not sure how something works, even if it is explained in the book, that’s great feedback for us! It shows we need to devote more time to explaining exactly how something should work and communicate it to you more clearly. A good example of such feedback might look like this:I read through the rules on paradox points a couple of times, and even ran a couple of the adventures, but I’m still confused about how they work.If you were confused after a read through or two, it tells us we need to find a way to communicate things more clearly.Everyone who gives feedback for Zaman's Guidewill be thanked in print in the final release. Your support and goodwill is inspiring, and it’s an honour to work with you all at this stage to finalise the project. Welcome to the Beta TestThis is a BETA-release document for Zaman's Guide to the End of Time. This is a playtest document, designed to collect your thoughts and experiences so we can ensure the final book is reflective of what you want to see. We’ve already playtested extensively among ourselves, but doubtless, as a community, together we will find new ways to present information in a clearer way, tweak the balance of features that are too effective or a little lacking, and correct any grammar or spelling errors. As a BETA-test, this is not the final version of content that will be in Zaman's Guide. What Is Useful Feedback?As you explore Zaman's Guide to the End of Time, we are particularly interested in your personal playtest experience. To ensure we get the maximum value out of your playtesting, here’s a few things to consider when you explore the BETA PDFs.Use gameplay to inform your feedbackMaybe a feature seems a little overtuned, or a stat block seems underpowered on an initial read. But then, upon playing it, the limitations and virtues of these new ideas become clear. This is why it’s extremely important to play the material you leave feedback on. When leaving feedback, provide the context in which you tested it and then your thoughts. An example might look like this:My players and I ran a few one-shot adventures using the races in Zaman’s. We found the cosmic dji, greatmight scorpid, camelkin, and fennecfolk worked great, but we found the desiccated's Unravel trait gave frail casters too much leeway surviving fatal hits from the backlines.This feedback is excellent because it clearly explains what was tested and what the problem was. A less useful piece of feedback might look like this:I was reading the greatmight scorpid and saw they’re way too overpowered.Scan or Click to leave feedback!


LegalAlright folks, legalese is intimidating. This first bit is plain English. All characters, items, creatures, and spells in this publication are original creations of Plane Shift Press (a.k.a. PSP) or Loot Tavern Publishing (a.k.a. LTP). Please don’t replicate or distribute this unless it is a direct link to where we host it (this is our livelihood!). All spells, items, and monsters are designated product identity and are not open content. That includes proper nouns including, but not limited to: \"Zaman\", \"Heliana\", etc., as well as spells, magic items, and player options. This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.Copyright Notice‹ Zaman’s Guide to the End of Time © 2025, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.‹ Heliana’s Guide to Monster Hunting © 2023, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.


Zaman's Guide | TimestopperTimestopper: Martin Kirby-Jackson; Landscape: Ognjen SporinFuture Problem. When you hit with an attack roll using this weapon, you can expend 1 charge to cause the bullet to be sent into the future just before making contact, delaying the hit and dealing no damage to the target. At the start of your next turn, the bullet reappears and hits the target, dealing its normal damage plus an extra 3d6 Force damage.Temporal Bifurcation. Whenever you score a critical hit with this magic weapon, the bullet splits in two. One of the bullets hits the target, dealing the normal damage for the attack, while the other is sent into the future as per the Future Problem property. The future bullet’s damage doesn’t get doubled from the critical hit.Uncommon variant: The weapon doesn’t have an attack and damage roll bonus.Very rare variant: Increase the attack and damage roll bonus to +2 and the damage to 3d8.TimestopperWeapon (any firearm), rare (requires attunement)Component: Monstrosity (chronosphinx) timesand“The name can be a little misleading. It doesn’t actually stop time. It stops your time. By killing you.”— Four-Arm Skara, legendary gunnerThis firearm doesn’t use traditional ammunition. Instead, it shoots bullets made of sand, fed by small hourglass-shaped ampoules full of sand, which you replace whenever you reload the weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon has 3 charges and regains all expended charges daily at dawn.


