A Must-Have, Colossal Expansion for the 5th Edition
of the World’s Greatest Roleplaying Game
Introduction.................................................... 5 Warmage.................................................... 157
Chapter 1: Races ........................................... 7 Class Features............................................. 158
Geppettin........................................................ 8 Warmage Tricks........................................... 161
Mandrake...................................................... 10 Warmage Houses........................................ 165
Mousefolk...................................................... 12 Witch........................................................... 173
Spirithost....................................................... 13 Class Features............................................. 174
Near-Human.................................................. 14 Hexes........................................................... 178
Chapter 2: Classes ...................................... 21 Grand Hexes................................................ 180
New Classes.................................................. 22 Witch’s Crafts............................................... 183
Alchemist...................................................... 27 Chapter 3: Subclasses............................... 191
Class Features............................................... 28 Barbarians.................................................... 192
Bomb Formulae............................................. 31 Bards............................................................ 198
Discoveries.................................................... 34 Clerics.......................................................... 204
Fields of Study............................................... 37 Druids.......................................................... 210
Captain......................................................... 45 Fighters........................................................ 216
Class Features............................................... 46 Monks.......................................................... 222
Banners.......................................................... 49 Paladins....................................................... 228
Cohorts.......................................................... 54 Rangers........................................................ 236
Craftsman..................................................... 63 Rogues......................................................... 242
Class Features............................................... 64 Sorcerers...................................................... 247
Artisans’ Guilds.............................................. 67 Warlocks...................................................... 254
Masterwork Properties................................... 78 Wizards........................................................ 262
Weapon Properties........................................ 78 Chapter 4: Customization......................... 271
Armor Properties........................................... 86 Multiclassing................................................ 272
Gunslinger.................................................... 91 Auxiliary Levels............................................ 275
Class Features............................................... 92 Feats............................................................ 282
Deeds............................................................ 94 Starter Feats................................................ 286
Gunslinger’s Creeds....................................... 95 Chapter 5: Equipment............................... 291
Investigator................................................ 103 Weapons..................................................... 292
Class Features............................................. 104 Armor.......................................................... 302
Occult Specializations................................. 107 Magic Items................................................. 302
Martyr......................................................... 115 Chapter 6: Spells........................................ 321
Class Features............................................. 116 Tags............................................................. 322
Mortal Burdens............................................ 119 Spell Lists..................................................... 322
Necromancer.............................................. 127 Spell Descriptions........................................ 329
Class Features............................................. 128 Chapter 7: Appendices............................. 359
Grave Ambitions.......................................... 132 Appendix A: Variant Rules........................... 360
Undead Thralls............................................ 140 Appendix B: Familiars................................. 364
Warden....................................................... 145 Appendix C: Monstrous Grafts.................... 369
Class Features............................................. 146 Appendix D: Siegeball................................ 374
Champion’s Call........................................... 149
Lead Designer Michael Holik
Additional Design Alexander Binns, Jaron
Mortimer, Matthew Pennell, Ben Huffman,
Benjamin Richardson, Jason Sinclair, Justin
Forkner, Beniamin Ghita, Max Wartelle,
Alexander J Garcia
Editors Michael Holik, Tony Casper, Benjamin
Lead Artist Martin Kirby Jackson
Graphic Design Martin Kirby Jackson
Cover Illustrator Martin Kirby Jackson
Interior Illustrations Lucas Ferreira CM, Martin
Kirby, Mariana Livraes, Jordy Knoop, Agustín
Marceillac, Moniek Schilder, Loot Tavern (Mo)
ON THE COVER
Martin Kirby Jackson illustrates a view from the
foot of the multidimensional Spire of Secrets.
High above, arcane vortices churn into other
corners of the multiverse, while levitating stones
and crystalline mountainsides dominate the
valley. Valda, the devious lich himself, stands
cackling, staff and infernal spell in hand, to greet
his newest guests.
Valda’s Spire of Secrets, Mage Hand Press and their Disclaimer: Side effects may include: rolling
associated logos are trademarks of Mage Hand up more characters than you could ever play,
Press LLC getting irrationally excited about dice, pretending
© 2021 Mage Hand Press LLC. All Rights Reserved. your GM is a warlock patron, making witch
First Printing – Aug 2022 noises instead of character dialogue, and telling
ISBN 978-1-7357079-1-4 insufferable RPG stories.
Product Identity: The following items are hereby identified as Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered
trademarks, proper names (characters, place names, deities, etc.), new rules, classes, plots, story elements,
locations, characters, races, monsters, artwork, graphics, maps, sidebars, and trade dress. (Elements that
have previously been designated as Open Game Content or are in the public domain are not included in
Open Content: The Open content in this book includes material taken from the Systems Reference
Document. No other portion of this work may be reproduced in any form without permission.
MAGE HAND PRESS
Hello! I suppose introductions are in order since Chapter 4 contains a bevy of customization
you’ve infiltrated my nigh-impenetrable spire. And options, including complete multiclassing rules for
you didn’t even bother to wipe your feet. all classes, new single level classes called auxiliary
My name’s Valda—no relation to that other levels, feats for characters of all types, and new
lich with godlike power. I might as well do you the starter feats, which allow players to create more
courtesy of a tour, seeing as you’ll never leave this complex characters without sacrificing core parts of
place. their builds.
I mean, really, when will you adventurers Chapter 5 explores exotic weapons and armor. It
ever learn? Remote mausoleums named “Tomb of also introduces an array of firearms from throughout
Doom” or “Mount Hell” or “Spire of Secrets” mean the ages and a collection of magic items.
keep out. This whole place is a death trap! You saw Finally, Chapter 6 introduces a compendium of
the manticore swarm I put outside—nothing of new spells for characters of every class.
value could possibly eclipse that! But you barged in In addition, the devious lich Valda has left his
anyway. wry observations throughout the book. As someone
I suppose that means you’ll make a fine addition who has faced—and killed—countless adventurers,
to my collection. See, I’ve made a habit of capturing he considers himself an expert on heroic taxonomy.
you fools alive for a museum of idiocy, an exhibition
of suicidal spelunkers. I think I’ve nearly got you A Letter from the Creator
categorized, too. Twenty-two neat little groups,
organized by rank, age, and fatal ambition. Take a Six years of writing and game design has gone into
look around, you might even see a distant ancestor! the book before you. We never believed that we
Welcome to my Spire! You’ll never escape. would still be writing content for 5th Edition after
all these years, or that our efforts would yield such
—Valda a tome, such a monument to design and careful
Using this Book In truth, however, this book is a love letter to
our players, to their characters, and to everyone who
Written for both players and Game Masters, Valda’s has brought our content to their table. We’ve written
Spire of Secrets builds upon the rules for 5th Edition this as a gift to you, to enrich your games from afar
with new rules that you can use with any setting, and help you seize everything that roleplaying games
from published campaigns to worlds of your own have to offer. May your stories be the truest type of
creation. Think about this book like a content fiction, and may you roll 20s, just when you need
expansion for the core rules—it isn’t an update of them.
the edition or a new core book. Everything within Your friends,
is optional, and none of it changes the game’s core
mechanics or disagrees with its design principles. —Mage Hand Press
Spire of Secrets is 5th Edition to its core, but bigger
and better in every way. I leaisrnaesdoolnon-gtoa-gboet-hraetviaveddeaaddvaednvteunrteur.rer
Frozen in marble,
Chapter 1 presents four brand new races, as well you’re less of a liability.
as a new and extraordinarily diverse variant race,
Chapter 2 brims with ten new classes, each
complete with an array of subclasses.
Chapter 3 introduces new subclasses and
occasionally new features for every class in the core
PAGE 8. GEPPETTIN
PAGE 10. MANDRAKE
PAGE 12. MOUSEFOLK
PAGE 13. SPIRITHOST
PAGE 14. NEAR-HUMAN
We, the Company of Wring, have slain basilisks, as is the nature of ethereal spirithosts. Aksel of
withstood the hoarfrost fangs of winter wolves, the Baldrheim clan, our cleric, is squat by even
and trimmed scales from dragons’ hides. But dwarven standards, but is the finest healer this
doubtless you wish to hear of our boldest side of the Highreach. Lastly, I, Faison the Blue,
accomplishment: we once visited the fabled am a transmuter and conjurer of much repute.
Spire of Secrets and lived to tell the tale. I’d have been an archmage, if only they let me
Our adventuring company was well-suited take the exams.
to the task. We are forescouted by Blodge, the Mark this tale well, for even now we plan
mouseling thief, whose footsteps are lighter our return to the Spire of Secrets, and shall
than the winter’s first snow. When force is bring with us a hundred adventurers of every
required, our swordmaiden Priscila Borealis stripe. We expect a cold reunion with that lich
comes to bear. She is elegant as she is deadly, Valda and his infernal creations.
CHAPTER 1: RACES
Fantasy settings are defined perhaps most clearly This chapter presents four new races: the
by their peoples: not merely humans with the Geppettin, Mandrakes, Mousefolk, and Spirithosts. It
diversity of our world, but fantastic races of non- also includes an exceptionally diverse race, the Near-
humans, the likes of which solely exist in the realms Humans, which allow you to construct new and
of imagination. These vary from the remarkably imaginative human-adjacent races and hybrids using
humanlike, such as elves and halflings, to the colorful feats.
and imaginative, such as dragonborn. However, Additionally, this chapter includes a crucial
fantastical settings often include more eclectic races, sidebar which expands all races even further by
drawn from the well of monstrous foes that bear freely customizing their talents, appearances, and
intelligence and guile. upbringings.
Races GEPPETTIN Recommended: Dexterity +1, Constitution +1,
“As soon as he reached home, Geppetto took his Creature Type. You are a Humanoid. However,
tools and began to cut and shape the wood into a spells and effects that specifically affect Constructs
Marionette.” affect you as well.
Size. You are Small.
—Carlo Collodi, Le Avventure di Pinocchio Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60
Ever a joy to children, geppettin resemble living feet of you as if it was bright light, and darkness as if
playthings made of wood, cloth, or porcelain. it was dim light. You can’t discern color in darkness,
Though easily mistaken for puppets, geppettin aren’t only shades of gray.
manipulated by a just-out-of-sight puppeteer; they Construct Anatomy. You are immune to
are animated, sentient, and independent. nonmagical diseases. You do not need to eat or
breathe, but you can ingest food and drink if you
Living Toys wish.
You don't need to sleep, and magic can't put
As a race, the geppettin are an oddity. Though you to sleep. You can finish a long rest by spending 4
rare, they are numerous enough and share enough hours in a motionless state, during which you retain
similarities with each other that they may be consciousness.
counted as an actual race of people, and not just False Appearance. While you are motionless,
freak mishaps of magic. While it may be that there you are indistinguishable from an ordinary porcelain
are dedicated creators of geppettin, as there are with doll.
golems, a significant number of them have come to Sudden Strike. Whenever you deal damage to
life on their own. a creature with a weapon attack roll on your first turn
Physically, geppettin are often shorter than in combat, the creature takes extra damage equal to
halflings. Their physical features vary greatly from your proficiency bonus.
type to type, but they are almost always humanoid Unnerving. You gain proficiency in the
in shape. For simplicity, geppettin are classified by Intimidation skill, and have advantage on any
the materials of which they are composed: bisque are Charisma (Intimidation) rolls in you make against a
porcelain, marionettes are wood, and plushies are creature that hasn’t previously seen you move.
made of fabric.
Despite being made of somewhat flimsy Marionette Traits
materials, sentience seems to grant them an odd
hardiness. Additionally, due to their non-living Marionette geppettin are made mostly out of wood,
nature, they never hunger, rarely tire, and are adept with painted faces and carved clothing. Due to
at being innocuous. Most find some form of work or their construction, their jointed limbs are quite
profession in entertainment, but a few find fantastic flexible, and they are known to be fantastic dancers.
success as spies and assassins. The very largest marionettes, called mannequins,
As living constructs, geppettin do not age, and stand as tall as a human and bear completely blank,
are mature as soon as they become sentient. expressionless faces.
As a marionette, you have the following racial
Bisque Traits traits:
Ability Score Increase. Increase one ability
Bisque geppettin are a form of porcelain doll, crafted score of your choice by 2 and increase a different
with exacting specification and often luxurious score by 1, or increase three different scores by 1.
clothing materials. Though they are designed to look Recommended: Dexterity +2, Charisma +1
as realistic as possible, they are often thought to be Creature Type. You are a Humanoid. However, spells
the most terrifying of geppettin due to their lifeless and effects that specifically affect Constructs affect
visage. Though their faces are often very fragile, their you as well.
construction is generally much hardier than their Size. You are Small or Medium.
brethren’s. Speed. Your walking speed is 30 feet.
As a bisque, you have the following racial traits:
Ability Score Increase. Increase one ability
score of your choice by 2 and increase a different
score by 1, or increase three different scores by 1.
Darkvision. You can see in dim light within This one is stuffed with fluff AND rage!
60 feet of you as if it was bright light, and darkness
as if it was dim light. You can’t discern color in it was dim light. You can’t discern color in darkness,
darkness, only shades of gray. only shades of gray.
Construct Anatomy. You are immune to Construct Anatomy. You are immune to
nonmagical diseases. You do not need to eat or nonmagical diseases. You do not need to eat or
breathe, but you can ingest food and drink if you breathe, but you can ingest food and drink if you
You don't need to sleep, and magic can't put You don't need to sleep, and magic can't put
you to sleep. You can finish a long rest by spending 4 you to sleep. You can finish a long rest by spending 4
hours in a motionless state, during which you retain hours in a motionless state, during which you retain
False Appearance. While you are motionless, False Appearance. While you are motionless,
you are indistinguishable from an ordinary wooden you are indistinguishable from an ordinary stuffed
Clipped Strings. When you make an attack Adorable. You gain proficiency in the
with a melee weapon that lacks the Two-Handed Persuasion skill, and have advantage on Charisma
property on your turn, the weapon gains the Reach (Persuasion) rolls you make against children or other
property if it didn’t already have it. humanoids that are fond of cute things.
Pantomime. You gain proficiency in the Stuffed with Fluff. When you take
Performance skill, and have advantage on Charisma bludgeoning damage, you can use your reaction
(Performance) checks made to dance. to gain resistance to the damage, and you are also
knocked 5 feet away from the source of the damage.
Plushie Traits You can’t use this reaction if you can’t be knocked
away from the source of the damage.
Plushies, also called raggedies, are any form
of stuffed or soft geppettin. Though they often
look humanoid, they may also look like animals,
monsters, or any other form of anthropomorphic
As a raggedy, you have the following racial traits:
Ability Score Increase. Increase one ability
score of your choice by 2 and increase a different
score by 1, or increase three different scores by 1.
Recommended: Dexterity +1, Charisma +2
Creature Type. You are a Humanoid. However, spells
and effects that specifically affect Constructs affect
you as well.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60
feet of you as if it was bright light, and darkness as if
Races MANDRAKE Today, mandrakes are rare, and make their
homes in the forests near where villages and cities
It was an ancient thing of moss-covered wood meet the true wilds. Humans tell tales of mandrakes
which creaked like a greatoak as it breathed, but savaging those who enter their domain, but druids
I’ll never forget its eyes: those glowing points and those who respect the old traditions of the forest
were a thing of the fey, a thing of the deep woods know that such ire is seldom undeserved.
forgotten to man.
—Faizon the Blue, encountering a mandrake
Because you are neither beast nor plant, you have the
Laymen believe that mandrakes are wailing babies following characteristics:
grown from the roots of a plant. However, such Ability Score Increase. Increase one ability
mandrakes are those which are harvested too score of your choice by 2 and increase a different
early; literally children still in infancy. If allowed to score by 1, or increase three different scores by 1.
grow for a year and a day before being harvested, Recommended: Constitution +1, Wisdom +2
mandrakes can mature into great and powerful tree Creature Type. You are a Humanoid. However,
people. spells and effects that specifically affect Plants affect
Mandrakes mature in a decade and live for you as well.
centuries, growing wider and more gnarled with bark Size. You are Medium.
as they age. Speed. Your walking speed is 30 feet.
Plant Nature. Even though you are not fully
Flesh from Wood a plant, you still possess many of the same traits as
one. As long as you are in direct sunlight for at least 4
With a skin of thick bark and leaves growing at their hours a day, you do not need to eat. Additionally, you
extremities, you could be forgiven for believing that can breathe through your leaves and extremities and
mandrakes are simply bizarre plants, treants, or you can absorb water and nutrients through your
animated trees. This might even be partially true: it feet.
seems that while mandrakes originated from some Emissary of the Trees. You are proficient in
plant ancestor, they have become something midway the Nature skill. Additionally, you have advantage on
between animal and plant through some strange Charisma (Persuasion) checks you make to interact
magic or stranger evolution. with Beasts and Plants.
Mandrake anatomies are filled with paradoxes. Root Magic. You know the shillelagh cantrip
They bleed a ruby ichor, reminiscent of both blood and can target yourself with the spell, treating one
and sap. Their hearts, which look like a knot of roots, of your limbs as a club for the duration of the spell.
pump this around their body, enriching it with oxygen Starting at 3rd level, you can cast the goodberry
borne by leaves and special pores on their extremities. spell with this trait, without requiring a material
By preference, mandrakes can bask in the sunlight component. Starting at 5th level, you can cast the
or consume living things for nourishment, and can barkskin spell with this trait, without requiring a
even absorb nutrients through their feet, though they material component. Once you cast goodberry or
rarely subsist by sunlight and water alone. barkskin with this trait, you can’t cast that spell with
it again until you finish a long rest. You can also cast
Forest Envoys either of those spells using any spell slots you have of
the appropriate level.
Alchemists and arcanists alike scratch their heads Intelligence, Wisdom, or Charisma is your
at mandrakes, but druids know them as the green spellcasting ability for these spells when you cast
emissaries who stand between the realms of them with this trait (choose one when you select this
animals and plants, making peace for all parties. To race).
druidic tradition, mandrakes are unique, ancient
constructions of Mother Nature herself, intended to
act as delegates for her will. Mandrakes are credited
by old druids for aligning elves with the forests and
dwarves with the mountains; only with the rising
tide of humanoids and their preponderance of gods
did most creatures forget about Mother Nature and
her half-plant ambassadors.
CREATING YOUR CHARACTER Mandrake
When you choose a race other than human,
follow the additional rules below to create your
Ability Score Increases. Once you have
determined your character’s ability scores,
choose which of your character’s ability scores
are further increased due to their natural talents.
Increase one score by 2 and increase a different
score by 1, or increase three different scores by
These ability score increases are included
in the racial traits in this chapter, along with
recommendations that fit each race’s unique
talents. Apply this rule regardless of the
method you used to determine their ability
Languages. Your character can speak,
read, and write Common and one other
language that you and your GM agree is
appropriate for the character. Most races
have a language of their own—dwarves
speak Dwarven and elves speak
Elven, for example—but your
character might speak a different
language depending on their upbringing.
Appearance. No matter what the official
descriptions say, there’s no one canonical way
an elf, dwarf, gnome, or tiefling should look.