Give a page number and paragraphwhen pointing out grammar errorsThis is a simple one, but telling us “I noticed a spelling error in this PDF”, is hard for us to correct. A great example of grammar feedback might look like this:On page 5, in the third paragraph, you misspelt the word “failure” lol.Take your time to exploreZaman's Guide is not designed to be a beginner book, and it introduces some fairly complex ideas and systems as it expands on the core rules of 5th edition. Please take the time to read and familiarise yourself with the new mechanics, and read adventures and stat blocks in full before running them. This will save a lot of confusion and prevent wasted playtesting time.With that in mind, if you’re ever not sure how something works, even if it is explained in the book, that’s great feedback for us! It shows we need to devote more time to explaining exactly how something should work and communicate it to you more clearly. A good example of such feedback might look like this:I read through the rules on paradox points a couple of times, and even ran a couple of the adventures, but I’m still confused about how they work.If you were confused after a read through or two, it tells us we need to find a way to communicate things more clearly.Everyone who gives feedback for Zaman's Guidewill be thanked in print in the final release. Your support and goodwill is inspiring, and it’s an honour to work with you all at this stage to finalise the project. Welcome to the Beta TestThis is a BETA-release document for Zaman's Guide to the End of Time. This is a playtest document, designed to collect your thoughts and experiences so we can ensure the final book is reflective of what you want to see. We’ve already playtested extensively among ourselves, but doubtless, as a community, together we will find new ways to present information in a clearer way, tweak the balance of features that are too effective or a little lacking, and correct any grammar or spelling errors. As a BETA-test, this is not the final version of content that will be in Zaman's Guide. What Is Useful Feedback?As you explore Zaman's Guide to the End of Time, we are particularly interested in your personal playtest experience. To ensure we get the maximum value out of your playtesting, here’s a few things to consider when you explore the BETA PDFs.Use gameplay to inform your feedbackMaybe a feature seems a little overtuned, or a stat block seems underpowered on an initial read. But then, upon playing it, the limitations and virtues of these new ideas become clear. This is why it’s extremely important to play the material you leave feedback on. When leaving feedback, provide the context in which you tested it and then your thoughts. An example might look like this:My players and I ran a few one-shot adventures using the races in Zaman’s. We found the cosmic dji, greatmight scorpid, camelkin, and fennecfolk worked great, but we found the desiccated's Unravel trait gave frail casters too much leeway surviving fatal hits from the backlines.This feedback is excellent because it clearly explains what was tested and what the problem was. A less useful piece of feedback might look like this:I was reading the greatmight scorpid and saw they’re way too overpowered.Scan or Click to leave feedback!


4LegalAlright folks, legalese is intimidating. This first bit is plain English. All characters, items, creatures, and spells in this publication are original creations of Plane Shift Press (a.k.a. PSP) or Loot Tavern Publishing (a.k.a. LTP). Please don’t replicate or distribute this unless it is a direct link to where we host it (this is our livelihood!). All spells, items, and monsters are designated product identity and are not open content. That includes proper nouns including, but not limited to: \"L'Arsene\", \"Cactari\", \"Kasbat Azzaman\", \"Bahr Arrimal\", \"Lemniscate Order\", \"Timespun Sands\", \"Dunedrinker\", \"Sandsipper\", etc., as well as spells, magic items, and player options. This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.Copyright Notice‹ Heliana’s Guide to Monster Hunting © 2023, Max Wartelle, Mohammed Bellafquih, and Jess Jackdaw, Plane Shift Press, a.k.a. PSP.‹ L'Arsene's Ledger of Treasure and Trinkets © 2023, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.