Your character can be of any height and weight
that falls within its size category, and they can
any skin color, nose, eyes, hair, and build you
Entangling Vines. You can use your bonus Spring. Your Entangling Vines can target an
action to cause grasping weeds and vines to sprout airborne creature within 30 feet of the ground,
up from the ground around a Large or smaller which is pulled safely to the ground when you
creature you can see within 30 feet. Until the end of use this trait.
the creature’s next turn, its speed becomes 0 and can't
increase. This effect ends early if the creature takes Summer. Your Entangling Vines can move the
the Disengage action. You can use this trait a number target up to 10 feet to an unoccupied space on
of times equal to your proficiency bonus and you the ground or on a floor.
regain all expended uses when you finish a long rest.
When you reach 3rd level, your Entangling Autumn. Your Entangling Vines can affect a second
Vines gain an additional effect based on the season in creature within 5 feet of the first target.
which you were harvested (choose when you select
this race): Winter. The target takes cold damage equal to your
What did the basilisk say to the mandrake?
Petrified wood. ANCESTRY
Instead of “Race” and “Racial Traits,” we prefer
the terms “Ancestry” and “Ancestral Traits.”
However, in order to ensure compatibility with
the core rules, we have opted to use the old
terminology in this book.
Races MOUSEFOLK Hooded or Disgraced
“You laughed when I said I would repay you,“ Though ratlings have long abandoned the old ways,
said the Mouse. “Now you see that even a Mouse a mouseling is never to be seen without a hood.
can help a Lion.” Following ancient tradition, mouselings wear hoods
they have sewn themselves at all times, except in
—Aesop, The Lion and the Mouse the most dire of circumstances. A hood is a symbol
of wealth and social standing, and is sometimes
Never to be looked down upon, the slight, replaced with hats or other headwear when
unassuming mousefolk are kindhearted to a fault and appropriate. If a mouseling is seen without a hood, it
possess courage greater than most giants. is a sure sign of disgrace and exile, the most personal
Mousefolk mature in their teens and live around punishment a village of mouselings can inflict.
Tiny But Brave
Slight and swift, you possess the following traits:
Though the tiny, big-eared mousefolk are often Ability Score Increase. Increase one ability
overlooked by larger creatures, history is rife with score of your choice by 2 and increase a different
stories of gallant mouse-knights staring down score by 1, or increase three different scores by 1.
dragons, crossing blades with warlords, and charging Recommended: Dexterity +2, Charisma +1
into grand battles. It happens that few mousefolk Creature Type. You are a Humanoid.
aspire to heroism, but a certain moral compass often Size. You are Small.
compels mousefolk to a higher cause. Speed. Your walking speed is 30 feet.
As a rule, mousefolk are good to their neighbors Darkvision. You can see in dim light within 60
and rarely pick fights; after all, most folk can be feet of you as if it was bright light, and darkness as if
reasoned with. Those who can’t be reasoned with, it was dim light. You can’t discern color in darkness,
however, should rightly fear mousefolk striking at only shades of gray.
their knees. Mousefolk do not suffer bullies lightly. Lightfooted. You have proficiency in the
Despite their valorous legacies, no histories are Stealth skill.
written about the mousefolk culture itself. This is Scurry. You can move through the space of any
because the mousefolk language, Rodentia, has no hostile creature as if it were difficult terrain.
written form, and mousefolk preserve thier history Squeeze. You suffer no penalty for squeezing
in stories and songs passed from elders to children through a space that is only large enough for a
throughout the generations. creature that is one size smaller than you.
Mousefolk Lineage. Mousefolk belong to a
lineage of mouselings or ratlings. Choose one of the
following lineage options:
Mouseling’s Sidestep. When a creature you can
see makes an opportunity attack against you, you
can use your reaction to impose disadvantage
on the attack roll. You can’t use this trait when
wearing medium or heavy armor.
Ratling’s Gnaw. You can use your action to chew
through and break a small nonmagical object that
isn’t being worn or carried, like a rope, a wooden
rod or handle, or a length of fabric. If you chew
on a wooden wall or floor for 1 minute, you
can gnaw a hole large enough for a Tiny
creature. You can’t chew through materials
that are harder than your teeth, such as
metal, stone, or crystal.
Hers was a kind of unearthly beauty that resisted incapacitated, subtract 60 feet from the distance you
the very confines of reality—hair so airy that it fell when calculating your falling damage.
flowed in defiance of gravity, skin so fair that it Incorporeal Movement. You can move
could be seen through. through other creatures as if they were difficult
terrain. You can also move through solid objects, but
—Jethro Meddlitt, gnome wizard, your partially material form can’t pass through more
meeting a spirithost than one foot of stone, one inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt.
Spirithosts are the eerie, spectral residents of the If you end your movement occupying the
Border Ethereal. Though often confused for ghosts, same spot as a solid object or creature, you are
spirithosts are very much alive—as much as their immediately shunted to the nearest unoccupied
shifting, partly material bodies allow. space that you can occupy and take force damage
equal to twice the number of feet you are moved.
Ethereal Progeny Spirit Speech. You can cast the speak with
dead spell, without requiring a material component.
The Ethereal Plane is rightly believed to be the When you cast the spell using this trait, you can
domain of restless, transient souls. However, the ask the corpse a number of questions equal to your
Border Ethereal, which lies closer to the Material proficiency bonus, and you can’t cast the spell with
Plane, has its fair share of adopted inhabitants, such it again until you finish a long rest. You can also
as the blink dog and phase spider. Spirithosts are cast this spell using any spell slots you have of the
the only humanoids to have adpoted this plane, and appropriate level.
might be considered its only true descendents. Intelligence, Wisdom, or Charisma is your
Though their bodies resemble that of ghosts— spellcasting ability for this spell when you cast it with
slightly translucent and glowing with a pale, white this trait (choose when you select this race).
light—spirithosts are not undead. Far from it: they
are born, grow old, die, and can even raise children.
Yet the stigma of undeath lingers over them. Many a
well-meaning but ignorant cleric or paladin has tried
to turn or banish a spirithost to no avail. To avoid
such conflict, spirithosts often avoid large, unfamiliar
towns, or disguise their ethereality from others.
Spirithosts do not experience time in the same
way as most mortal creatures. As a result, even
though they mature in their teens, their lives can
stretch on for hundreds of years.
Your borderline ethereal body grants you the
Ability Score Increase. Increase one ability
score of your choice by 2 and increase a different
score by 1, or increase three different scores by 1.
Recommended: Strength +1, Dexterity +1,
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet. However,
spells and effects that specifically affect Undead affect
you as well.
Ethereal Vision. While you are on the Material
Plane, you can see 120 feet into the Ethereal Plane.
Ghostly Descent. You float gently to the
ground. At the end of a fall when you aren’t
Races NEAR-HUMAN AQUANAUT
Prerequisites: 1st level only, near-human variant
Humans are known for being ambitious, diverse, One of your parents is a merfolk, or you are distantly
and extremely short-lived, but also have the dubious descended from the Elemental Plane of Water;
honor of having an abundance of near-human consequently, you have aquatic features like gills,
offshoots, for it seems humans can breed with just webbed fingers and toes, and fishlike scales, which
about anything. Near-humans are still basically grant you the following racial traits:
humans, bearing subtly different traits from a wide Ability Score Increase. Increase one ability
variety of sources, and are individually rare but score of your choice by 1, to a maximum of 20.
make up a surprisingly large portion of any human Aquatic. You can breathe air and water.
population. Finned. You have a swimming speed equal to
If you choose a human for your race, you can your walking speed.
use the Near-Human variant traits, which replace the
human’s Ability Score Increase: ARACHNE
Ability Score Increase. Two different ability Prerequisites: 1st level only, near-human variant
scores of your choice increase by 1. Much like drow, humans can be corrupted by the
Skills. You gain proficiency in one skill of your magic of the drow goddess, becoming arachne—
choice. humans with eight eyes and coarse, black hair.
Feat. You gain one feat of your choice. This feat Sometimes these humans are the offspring of driders
must have Near-Human variant as a prerequisite. or drow priestesses, while other times they bear the
marks of a ritual sacrifice gone terribly awry.
Near-Human Feats Ability Score Increase. Increase one ability
score of your choice by 1, to a maximum of 20.
Near-humans come in all shapes and sizes and from Darkvision. You can see in dim light within
all walks of life. They are the barest expression of 120 feet of you as if it were bright light and in
human diversity; human offshoots from all corners darkness as if it were dim light. You discern colors in
of the world. Each near-human must take one of the that darkness only as shades of gray.
following feats at 1st level, which helps define their Spider Magic. You know the poison spray
heritage and grants them new racial traits. cantrip. Starting at 3rd level, you can cast the bane
spell with this trait. Starting at 5th level, you can also
ABERRANT SPAWN cast the spider climb spell with this trait. Once you
Prerequisites: 1st level only, near-human variant cast bane or spider climb with this trait, you can't cast
You were somehow mutated or created by an that spell with it again until you finish a long rest.
aberration, such as an aboleth, and you suffer from You can also cast either of those spells using any spell
strange deformities as a result. Due to these changes, slots you have of the appropriate level.
you have the following racial traits: Intelligence, Wisdom, or Charisma is your
Ability Score Increase. Increase one ability spellcasting ability for these spells when you cast
score of your choice by 1, to a maximum of 20. them with this trait (choose when you select this
Aberrant Mind. You have advantage on race).
saving throws you make to avoid or end the charmed
condition on yourself and against any effect that BEASTMAN
would sense your emotions or read your thoughts. Prerequisites: 1st level only, near-human variant
Psychic Resistance. You have resistance to With a short tail, coarse fur covering your face,
psychic damage. and long teeth and claws, you appear more like a
Tentacle. At least one of your limbs is ferocious beast than a man. Perhaps your parentage
muscular, rubbery, and pliant, acting as a tentacle includes a werecreature or an intelligent beast,
that you can use to make unarmed strikes. When granting you the following racial traits:
you hit with it, the strike deals 1d6 + your Strength Ability Score Increase. Increase one ability
modifier bludgeoning damage, instead of the score of your choice by 1, to a maximum of 20.
bludgeoning damage normal for an unarmed strike.
Claws. You have sharp claws that you can use to GRENDEL Near-Human
make unarmed strikes. When you hit with them, the Prerequisites: 1st level only, near-human variant
strike deals 1d6 + your Strength modifier slashing The children of goblins, hobgoblins, and bugbears
damage, instead of the bludgeoning damage normal with humans are known as grendels. Despite their
for an unarmed strike. varied heritage, grendels don’t quite resemble either
Keen Smell. You have advantage on Wisdom of their parents, with green- or orange-tanned skin,
(Perception) checks made to smell. coarse hair, and three knuckles on each finger.
Ability Score Increase. Increase one ability
FIREBRAND score of your choice by 1, to a maximum of 20.
Prerequisites: 1st level only, near-human variant Size. Unlike other humans, you are Medium or
Born, imbued with, or later marked by the powers of Small, depending on your heritage.
Elemental Fire, these near-humans have an affinity Darkvision. You can see in dim light within 60
for fire magic. Their heritage makes them dangerous feet of you as if it were bright light, and in darkness
adversaries in combat, as does the volatile nature of as if it were dim light. You can’t discern color in
their innate powers. Firebrands are human in shape, darkness, only shades of gray.
but have deep red skin and flames behind their eyes. Fey Ancestry. You have advantage on saving
You have the following racial traits: throws you make to avoid or end the charmed
Ability Score Increase. Increase one ability condition on yourself.
score of your choice by 1, to a maximum of 20. Grendel Ambition. On your first turn in
Fire Resistance. You have resistance to fire combat, you can add your proficiency bonus to your
damage. attack rolls, ability checks, and saving throws.
Flame Magic. You know the produce flame
cantrip. Starting at 3rd level, you can cast the burning GRUE
hands spell with this trait. Starting at 5th level, you Prerequisites: 1st level only, near-human variant
can also cast the flaming sphere spell with this trait, One of your parents was a creature of darkness,
without requiring a material component. Once you such as a shadow or a native of the Plane of Shadow.
cast burning hands or flaming sphere with this trait, Grues, such as yourself, have blackened skin and
you can’t cast that spell with it again until you finish cast a shadow in all directions, even when directly in
a long rest. You can also cast either of those spells light. In shadows, you are nearly invisible. You have
using any spell slots you have of the appropriate level. the following racial traits:
Intelligence, Wisdom, or Charisma is your Ability Score Increase. Increase one ability
spellcasting ability for these spells when you cast them score of your choice by 1, to a maximum of 20.
with this trait (choose when you select this race). Darkvision. You can see in dim light within 60
feet of you as if it were bright light, and in darkness
GREEN SKIN as if it were dim light. You can’t discern color in
Prerequisites: 1st level only, near-human variant darkness, only shades of gray.
Your people metabolize by basking in the sunlight. Covert. When you are hidden and a creature
Aided by your tough, photosynthetic skin, you gain discovers you with a successful Wisdom (Perception)
the following racial traits: check, you can reattempt your Dexterity (Stealth)
Ability Score Increase. Increase one ability check to hide. On a success, you silently reposition
score of your choice by 1, to a maximum of 20. yourself and the creature doesn’t notice you. Once
Natural Armor. Your skin acts as a tough you use this trait, you can’t use it again until you
natural armor. When you aren’t wearing armor, your finish a short or long rest.
base AC equals 12 + your Dexterity modifier. You
can use your natural armor to determine your AC INSECTOID
if the armor you wear would leave you with a lower Prerequisites: 1st level only, near-human variant
AC. A shield’s benefits apply as normal while you use Insectoids bear one or two insectlike features, such
your natural armor. as prominent compound eyes or chitinous plates, but
Photosynthetic Resilience. You have almost always have a pair of sensitive antennae atop
advantage on saving throws you make to avoid or their heads.
end the poisoned condition on yourself. You also Ability Score Increase. Increase one ability
have resistance to poison damage. score of your choice by 1, to a maximum of 20.
Races Blindsight. Due to your antennae, you have OGRE-BLOODED
blindsight with a range of 10 feet. Within that range, Prerequisites: 1st level only, near-human variant
you can effectively see anything that isn't behind Your coarse features and monstrous build betray
total cover, even if you're blinded or in darkness. that one of your parents is an ogre. You have the
Moreover, you can see an invisible creature within following racial traits:
that range, unless the creature successfully hides Ability Score Increase. Increase one ability
from you. score of your choice by 1, to a maximum of 20.
Regenerative. If any part of your body is Darkvision. You can see in dim light within 60
amputated, but its amputation doesn’t kill you, you feet of you as if it were bright light, and in darkness
can fully regrow that part of your body in 24 hours. as if it were dim light. You can’t discern color in
darkness, only shades of gray.
IMMORTAL Monstrous Strength. You gain proficiency
Prerequisites: 1st level only, near-human variant in the Athletics skill. Additionally, when you make
According to legend, a human can achieve a Strength (Athletics) check, you can treat the result
immortality by replacing their heart with a mote as a 10, or your level plus your Strength modifier,
of celestial radiance. The secret to immortality, whichever is higher.
including the elixirs and rituals needed to achieve it, Powerful Build. You count as one size larger
is protected by a small, clandestine sect of immortal when determining your carrying capacity and the
mystics, each of who only know one component of weight you can push, drag, or lift.
the process. There are perhaps only a dozen true
immortals in the world, but as many as hundreds if OWLBEARMAN
every tale can be believed. Prerequisites: 1st level only, near-human variant
Ability Score Increase. Increase one ability You are a hulking thing of feathers, flesh, and fur;
score of your choice by 1, to a maximum of 20. half-man, half-bear, and half-owl. None can say for
Ageless. You don’t age, can’t be aged magically, sure what you are, other than the result of some mad
and suffer none of the frailty of old age. You can’t die wizard meddling in the gods’ domain. You have the
of old age. following racial traits:
Immortal Resilience. You have advantage Ability Score Increase. Increase one ability
on saving throws you make to avoid or end diseases score of your choice by 1, to a maximum of 20.
and the poisoned condition yourself. You also have Beak. You have a long, hooked beak that you
resistance to poison damage. can use to make unarmed strikes. When you hit
with it, the strike deals 1d6 + your Strength modifier
MUL piercing damage, instead of the bludgeoning damage
Prerequisites: 1st level only, near-human variant normal for an unarmed strike.
One of your parents was a human and the other was Owlbear Wrestling. You can attempt to
a dwarf. Such a pairing is unlikely to have produced grapple creatures two size categories larger than
offspring, but you have defied the odds to join the yourself, and you have advantage on grappling
ranks of the sturdy and resilient muls. You have the checks you make on your turn against creatures that
following racial traits: are at least one size category smaller than you.
Ability Score Increase. Increase one ability
score of your choice by 1, to a maximum of 20. PORTERLING
Darkvision. You can see in dim light within 60 Prerequisites: 1st level only, near-human variant
feet of you as if it were bright light, and in darkness You are a porterling, parented both by a human and
as if it were dim light. You can’t discern color in either a gnome or a halfling. You stand about as tall
darkness, only shades of gray. as a dwarf, but are far leaner—and if fathered by
Armor Acclimation. Your speed is not a gnome, also somewhat top-heavy. Though they
reduced by wearing heavy armor and you never have are often confused for dwarves, porterlings can
disadvantage on Dexterity (Stealth) checks as a result only rarely grow large or thick beards. You have the
of wearing heavy armor. following racial traits:
Dwarven Toughness. Your hit point
maximum increases by 1, and it increases by 1 every
time you gain a level.
Ability Score Increase. Increase one ability you can't cast that spell with it again until you finish Near-Human
score of your choice by 1, to a maximum of 20. a long rest. You can also cast either of those spells
Flexible. You have advantage on checks you using any spell slots you have of the appropriate level.
make to escape grapple or to slip bindings. Intelligence, Wisdom, or Charisma is your
Springheel Leap. Whenever you make a long spellcasting ability for these spells when you cast
jump or a high jump, you can roll a d8 and add the them with this trait (choose when you select this
number rolled to the number of feet you cover, even race).
when making a standing jump. This extra distance
costs movement as normal. PROTO-MAN
Squeeze. You suffer no penalty for squeezing Prerequisites: 1st level only, near-human variant
into a space that is only large enough for a creature You come from a place of massive flora and ancient
that is one size smaller than you. creatures; your people are hearty and robust, much
like very early humans. You gain the following racial
Prerequisites: 1st level only, near-human variant Ability Score Increase. Increase one ability
Most humans possess some dull psionic potential, score of your choice by 1, to a maximum of 20.
but those who unlock their psionic spark transcend Brave. You have advantage on saving throws
their peers. Sometimes, these humans are you make to avoid or end the frightened condition
indistinguishable from ordinary folks, but other on yourself.
times their psionic awakening leaves a tell-tale mark:
stark white hair, glowing pupils, or hair and clothing
that float and drift around them.
Ability Score Increase. Increase one ability
score of your choice by 1, to a maximum of 20.
Empathy. You can use your action to probe
the surface level of a creature's emotions. You must
be able to see the creature and it must be within
30 feet and have an Intelligence of 3 or higher. You
learn the creature's emotional state and, at the GM's
discretion, one of the creature's Bonds.