1Richard LayReality-Bending, History-Changing HorrorHabitat: Any; Treasure: Individual“History repeats itself… and he’s living proof.”—Aeon, First HorologistMister Happens-Again invariably appears as a distinguished human gentleman, clad in immaculate black formalwear and usually sporting a top hat and cane. Beneath this unremarkable-albeit-anachronistic facade, however, lurks an eldritch being from beyond the veil of reality, whose true nature is as inscrutable as its purpose. Beware the solitary man who refuses to remove his heavy overcoat under the scorching desert sun. And if he starts to speak… do anything but listen.Everywhere, Everywhen. Reliable sources within the Lemniscate Order document Mister Happens-Again appearing all across the world and throughout history, subtly tweaking the past and steering the future in service of some unknowable design. These records are corroborated by imagery found in ancient bas-reliefs on the walls of pyramids or half-crumbled statues in long-buried mausoleums, each depicting a human man in strange clothing, smiling the same unwavering smile.Mister Happens-AgainSilvered Tongue. Mister Happens-Again is unlikely to resort to physical violence in an altercation. Instead, like any gentleman worth his salt, he prefers to contend with foes using his words. Unfortunately for those who oppose him, Mister Happens-Again’s words just so happen to have the unnatural ability to reshape reality itself if one simply believes in them enough. A carefully-placed whisper is all it takes to retroactively deliver a grievous injury, create an old rivalry between lifelong friends, or rewrite a past triumph into a horrible tragedy.Incomprehensibly Alien. The true motivations of Mister Happens-Again are a mystery, which is only deepened by the fact that all formal investigation into the matter has been strictly forbidden by a coalition of venerable chronosphinxes, including the Horologist Order’s own Aeon. It’s impossible to ever know where one stands with this strange entity—he’s as often a foe as he is an ally, and just as frequently merely an observer. Either way, it can be said without dispute that he’s no friend of mortalkind. Despite the polite, even gentlemanly manner in which he comports himself, he acts with absolute indifference towards the suffering of others, reshaping the lives of mortals with chilling nonchalance. Kindness and empathy are as alien to him as death, in the face of which he regularly yawns. After all, he’ll just come back again and again.


Loot Tavern | Mister Happens-Again 2MISTER HAPPENS-AGAINMedium Aberration, Neutral EvilAC 18 Perception +3 (13)HP 229 (27d8 + 108) Initiative +4 (14)Speed 30 ft.STR DEX CON INT WIS CHAScore 11 18 19 20 17 22Mod (Save) +0 +4 +4 +5 +3 (+8) +6 (+11)Skills Deception +16, History +15, Persuasion +16Condition Immunities Charmed, Exhaustion, FrightenedSenses —Languages All; telepathy 120 ft.CR 16 (XP 15,000) PB +5TraitsI’ll Be Back. If Mister Happens-Again dies, he reforms with all of its Hit Points 1d100 years later within 1 mile of the location of his death.Legendary Resistance (3/Day). If Mister Happens-Again fails a saving throw, he can choose to succeed instead.Magic Resistance. Mister Happens-Again has Advantage on saving throws against spells and other magical effects.Paradox Creature. On Initiative count 20 of each round, losing Initiative ties, Mister Happens-Again draws one card from the Paradox Deck for its Creature Warp effect. The effect takes place immediately. Unless stated otherwise, the effect, including any summoned creatures and spell effects it replicates, lasts until Initiative count 20 of the following round, ending when a new Creature Warp* effect begins for Mister Happens-Again.Reality-Shaper. If a creature fails its saving throw against Mister Happens-Again’s Modify Memory spell by 5 or more, it gains 1 Paradox Point* and the changed memories retroactively become the real course of events.Words of Power. Deafened creatures have Advantage on saving throws against Mister Happens-Again’s effects and abilities.*See Paradox System Sidebar on page 3SpellcastingAbility Score: Charisma DC: 19 Modifier: +11Mister Happens-Again is an innate spellcaster and doesn’t use Material components.At Will: Déjà VuC**3/Day: Modify Memory (see Reality-Shaper trait)1/Day Each: Teleport, Timewalk** (level 9 version) **See Page 3. Bold indicates combat spells, C indicates Concentration.ActionsMultiattack. Mister Happens-Again uses You’ve Already Suffered three times. It can replace one use of it with a use of You’ve Already Lost or You’ve Already Died, if available.You’ve Already Suffered. Mister Happens-Again tries to convince a creature that it has just been struck by him. Saving Throw: DC 19 Charisma, one creature that Mister Happens-Again can see within 60 feet of him. Failure: 14 (4d6) Psychic damage.You’ve Already Lost (Recharge 5-6). Mister Happens-Again tries to convince other creatures that they’ve recently lost a battle against him. Saving Throw: DC 19 Charisma, each creature of Mister Happens-Again’s choice within 60 feet of him. Failure: 28 (8d6) Psychic damage and the target is Frightenedof Mister Happens-Again for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Success: Half damage only.You’ve Already Died (1/Day). Mister Happens-Again tries to convince a creature that it has recently died at his hands and was subsequently resurrected. Saving Throw: DC 19 Charisma, one creature that Mister Happens-Again can see within 60 feet. Failure: 54 (12d8) Psychic damage and roll a d4. The creature takes a penalty to D20 Tests equal to the result. Every time it finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.ReactionsYou’ll Miss Again. Trigger: A creature that Mister Happens-Again can see makes an attack against him. Response:The creature has Disadvantage on attack rolls until the end of Mister Happens-Again’s next turn. For the duration, when the affected creature misses with an attack, it takes 7 (2d6) Psychic damage.Legendary ActionsLegendary Action Uses: 3. Immediately after another creature’s turn, Mister Happens-Again can expend a use to take one of the following actions. Mister Happens-Again regains all expended uses at the start of each of his turns.Déjà Vu. Mister Happens-Again casts Déjà Vu.Suffering Again. Mister Happens-Again uses You’ve Already Suffered.You’ll Hurt Again (Costs 2 Actions). Saving Throw: DC 19 Charisma, one creature that Mister Happens-Again can see within 60 feet. Failure: The next time the target takes damage, record the amount of damage taken. At the start of each of its turns for 1 minute, the creature takes Psychic damage equal to the recorded amount. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if Mister Happens-Again uses this Legendary Action again.