Psionics. You know the mage hand cantrip, and
the hand is invisible when you cast the cantrip with
Starting at 3rd level, you can cast the unseen
servant spell with this trait. Starting at 5th level, you
can also cast the levitate spell with this trait. Once
you cast unseen servant or levitate with this trait,
Races CREATING NEAR-HUMAN FEATS Darkvision. You can see in dim light within 60
feet of you as if it were bright light, and in darkness
If the races available in this chapter and as if it were dim light. You can’t discern color in
elsewhere don’t meet the needs of your players, darkness, only shades of gray.
you can easily devise a Near-Human feat to Cold Resistance. You have resistance to cold
bring a specific character concept to life. First, damage.
include an Ability Score Increase, and the Extremophile. You can tolerate temperatures
Darkvision or Fey Ancestry traits, as appropriate. as low as −100 degrees Fahrenheit and as high as 300
Then, add two or three more substantial degrees Fahrenheit.
traits. Look at other races to gague which
abilities are appropriate and what format they STONEBORN
should take. Abilities that are easy to implement Prerequisites: 1st level only, near-human variant
from existing features include natural weapons With cracked and abrasive skin, stoneborn appear
like claws, racial spellcasting traits, damage as if they were roughly hewn from granite and have
resistances, and skill proficiencies. similarly rigid personalities. These near-humans are
proud of their connection to Elemental Earth and
Primal Recovery. When you take a short rest, believe themselves conquerors, fated to rule over
you can automatically regain 1 hit die and can choose every stone. You have the following racial traits:
to spend it immediately. Once you use this trait, you Ability Score Increase. Increase one ability
can’t use this trait again until you finish a long rest. score of your choice by 1, to a maximum of 20.
REPTILOID Stony Skin. You have a +1 bonus to Armor
Prerequisites: 1st level only, near-human variant Class.
You bear the abrasive skin, slitted eyes, and split Sure-Footed. You have advantage on ability
tongue of a reptile—perhaps due to a dragonborn or checks and saving throws you make to resist being
kobold parent—which grant you the following racial knocked prone or moved against your will.
traits: Oresight. By placing your hand on natural
Ability Score Increase. Increase one ability stone and using your action to focus, you can feel the
score of your choice by 1, to a maximum of 20. presence of any natural gems or metals within 100
Acid Spit. When you take the Attack action on feet of you.
your turn, you can replace one of your attacks with a
lob of acid from your mouth. This is a special ranged STHENO
attack with a range of 30 feet. You are proficient with Prerequisites: 1st level only, near-human variant
it, and you add your Dexterity modifier to its attack The offspring of medusas—named sthenos—are
and damage rolls. On a hit, the target takes 1d10 acid usually conceived before the mother begins their
damage. This damage increases by 1d10 when you transformation. With sharp features and a nest of
reach 5th level (2d10), 11th level (3d10), and 17th snakes for hair, sthenos can be easily mistaken for
level (4d10). their monstrous parent, but possess a gaze that falls
You can use your Acid Spit a number of times short of turning people into stone.
equal to your proficiency bonus, and you regain all Ability Score Increase. Increase one ability
expended uses when you finish a long rest. score of your choice by 1, to a maximum of 20.
ROGUEAN Immobilizing Gaze. When you take the Attack
Prerequisites: 1st level only, near-human variant action on your turn, you can replace one of your
You hail from an icy, desolate land, prone to dramatic attacks with an immobilizing gaze. Choose a creature
swings in temperature. Surviving the interminable you can see within 60 feet of you that can see you to
harshness of your home gives you the following make a Constitution saving throw (DC = 8 + your
racial traits: Constitution modifier + your proficiency bonus).
Ability Score Increase. Increase one ability A creature that is immune to being restrained
score of your choice by 1, to a maximum of 20. automatically succeeds this saving throw. On a failed
save, the creature is incapacitated and its speed
becomes 0 until the start of your next turn.
You can use your Immobilizing Gaze a number Two-Heads. You have advantage on saving Near-Human
of times equal to your proficiency bonus, and you throws you make to avoid or end the following
regain all expended uses when you finish a long rest. conditions on yourself: blinded, charmed, deafened,
TAURAN Wakeful. Because one of your heads is always
Prerequisites: 1st level only, near-human variant awake, you retain consciousness when you take a
Your large nose, strong jaw, and wide head do long rest.
much to reveal your distantly bovine nature, but the
prominent bull-horns atop your head reveal to all WINDSWEPT
that you are half-minotaur. Taurans tower over most Prerequisites: 1st level only, near-human variant
people and can solve mazes with ease, but typically Carefree and constantly possessed of wanderlust,
possess only a shadow of their minotaur parent’s the extraordinarily pale windswept embody their
might. You have the following racial traits: connection to Elemental Air. Windswept humans are
Ability Score Increase. Increase one ability never likely to sleep in the same bed for two nights
score of your choice by 1, to a maximum of 20. in a row; they are always moving, always exploring,
Horns. You have horns that you can use to and always following the wind. You are lighter than
make unarmed strikes. When you hit with them, the a normal human, capable of floating gently on the
strike deals 1d6 + your Strength modifier piercing breeze, and have faint inborn power over the winds,
damage, instead of the bludgeoning damage normal which grant you the following racial traits:
for an unarmed strike Ability Score Increase. Increase one ability
Labyrinthine Recall. You always know which score of your choice by 1, to a maximum of 20.
direction is north, and you have advantage on any Lightning Resistance. You have resistance to
Wisdom (Survival) check you make to navigate or lightning damage.
track. Zephyr Magic. You know the message cantrip.
Rush. On any turn in which you only move in a Starting at 3rd level, you can cast the feather fall
straight line, your speed increases by 10 feet. spell with this trait. Starting at 5th level, you can also
cast the gust of wind spell with this trait, without
TROLL-BLOODED requiring a material component. Once you cast
Prerequisites: 1st level only, near-human variant feather fall or gust of wind with this trait, you can’t
With their green-tinted and boil-ridden skin, spindly cast that spell with it again until you finish a long
fingers, and pointed teeth, few people will mark troll- rest. You can also cast either of those spells using any
blooded individuals as half-human. These humans spell slots you have of the appropriate level.
exclusively favor the look of their troll parentage and Intelligence, Wisdom, or Charisma is your
have immense difficulty in human society. You have spellcasting ability for these spells when you cast
the following racial traits: them with this trait (choose when you select this
Ability Score Increase. Increase one ability race).
score of your choice by 1, to a maximum of 20.
Troll Regeneration. You retain some of the WINGED
regenerative properties of your troll parentage. You Prerequisites: 1st level only, near-human variant
regain 1 hit point each minute if you have no more Winged humans, sometimes called Icarusians, are
than one-fourth of your hit points (rounded down) the offspring of aarakocra, harpies, or birdfolk.
left. You can’t use this trait if you have 0 hit points. Depending on their parentage, these humans might
possess feathers, talons, or beaks.
TWO-HEADED Ability Score Increase. Increase one ability
Prerequisites: 1st level only, near-human variant score of your choice by 1, to a maximum of 20.
Like ettins, you have two heads with differing Flight. Because of your wings, you have a flying
personalities that jointly control your body. speed equal to your walking speed. You can't use
Ability Score Increase. Increase one ability this flying speed if you’re wearing medium or heavy
score of your choice by 1, to a maximum of 20. armor.
Happenstance brought us to an old haunt: a a metaphoric dungeon of unfathomable peril.
rowdy tavern named the Bruised Rooster, which Gresher assured us otherwise.
keeps a boxing ring in the common room. The He told us where the Spire stood and how
night’s main attraction was Gresher the Mighty, to reach it. Concealed by illusions, the Spire can
a bugbear pugilist of impressive build, squaring be seen only if you approach it from the right
off against Kin-Din, a squirrely kobold. Gresher angle; if we so much as stepped off the path,
didn’t land a single blow, and the kobold it would vanish behind a tree or hill. Stranger
eventually wore him down for a knock out still, the journey would take a fortnight, though
punch. it could be no more than two day’s ride on the
As we nursed Gresher back to health, map. Unsettling magic brewed in that place,
he deliriously told of his former adventuring and a sense of foreboding grew within our
party who vanished while seeking the Spire of company as we resolved to seek it out.
Secrets, a lich’s tower of unimaginable treasures. His last warning was simply: “Beware Valda.
I believed the Spire to be an urban legend, Never has there been a more diabolic lich.”
CHAPTER 2: CLASSES
The beating heart of 5th Edition is its character Spire of Secrets builds on this core pillar with
classes. Of the three choices that define your ten brand new classes, many of which are radically
character at first level—Background, Race, and different from the twelve offered in the core rules.
Class—your class carries the most significance, For example, the captain class lets you control two
influencing every aspect of how you play the game, characters at once, while the warmage lets you play
from your outlook on the world to the way you a powerful spellcaster using only cantrips. Each new
survive life-or-death combat. Your class is your class also includes at least seven subclasses, as well as
calling, the truest embodiment of how your character all supplemental rules necessary for play.
lives, and provides a platform for feats and subclasses
which further refine your vision.
Classes NEW CLASSES Craftsman
This book presents ten new classes to complement Invention, the class
the existing twelve in the core rules. Each of these Master artisans and inventors, craftsmen can forge
new classes embodies a new way to play and masterwork equipment and devise entirely new
represents common types of adventurers which will weapons on the fly. Play a craftsman if you want to
be present in most, if not all, settings. experiment with a comprehensive array of weapon
You can choose from among the these new properties to invent entirely new weapons and armor.
classes in any campaign, unless the GM decides that
some of the classes, such as the gunslinger, aren’t Gunslinger
appropriate for the campaign.
You could assemble a sensible party entirely Critical, the class
out of classes from this book—an alchemist, martyr, Narrowed eyes, smoking barrels. Gunslingers live on
warden, and witch, for example—or pick only one the edge, brandishing a special resource called risk
or two of these classes alongside a party of core class dice to keep them alive by the skin of their teeth. Play
adventurers. Using the multiclassing rules in Chapter a gunslinger if you enjoy scoring powerful critical
4, you can even mix-and-match any number of hits and having an entire arsenal of guns at your
these classes together to achieve new combinations. disposal.
Perhaps you can try an alchemist rogue to use
explosive Sneak Attacks, or maybe you could play a Investigator
craftsman monk that specializes in exotic gauntlet
weapons. Utility, the class
You can find options for further customizing Supernatural researchers and monster hunters,
these classes in Chapter 4. With a combination of investigators use a few silver-tipped crossbow bolts
new feats, auxiliary levels, and multiclassing, the and a tome brimming with rituals to banish monsters
potential for new characters is endless. that stalk the night. Play an investigator if you want
The following summaries highlight each new access to boundless utility options and the ability to
class’s core features and why you might enjoy playing go toe-to-toe with a vampire or werewolf.
them. Additionally, each Mage Hand Press class can
generally be described by a single word, which is Martyr
listed before the class’s summary.
Sacrifice, the class
Alchemist Chosen by the gods to complete a task, martyrs
are set upon a harsh, predestined path, requiring
Alchemy, the class constant sacrifice. Martyrs use their hit points to
Using half-science, half-magic concoctions, fuel their divine abilities, and can supernaturally
alchemists brew up explosives and transmutative resist death’s embrace. Play a martyr if you want to
potions on the fly. Play an alchemist if you want to experience the push and pull of sacrificing hit points
experiment with a wide array of scientific discoveries for massive damage, only to heal moments later.
and lethal bombs!
NOTE FOR THE GM
The craftsman, captain, and necromancer aren’t
Leadership, the class recommended for first-time players. The captain
Brave commanders and savvy tacticians, captains and necromancer command more than one
control a second character in the form of a cohort character at once, while the craftsman requires
and enhance their allies in combat with dice-fueled careful reading and understanding of their
maneuvers. Play a captain if you want to lead your properties.
allies to victory! Furthermore, discuss with the players
before the campaign how best to approach
martyrs, which have strong religious themes
and references to blood, and necromancers,
which are often overtly evil and might pose a
challenge to roleplay.
NEW CLASSES New Classes
NAME HIT PRIMARY STARTING SAVING THROW
DIE ABILITY GOLD PROFICIENCIES ARMOR AND WEAPON PROFICIENCIES
4d4 × 10 gp
Mage Hand Press Classes 5d4 × 10 gp
Alchemist d6 Intelligence, 5d4 × 10 gp Dexterity, Light armor, simple weapons,
Dexterity Intelligence bombs, alchemist's supplies
4d4 × 10 gp Constitution, Light and medium armor, shields,
Captain d8 Charisma, 4d4 × 10 gp Charisma simple and martial weapons
Dexterity 3d4 × 10 gp
4d4 × 10 gp
Craftsman d10 Strength or 5d4 × 10 gp Constitution, All armor (including exotic), shields,
Dexterity, 4d4 × 10 gp Intelligence all weapons (including exotic)
Intelligence 3d4 × 10 gp
Gunslinger d8 Dexterity Dexterity, Light armor, simple weapons,
Charisma martial firearms
Investigator d8 Intelligence, Dexterity, Light armor, simple weapons,
Strength or Intelligence hand crossbows, heavy crossbows,
Dexterity longswords, rapiers, shortswords
Strength, Light and medium armor, shields,
Martyr d12 Wisdom, Wisdom simple and martial weapons
Constitution Constitution, Simple weapons
Necromancer d6 Intelligence Strength, Light and medium armor, shields,
Constitution simple and martial weapons
Warden d10 Strength Constitution, Light armor, simple weapons
Warmage d8 Intelligence Wisdom, Light armor, simple weapons,
Charisma blowguns, shortswords, and whips
Witch d8 Charisma
Minionmancy, the class Cantrips, the class
Necromancy, the grim magic of death, is laden with The undisputed masters of cantrips, warmages turn
forbidden secrets and unquestionably evil spells. the most humble spells into deadly weapons via an
Its practitioners, therefore, are a unique breed, array of tricks. Play a warmage if you want to be a
possessing a well of dark energy and an edge for high-damage spellcaster with deep customization
scoring critical hits with spells, to say nothing of and few spells to learn.
their armies of undead thralls. Play a necromancer to
balance ethics against ambition and manage multiple Witch
monsters at the table.
Debuff, the class
Warden Afflicted by a sinister curse, witches can spin dark
magic into hexes, which they use to debilitate
Tank, the class foes. They are also accompanied by their familiars,
Wardens are tanks of the battlefield that refuse to loyal magical companions that they use to deal the
give an inch. When overwhelming enemies bear killing blow. Play a witch if you want to hobble your
down, wardens hold the line for the party and single enemies and cackle while doing so.
out targets from the crowd until the tide turns in
their favor. Play a warden if you want to be a tough-
to-kill warrior with a focus on crowd control.
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A grinning gnome cackles with glee as he hurls a researching and discovering new compounds
bomb into a group of charging goblins, blasting them composed of the elements. The pinnacle of alchemy
into scorched chunks. He produces another, throws is the philosopher’s stone, which is rumored to grant
it at his feet, and disappears, still laughing, into the its bearer supreme elemental power. Few alchemists
ensuing cloud of smoke. have succeeded in creating a philosopher’s stone, and
A slender elf quickly mixes liquids and herbs fewer still remain alive to divulge its secrets.
in a small bowl. She applies the mixture to an
arrow wound on an injured dwarf ’s side, which Creating an Alchemist
immediately stops bleeding.
Whether their methods are explosive, When you create an alchemist, consider why you
transformative, or restorative, alchemists live to study alchemy. Are you attracted to its dangerous
transmute the world around them to their liking. power or its ability to help others? Do you desire to
use magic, but lack the aptitude or inborn ability?
Chemical Reactions Why do you adventure? Are you searching for
new alchemical formulae or rare ingredients? Do
One of the first things an alchemist learns is how you, like so many, seek the philosopher’s stone?
to mix chemicals that react explosively with each Be sure to understand alchemy’s place in your
other. Ostensibly, this is taught to students to campaign world. You might have learned your
prevent deadly accidents, but adventuring alchemists trade from a master or studied alongside artificers
regularly apply this knowledge to create bombs. and wizards in a university. Your trade might be
An alchemical bomb is a 1-pound, apple-sized, commonplace or an oddity. Depending on the
spherical glass or clay flask filled with a reactive setting, you might be respected for your knowledge
chemical. A smaller vial of thin glass containing a or feared for your destructive potential.
reagent is suspended in the liquid, and the whole
thing is sealed with a cork or wax seal. The chemicals QUICK BUILD
violently explode when mixed. This occurs when You can make an alchemist quickly by following
the inner vial breaks, usually after the bomb impacts these suggestions. First, make Intelligence your
a solid surface or a fuse sets off a small explosive highest ability score, followed by Dexterity. Choose
detonator within the vial. Bombs are primarily any background of your choice, preferably one that
used to fend off enemies, but creative alchemists lends insight into your history with alchemy.
may find more practical uses for explosives, such as
Serums and Tinctures
More experienced alchemists learn to mix less
volatile substances into potions, alchemical
concoctions that replicate magical effects. These
potions range from the medicinal, such as potions
of healing, to the transformative, such as potions
of gaseous form, to the downright deadly, such
as potions of poison. Undisputed masters of
potions, alchemists constantly innovate with new
formulations and preparations, improving their
potions into magic items in their own right.
The primary source of alchemy’s power comes
from the elemental planes. It is no surprise, then,
that alchemists strive to tap deeper into that power,
Classes THE ALCHEMIST
PROFICIENCY FORMULAE REAGENT DISCOVERIES FEATURES
LEVEL BONUS KNOWN DICE KNOWN
1st +2 — — — Bombs, Natural Philosopher
2nd +2 3 — — Bomb Formulae, Field of Study
3rd +2 3 4d10 — Reagent
4th +2 3 6d10 2 Ability Score Improvement, Discoveries
5th +3 4 7d10 2 Flashbang
6th +3 4 8d10 3 Field of Study feature
7th +3 5 9d10 3 Potions improvement
8th +3 5 11d10 3 Ability Score Improvement
9th +4 6 12d10 4—
10th +4 6 13d10 4 Field of Study feature
11th +4 7 14d10 4 Evasion
12th +4 7 15d10 4 Ability Score Improvement
13th +5 8 16d10 5—
14th +5 8 17d10 5 Potions improvement
15th +5 9 19d10 5 Blast Coating
16th +5 9 20d10 5 Ability Score Improvement
17th +6 10 6—
18th +6 10 6 Field of Study feature
19th +6 11 6 Ability Score Improvement
20th +6 11 6 Philosopher’s Stone
CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition
As an alchemist, you gain the following class features. to the equipment granted by your background:
HIT POINTS • (a) a light crossbow and 20 bolts or (b) any simple
Hit Dice: 1d6 per alchemist level weapon
Hit Points at 1st Level: 6 + your Constitution
• (a) an explorer’s pack or (b) a scholar’s pack
modifier • Alchemist’s supplies and (a) a vial of acid, (b) a
Hit Points at Higher Levels: 1d6 (or 4) + your
vial of alchemist’s fire, or (c) a vial of basic poison
Constitution modifier per alchemist level after 1st • Leather armor and a dagger
PROFICIENCIES Natural Philosopher
Armor: Light armor
Weapons: Simple weapons, bombs You have learned many things about alchemy during
Tools: Alchemist’s supplies, herbalism kit your studies. Starting at 1st level, you can add half
Saving Throws: Dexterity, Intelligence your proficiency bonus, rounded up, to any ability
Skills: Choose three from Arcana, History, Insight, check you make to identify herbs, potions, poisons,
or other alchemical substances. If the ability check
Medicine, Nature, Perception, Sleight of Hand, and already includes your proficiency bonus, you can add
Survival this bonus in addition to your normal proficiency
Bombs are exotic ranged weapons with the following statistics:
Name Cost Damage Weight Properties
Bomb 2 sp 1d10 fire 1 lb. Finesse, special, thrown (range 30/90)
Bomb. When a bomb hits a target, it explodes in a 15-foot diameter sphere and is destroyed. The bomb
can be thrown at an unoccupied space within its range. Each creature other than the target within the
blast radius (for a Medium or smaller target, each creature within 5 feet of it) must succeed on a DC 11
Dexterity saving throw, taking half the damage rolled on a failed save, or no damage on a successful one.