3Ognjen SporinTimewalkLevel 5 ConjurationCasting Time: 1 minuteRange: TouchComponents: V, S, M (a broken hourglass)Duration: Up to 10 minutesClass: Cleric, Sorcerer, Warlock, WizardUp to eight willing creatures you touch who link hands in a circle (which can include you) are transported up to 1 hour into the past or future, arriving in the same spaces they were occupying in the present, or the nearest unoccupied space if those spaces are occupied. When you cast this spell, choose a duration up to the maximum amount; the creatures remain in the time to which they were sent for the duration. The spell can’t be ended early, can’t be dispelled by effects such as Dispel Magic, and isn’t suppressed in the area of an Antimagic Field. Creatures under the effect of this spell can’t be transported by a different casting of it.Using a Higher-Level Spell Slot. The maximum amount of time the creatures travel into the past or future and the duration of the spell both increase for every spell slot above 5: up to 24 hours in time and 1 hour duration at level 6, up to 7 days in time and 24 hours duration at level 7, up to 30 days in time and 7 days duration at level 8, and up to 1 year in time and 30 days duration at level 9.As a Grand Ritual. This spell can be cast in a special way involving up to four creatures, each of which must cast the spell using a level 9 spell slot. When cast in this way, the casting time increases to 1 hour, during which all casters must link hands, and for each year that the creatures travel in time, gems and art objects worth 2,500 GP and one Timeshard are required as additional Material components, which are consumed by the spell. This counts as a single casting of the spell, and the number of creatures it can target remains the same. The spell’s maximum duration increases to 1 year, and the maximum amount of time the creatures travel into the past or future increases for every creature casting the spell beyond the first: up to 10 years with one additional caster, up to 50 years with two additional casters, and up to 100 years with three additional casters. After a creature casts this spell as a Grand Ritual, it loses the ability to cast it again until it has spent 1 year in its original time.Paradox SystemThe Paradox System is a way to make time travel feel consequential and dangerous—after all, messing with the integrity of the timeline should cause unforeseeable ripples through reality! It accomplishes this by measuring the extent of the alterations that a party has caused with the use of Paradox Points, and using those points to build a Paradox Deck—a deck of cards from which players draw to determine the repercussions of their meddling.The system is introduced in Zaman’s Guide and you can read it by following the QR code below.Déjà VuLevel 1 DivinationCasting Time: ActionRange: 30 feetComponents: V, S, M (a broken timepiece)Duration: Concentration, up to 1 minuteClass: Bard, Sorcerer, Warlock, WizardWith a circular motion of your hand, you attempt to trap a creature in an endless loop. Choose a creature that you can see within range. For the duration of the spell, that creature must make a Wisdom saving throw at the start of each of its turns. On a failed save, it must use its action to repeat the action it took on its previous turn. If it took more than one action, it chooses which one to repeat. The specific details of the repeated action can change (such as choosing different targets for a Multiattack action, or choosing different spells when casting spells using the Magic action). If the creature isn’t able to perform the same action, the action is wasted.Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. The creatures must be within 30 feet of each other when you target them.heliana.lt/ParadoxSystem


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LegalAlright folks, legalese is intimidating. This first bit is plain English. All characters, items, creatures, and spells in this publication are original creations of Plane Shift Press (a.k.a. PSP) or Loot Tavern Publishing (a.k.a. LTP). Please don’t replicate or distribute this unless it is a direct link to where we host it (this is our livelihood!). All spells, items, and monsters are designated product identity and are not open content. That includes proper nouns including, but not limited to: \"Mister Happens-Again\", \"Zaman\", etc., as well as spells, magic items, and player options. This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.Copyright Notice‹ Zaman’s Guide to the End of Time © 2025, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.‹ Heliana’s Guide to Monster Hunting © 2023, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.


This page & Opposite: Ognjen SporinChronosphinxChronosphinxes are revered as the pinnacle of sphinxkind—erudite sages even wiser, even more cryptic, even more attuned to the flow of time than their peers. These enigmatic creatures aren’t born, but ascend to their higher state of being when, as a lesser sphinx, they unveil a previously unknown secret of the cosmos. This extraordinary transformation sets them apart as living embodiments of enlightenment and temporal mastery.On the End of Chronosphinxes. Whether the existence of chronosphinxes is inherently limited by the finite nature of cosmic mysteries remains a matter of fervent scholarly debate. Some argue that the universe holds only a set number of secrets to uncover, constraining the rise of new chronosphinxes. Others contend that the wonders of creation are limitless, and that the potential for ascension shall endure eternally. Sphinxes themselves are divided on the topic, and always welcome a lively debate—though one should make sure to clear the next few days of their schedule before engaging.Flowing Through Time. Due to their innate mastery over time, chronosphinxes can manipulate the passage thereof within their own bodies. At will, they can accelerate or rewind their own timelines, allowing them to assume the forms of a cub, adult, or elder. Though each form boasts distinct, powerful abilities, any chronosphinx would agree that the most significant advantage of this transformation lies in its impact on their personality. By shifting perspectives—embracing the exuberance of youth, the gravitas of adulthood, or the wisdom of old age—they gain a uniquely adaptive outlook that greatly enhances their problem-solving prowess.Chronosphinx, Senescent Form