Additionally, as a bonus action, you can empty some of the bomb’s explosive material to
permanently remove the blast radius from this bomb, dealing damage only to the bomb’s target.
Bombs class, you can choose one of the formulae you know
and replace it with another formula.
At 1st level, you can create volatile alchemical bombs
using your alchemist’s supplies. Whenever you finish Field of Study
a short or long rest, you can create a number of
bombs equal to 10 + twice your alchemist level. For While all alchemists share a common knowledge
you the cost of materials necessary to create these base, most alchemists specialize into a particular
bombs is negligible. After 24 hours, an unused bomb field of study. When you reach 2nd level, you select
becomes inert. The statistics of a bomb are shown in your field of study, which grants you features at 2nd,
the Bomb sidebar above. 6th, 10th, and 18th level.
Priming Bombs. Once per turn you can A formula granted by your field of study doesn’t
take the Use an Object action to prime a bomb count against the total number of formulae you
with explosive reagents and make an attack with know.
it, increasing the bomb’s explosive potential. When
you do so, you can add your Intelligence modifier, Reagent
instead of Dexterity, to the bomb’s damage roll.
Additionally, when you throw a bomb in this Starting at 3rd level, you have a collection of
way, its damage increases by 1d10 when you reach powerful alchemical reagents, represented by a pool
5th level (2d10), 11th level (3d10), and 17th level of reagent dice, that you can spend to brew potions
(4d10). or magnify the power of your explosives.
Saving Throws. When you throw a bomb, the
save DC for its blast radius is calculated as follows: REAGENT DICE
You start with three reagent dice, which are d10s, and
Bomb save DC = 8 + your proficiency bonus you gain additional reagent dice as you gain levels in
+ your Intelligence modifier this class, as shown in the Reagent Dice column of
the Alchemist table. You regain all expended reagent
Bomb Formulae dice when you finish a long rest.
When you prime a bomb, you can expend a
By 2nd level, your research has granted you insight number of reagent dice up to your proficiency bonus
into new alchemical formulations for your bombs. and add the dice to the bomb’s damage roll.
Select three bomb formulae from the Bomb
Formulae section. Once per turn when you prime BREWING POTIONS
a bomb, you can apply a formula to it. Applying a You can spend 10 minutes and expend any number
formula sometimes changes all of the damage dice of reagent dice to brew potions. These potions retain
rolled for a bomb, but also grants it special effects. potency for 24 hours, after which they become inert.
When you gain certain levels in this class, you If a potion calls for a saving throw, it uses your bomb
learn additional formulae of your choice, as shown in save DC.
the Bomb Formulae Known column of the Alchemist The number of reagent dice and the alchemist
table. Additionally, when you gain a level in this level required to brew a potion are given on the
Classes Potions Cost Alchemist Flashbang
Potion Beginning at 5th level, you carry a supply of
concussive explosives to help you escape from
Potion of Climbing 1 reagent die 3rd perilous situations. As a bonus action, you can throw
one of these explosives at your feet, disorienting
Potion of Growth 1 reagent die 3rd and distracting nearby foes. Each Large or smaller
creature within 5 feet of you can’t take reactions until
Potion of Healing 1 reagent die 3rd the start of its next turn.
Potion of Water Breathing 1 reagent die 3rd Evasion
Universal Solvent 1 reagent die 3rd Beginning at 11th level, when you are subjected to
an effect that allows you to make a Dexterity saving
Cure-All 2 reagent dice 7th throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only
Potion of Greater Healing 2 reagent dice 7th half damage if you fail.
Potion of Heroism 2 reagent dice 7th Blast Coating
Potion of Resistance 2 reagent dice 7th Starting at 15th level, you automatically succeed on
saving throws against your own bombs and never
Sovereign Glue (1 ounce) 2 reagent dice 7th take damage from them.
Potion of Diminution 3 reagent dice 14th Philosopher’s Stone
Potion of Flying 4 reagent dice 14th At 20th level, you unlock the crowning achievement
of all alchemy: a philosopher’s stone, a dynamo of
Potion of Hill Giant Strength 4 reagent dice 14th alchemical energy in a fist-sized, glowing jewel. You
can construct your philosopher’s stone using your
Potion of Invisibility 4 reagent dice 14th alchemist’s supplies, 1,000 gp worth of materials, and
7 days of work. You can only have one philosopher’s
Potion of Superior Healing 4 reagent dice 14th stone at a time. As long as you possess the stone, you
gain the following benefits:
When you finish a short rest, you can choose to • Whenever you finish a short rest, you regain all
regain all of your expended reagent dice that weren’t expended reagent dice.
used to brew potions. Once you use this feature, you
can’t do so again until you finish a long rest. • You can brew potions as an action, instead of over
the course of 10 minutes.
• You age 10 times slower than normal, and you
In the course of your research, you have made can’t be aged magically.
a number of discoveries regarding the nature of
alchemy. At 4th level, you gain two discoveries of Additionally, you learn the following formula, which
your choice. When you gain certain alchemist levels, doesn’t count against the total number of formulae
you gain additional discoveries of your choice, as you know:
shown in the Discoveries Known column of the
Alchemist table. FORMULA:NUCLEAR BOMB
Additionally, when you gain a level in this class, By replacing your bomb’s explosive contents with
you can choose one of the discoveries you know and your philosopher’s stone, you can change it into a
replace it with another discovery that you could learn nuclear bomb. A nuclear bomb deals 10d10 + 100
at that level. force damage instead of its normal fire damage, has
a blast radius of 1 mile, and completely destroys the
Ability Score Improvement philosopher’s stone. Additionally, each creature within
the blast radius that fails its saving throw takes the full
When you reach 4th level, and again at 8th, 12th, bomb damage rolled, or half as much damage on a
16th, and 19th level, you can increase one ability successful save. Creatures within 60 feet of the bomb
score of your choice by 2, or you can increase two gain no benefit from Evasion or similar features.
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
Alternatively, as an alchemist, when you gain an
ability score improvement, you can instead choose
to learn a new discovery for which you meet the
BOMB FORMULAE MISSED BOMBS Alchemist
Bomb formulae are summarized on the following As bombs are explosive projectiles, it makes
table. Bombs that are exclusively available to one field sense to ask what happens if a thrown bomb
of study are marked with an asterisk. Unless otherwise fails to hit its target. For simplicity, we assume
stated, all bombs produce a loud boom, audible out to that missed bombs explode harmlessly in the
one mile. Bombs are presented in alphabetical order. background or fail to detonate altogether, but
do not explode in the target’s space or deal
Bomb Formulae Saving damage within their blast radius. The GM can
Throw decide which of these two outcomes happens
Formula Damage or can determine the outcome randomly.
Acid Bomb d4 acid Dexterity BRAMBLE BOMB
By adding a potent fertilizer to your bomb’s explosive
Arcano Bomb* d12 force Dexterity contents, you can change it into a bramble bomb. A
bramble bomb deals no damage, but instead causes
Black Powder Bomb* d12 fire Dexterity tough, thorny brambles to sprout from any area of
natural ground within the bomb’s blast radius, which
Bramble Bomb — — becomes difficult terrain. Additionally, if a creature
in the blast radius is prone when the bomb detonates,
Cryo Bomb d8 cold Constitution it is enveloped by the brambles and must succeed on
a Strength (Athletics) check against your bomb save
Holy Bomb d8 radiant Dexterity DC before it can move or stand. The brambles shrivel
and die after 1 minute.
Impact Bomb d8 force Dexterity CRYO BOMB
By replacing your bomb’s explosive contents with
Incendiary Bomb d6 fire Dexterity a piece of ice-nine, you can change it into a cryo
bomb. A cryo bomb deals cold damage instead of
Laughing Gas Bomb d6 poison Constitution fire damage, its damage dice are d8s, and it requires
a Constitution saving throw, instead of a Dexterity
Lightning Bomb d8 lightning Dexterity saving throw. Additionally, the target, as well as each
creature within the blast radius that fails its saving
Nonlethal Bomb d8 bludg. Dexterity throw, has its speed reduced by 10 feet until the end
of its next turn.
Oil Bomb d6 fire — HOLY BOMB
By adding a few drops of holy water to your bomb’s
Painkiller Bomb* — — explosive contents, you can change it into a holy
bomb. A holy bomb deals radiant damage instead of
Pheromone Bomb* — Wisdom fire damage, and its damage dice are d8s, unless the
target is a Celestial, Fiend, or Undead. The bomb’s
Prismatic Bomb Varies Varies damage dice are d6s against Celestials and d12s
against Fiends and Undead.
Psionic Bomb d6 psychic Wisdom IMPACT BOMB
By replacing your bomb’s explosive contents with
Quiet Bomb d8 fire Dexterity a more reactive one, you can change it into an
impact bomb. An impact bomb deals force damage
Seeking Bomb d6 fire Dexterity instead of fire damage, and its damage dice are d8s.
Additionally, the target, as well as each creature
Shrapnel Bomb* d8 piercing Dexterity within the blast radius that fails its saving throw, is
pushed 5 feet away from the center of the blast.