Slow Field (Mature Form Only; Recharge 5-6). The chronosphinx emits an aura that extends 30 feet from itself and lasts until the start of its next turn. Each creature that starts its turn in the aura or enters the aura for the first time on its turn must succeed on a DC 19 Charisma saving throw or be subjected to the effects of the Slow spell until the start of the chronosphinx’s next turn.Senesce (Senescent Form Only; Recharge 5-6). The chronosphinx emits a pulse of energy that causes time to accelerate. Each other creature within 30 feet of the chronosphinx must make a DC 19 Charisma saving throw, taking 45 (10d8) Necrotic damage on a failure, or half as much damage on a success.Bonus ActionsAlacrity (Juvenile Form Only). The chronosphinx takes the Dash, Disengage, or Hide action.ReactionsStasis (Senescent Form Only). Trigger: a creature the chronosphinx can see moves while within 30 feet of the chronosphinx. Response: the creature must succeed on a DC 19 Charisma saving throw or have its Speed reduced to 0 feet until the start of its next turn.Legendary ActionsThe chronosphinx can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action can be used at a time and only at the end of another creature's turn. The chronosphinx regains spent Legendary Actions at the start of its turn.Move. The chronosphinx causes time to flicker, and moves up to half its Speed without provoking Opportunity Attacks.Claw. The chronosphinx makes one Claw attack.Paradox Pulse (Mature Form Only). The chronosphinx makes one Paradox Pulse attack.Pounce (Juvenile Form Only). The chronosphinx leaps a distance equal to its Speed without provoking Opportunity Attacks and makes one Claw attack. Hit or miss, the target must succeed on a DC 17 Strength saving throw or be knocked Prone and Grappledby the chronosphinx (escape DC 17).REVERED CHRONOSPHINXMonstrosity (Size Varies), Lawful NeutralArmour Class 18 (natural armour)Hit Points 199 (19d12 + 76)Speed 40 ft., fly 60 ft.STR DEX CON INT WIS CHA19 (+4) 17 (+3) 18 (+4) 19 (+4) 20 (+5) 22 (+6)Saving Throws Dex +8, Con +9, Wis +10, Cha +11Skills Arcana +9, History +14, Perception +10Damage Resistances ForceDamage Immunities Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacksCondition Immunities Charmed, Exhaustion, FrightenedSenses Truesight 120 ft., passive Perception 20Languages AllChallenge 16 (15,000 XP) Proficiency Bonus +5Atemporal Form. At the start of its turn, the chronosphinx can change between any of its three forms if it isn’t Incapacitated: Juvenile, Mature, and Senescent (no action required). Its size is Medium in its Juvenile form, Huge in its Mature form, and Large in its Senescent form. It has certain traits and can take certain actions in each form, but its statistics otherwise remain the same.Evasion (Juvenile Form Only). When the chronosphinx is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Legendary Resistance (3/Day). If the chronosphinx fails a saving throw, it can choose to succeed instead.Magic Weapons. The chronosphinx’s weapon attacks are magical.ActionsMultiattack. The chronosphinx uses Slow Field (if available) and makes two attacks with any combination of Claw and Paradox Pulse.Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:11 (2d6 + 4) Slashing damage plus 5 (2d4) Force damage.Paradox Pulse. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 14 (4d6) Force damage. If the chronosphinx is in its Mature form, this attack instead deals 20 (4d6 + 6) Force damage and the target must succeed on a DC 9 Charisma saving throw or gain 1 paradox point (if using the Paradox Points optional rule).


6Artist NameLegalAlright folks, legalese is intimidating. This first bit is plain English. All characters, items, creatures, and spells in this publication are original creations of Plane Shift Press (a.k.a. PSP) or Loot Tavern Publishing (a.k.a. LTP). Please don’t replicate or distribute this unless it is a direct link to where we host it (this is our livelihood!). All spells, items, and monsters are designated product identity and are not open content. That includes proper nouns including, but not limited to: \"L'Arsene\", \"Cactari\", \"Kasbat Azzaman\", \"Bahr Arrimal\", \"Horological Order\", \"Timespun Sands\", \"Lion-Ka\", \"Eagle-Ka\", etc., as well as spells, magic items, and player options. This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.Copyright Notice‹ Heliana’s Guide to Monster Hunting © 2023, Max Wartelle, Mohammed Bellafquih, and Jess Jackdaw, Plane Shift Press, a.k.a. PSP.‹ L'Arsene's Ledger of Treasure and Trinkets © 2023, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.


KAFTAR MIRTHFUL MATRIARCHLarge Monstrosity (Shapechanger), Neutral EvilArmour Class 15 (natural armour)Hit Points 127 (15d10 + 45)Speed 30 ft.STR DEX CON INT WIS CHA17 (+3) 12 (+1) 17 (+3) 15 (+2) 16 (+3) 18 (+4)Skills Deception +7, Perception +6Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacksSenses darkvision 60 ft., passive Perception 16Languages Common plus any two languagesChallenge 7 (2,900 XP), or 8 (3,900 XP) in its Ravening FormProficiency Bonus +3Keen Smell. The matriarch has advantage on Wisdom (Perception) checks that rely on smell.Legendary Resistance (2/Day). If the matriarch fails a saving throw, she can choose to succeed instead.Ravening FormIf the matriarch would be reduced to 0 hit points, her current hit point total instead resets to 127 hit points, she recharges her Infectious Laughter, and she regains any expended uses of Legendary Resistance. Additionally, for 1 hour, the matriarch gains the Exsanguinating Strikes trait and can use the options in the “Ravening Actions” section. Award a party an additional 3,900 XP (6,800 XP total) for defeating the matriarch after her Ravening Form activates.Exsanguinating Strikes. When the matriarch hits a creature that has blood with a melee weapon attack, the creature must succeed on a DC 14 Constitution saving throw or start bleeding. A bleeding creature takes 4 (1d8) necrotic damage at the start of each of its turns. At the end of each of its turns, a bleeding creature can repeat the saving throw, ending the effect on a successful save. Alternatively, the bleeding creature or another creature within reach can use an action to make a DC 14 Wisdom (Medicine) check, ending the bleeding on a success. The matriarch knows the exact location of each creature within 30 feetof her that is bleeding from her attacks, and has advantage on attack rolls against them.ActionsMultiattack. The matriarch makes two attacks, only one of which can be her Draining Bite.Claw (Hyena or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.Draining Bite (Hyena or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The matriarch gains temporary hit points equal to the necrotic damage taken.Infectious Laughter (Recharge 5-6). The matriarch begins laughing madly, compelling others around her to do so as well. Each other kaftar within 20 feet of the matriarch that can hear the laughter can use its reaction to join in, adding its voice to the chorus. Each creature of the matriarch’s choice within 20 feetof it that can hear it must make a DC 15 Wisdom saving throw. On a failed save, a creature begins to laugh as well, taking 27 (5d10) psychic damage and becoming charmed by each kaftar that laughed until the end of its next turn or until one of those creatures does anything harmful to it. On a successful save, a creature takes half as much damage and isn’t charmed. Bonus ActionsShapechanger. The matriarch can use her action to polymorph into a Medium hyena, into the last Humanoid that she killed, or back into her true form, which is a Large hyena-humanoid hybrid. Any equipment she is wearing or carrying is worn by her new form (humanoid or hybrid form) or merges into her hyena form. Her statistics are the same in each form, except for her size and any bonuses she gains from its equipment. She reverts to her true form if she dies.Legendary ActionsThe matriarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The matriarch regains spent legendary actions at the start of her turn.Voracious Advance. The matriarch moves up to her speed towards a creature that is missing hit points, without provoking opportunity attacks.Claw (Costs 2 Actions). The matriarch makes one Claw attack.Devouring Tail (Costs 2 Actions). The matriarch lashes out with her tail, attempting to wrap it around a creature within 10 feet of her. The creature must succeed on a DC 14 Strength saving throw or be grappled by the matriarch (escape DC 14). A creature is restrained while grappled in this way, and takes 3 (1d6) necrotic damage at the start of each of its turns as the tongue on the matriarch’s tail drains it of blood. The matriarch gains temporary hit points equal to the necrotic damage taken. The matriarch can only grapple one creature at a time with her tail.Ravening ActionsIf the matriarch’s Ravening Form has activated in the last hour, she can use the option below as a legendary action.Bloodthirsty Combo (Costs 2 Actions). Fueled by her supernatural hunger, the matriarch chooses one creature within 30 feetof it that has half of its hit points or fewer. Her tail stretches towards the chosen creature, which is subjected to effects of the matriarch’s Devouring Tail legendary action. If the creature fails its saving throw against it, it’s pulled up to 30 feet towards the matriarch, and the matriarch can immediately make a Claw attack against the creature.


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