Slime Bomb* — —
Smoke Bomb — —
Sonic Bomb d6 thunder Constitution
Stink Bomb d8 poison Constitution
Teleportation Bomb — —
Thermobaric Bomb d6 fire Dexterity
Venom Bomb* d8 poison Constitution
Withering Bomb d8 necrotic Constitution
By mixing your bomb’s explosive contents with a
few drops of ardenflotic acid, a highly corrosive
chemical, you can change it into an acid bomb. An
acid bomb deals acid damage instead of fire damage,
and its damage dice are d4s. Additionally, the target,
as well as each creature within the blast radius that
fails its saving throw, takes the same amount of
damage again at the end of its next turn.
Classes INCENDIARY BOMB LIGHTNING BOMB
By adding a thickening agent to your bomb’s By replacing your bomb’s explosive contents with a
explosive contents, you can change it into an charged arcane capacitor, you can change it into a
incendiary bomb. An incendiary bomb’s damage dice lightning bomb. A lightning bomb deals lightning
are d6s. Additionally, the area of the blast radius is damage instead of fire damage, and its damage dice
engulfed in flames, which persist until the start of are d8s. Additionally, the target, as well as each
your next turn. Flammable objects in this area that creature within the blast radius that fails its saving
aren’t being worn or carried ignite. Any creature throw, can’t take reactions until the end of its next
that ends its turn in this area takes half the bomb’s turn.
LAUGHING GAS BOMB NONLETHAL BOMB
By mixing your bomb’s explosive contents with a By replacing your bomb’s explosive contents
drop of jesterate, a highly euphoric chemical, you can with a pouch of rubber pellets, you can change it
change it into a laughing gas bomb. A laughing gas into a nonlethal bomb. A nonlethal bomb deals
bomb deals poison damage instead of fire damage, its bludgeoning damage instead of fire damage, and
damage dice are d6s, and it requires a Constitution its damage dice are d8s. If damage from this bomb
saving throw, instead of a Dexterity saving throw. drops a creature to 0 hit points, it knocks the creature
Additionally, the target, as well as each creature out, rather than dealing a killing blow, rendering
within the blast radius that fails its saving throw, falls the creature unconscious and stable. Additionally,
prone in a fit of laughter. Once a creature falls prone this bomb’s rubber pellets bounce around corners,
due to this bomb’s effects, it is immune to this effect ignoring half and three-quarters cover for targets
(but not the bomb’s poison damage) for the next 24 within the blast radius.
A bomb for every occasion! By mixing your bomb’s explosive contents with a
few drops of a super-surfactant, you can change it
into an oil bomb. An oil bomb deals no damage, but
coats each creature within the blast radius in a sticky,
flammable oil. The next time a creature coated in oil
takes fire damage, it takes an extra d6 damage for
each die of fire damage rolled, up to a maximum of
half your alchemist level, rounded up. This oil can be
removed by dousing a creature with a gallon of water.
By adding an ounce of polyjuice, an unpredictable,
multicolored chemical, to your bomb’s explosive
contents, you can change it into a prismatic bomb.
A prismatic bomb deals damage of a randomly
determined type instead of fire damage, and it
requires a randomly determined type of saving
throw. Its damage dice are d8s. Roll on each of the
d6 Damage Type d6 Saving Throw
1 Acid 1–2 Dexterity
2 Cold 3–4 Constitution
3 Fire 5–6 Wisdom
PSIONIC BOMB Alchemist
By mixing your bomb’s explosive contents with
dust from a psionic crystal, you can change it into a STINK BOMB
psionic bomb. A psionic bomb deals psychic damage By adding a single drop of skunkanide, a chemical
instead of fire damage, its damage dice are d6s, and too unholy to expound upon, you can change it into
it requires a Wisdom saving throw, instead of a a stink bomb. A stink bomb deals poison damage
Dexterity saving throw. Additionally, the target, as instead of fire damage, its damage dice are d8, and
well as each creature within the blast radius that fails it requires a Constitution saving throw, instead of a
its saving throw, has disadvantage on Constitution Dexterity saving throw. Additionally, the target, as
saving throws it makes to maintain concentration on well as each creature within the blast radius that fails
spells until the end of its next turn, including against its saving throw, has disadvantage on ability checks it
this bomb’s damage. makes until the end of its next turn.
QUIET BOMB TELEPORTATION BOMB
By replacing your bomb’s explosive contents with By replacing your bomb’s explosive contents with
a wad of thermal cotton, you can change it into a a glowing etherite crystal, you can change it into a
quiet bomb. A quiet bomb’s damage dice are d8s. teleportation bomb. A teleportation bomb deals no
When this bomb detonates, it makes only a low thud, damage and instead opens a rift in space, instantly
audible out to 10 feet, and releases a puff of smoke to teleporting you to its point of detonation. This effect
mask the light given off by its blast. Creatures have fails if the bomb explodes more than 30 feet away
disadvantage on ability checks to detect that this from you.
bomb was detonated nearby.
SEEKING BOMB By replacing your bomb’s explosive contents with
By replacing your bomb’s explosive contents with a a lower speed explosive, you can change it into a
powerful lodestone, you can change it into a seeking thermobaric bomb. A thermobaric bomb’s damage
bomb. A seeking bomb’s damage dice are d6s. You dice are d6s, and it explodes in a 10-foot radius.
don’t have disadvantage on ranged attack rolls you
make using this bomb as a result of being within 5 WITHERING BOMB
feet of a hostile creature. By mixing your bomb’s explosive components with
a powerful desiccating agent, you can change it into
SMOKE BOMB a withering bomb. A withering bomb deals necrotic
By removing your bomb’s explosive contents entirely, damage instead of fire damage, its damage dice are
you can change it into a smoke bomb. A smoke d8s, it requires a Constitution saving throw, instead
bomb deals no damage but fills a 10-foot-radius of a Dexterity saving throw. Additionally, the target,
sphere with smoke. This smoke spreads around as well as each creature within the blast radius that
corners and its area is heavily obscured. It lasts for a fails its saving throw, can’t regain hit points until the
number of rounds equal to your Intelligence modifier end of its next turn.
(minimum of 1 round) or until a wind of moderate
or greater speed (at least 10 miles per hour) disperses
it. Once you throw one of these bombs, you can’t
throw another one for 1 minute.
By mixing your bomb’s explosive contents with a few
drops of air elemental essence, you can change it into
a sonic bomb. A sonic bomb deals thunder damage
instead of fire damage, its damage dice are d6s, and
it requires a Constitution saving throw, instead of a
Dexterity saving throw. Additionally, the target, as
well as each creature within the blast radius that fails
its saving throw, is deafened until the end of its next
Classes DISCOVERIES ALCHEMY OF INFLUENCE
Prerequisite: 13th level
If a discovery has prerequisites, you must meet Your alchemical research has revealed many of the
them to learn it. You can learn the discovery at the basic chemicals that govern emotions. You can brew
same time that you meet its prerequisites. A level the following potions:
prerequisite refers to your level in this class. You
can only learn a discovery once, unless otherwise Potion Cost
Potion of Animal Friendship 1 reagent die
ADVANCED POISONER Philter of Love 2 reagent dice
Prerequisites: 13th level, Venomsmith Field of Study
Your morbid research into the most vicious, exotic Potion of Clairvoyance 3 reagent dice
poisons has revealed how to synthesize the following
poisons when you brew potions: Potion of Mind Reading 3 reagent dice
Potion Cost ALCHEMY OF TRANSFORMATION
Prerequisite: 13th level
Burnt Othur Fumes 3 reagent dice You have mastered the alchemical secrets of shifting
Crawler Mucus 3 reagent dice matter, which allow you to brew the following
Drow Poison 3 reagent dice potions:
Pale Tincture 4 reagent dice
Midnight Tears 5 reagent dice Potion Cost
Wyvern Poison 6 reagent dice
Oil of Slipperiness 2 reagent dice
ALCHEMY OF ASCENDANCY Sandstone Solution 2 reagent dice
Prerequisite: 17th level Aqua Fortis 3 reagent dice
A breakthrough in your alchemical studies has Chameleon Concoction 3 reagent dice
revealed the formulation of several potent elixirs. Potion of Gaseous Form 3 reagent dice
You can brew the following potions:
Potion Cost You learn three cantrips of your choice from the
wizard spell list. Intelligence is your spellcasting
Necromantic Draught 4 reagent dice ability for your wizard spells.
Oil of Etherealness 4 reagent dice BALLISTICS RESEARCH
You learn two additional bomb formulae.
Potion of Speed 4 reagent dice
Potion of Stone Giant Strength 4 reagent dice You gain proficiency with martial weapons and
Prerequisites: 13th level, Amorist Field of Study
When you charm a creature, you can
choose to place it in a dreamy state,
from which it regards everyone it
sees as close friends. While the creature is charmed, EXPLOSIVE MISSILE Alchemist
it is nonhostile and acts as though it is charmed As a bonus action, you can load one of your bombs
equally by each creature it sees. Once you use this onto the head of a crossbow bolt. Instead of its
ability, you can’t use it again until you finish a short normal damage, this bolt deals damage as if the
or long rest. bomb had been primed and thrown, but it doesn’t
have a blast radius. Only one of your bombs can be
BUFFERED METABOLISM loaded onto a bolt at a time, and you can’t fire an
Prerequisites: 13th level, Xenoalchemist Field of Study explosive bolt on the same turn you throw a bomb.
As a reaction when you take damage, you can expend
any number of reagent dice up to your proficiency FIRE BRAND
bonus to reduce the amount of damage taken by the As a bonus action you can mix your bomb’s contents
total rolled on the dice. together and apply the fiery concoction to a melee
weapon you are holding. Until the end of your turn,
CLOTTING AGENT this melee weapon deals an extra 1d6 fire damage on
You have developed a serum that thickens your a hit. This bonus damage increases by 1d6 at 5th level
blood. Your hit point maximum increases by your (2d6), 11th level (3d6), and 17th level (4d6).
alchemist level + your Constitution modifier, and it
increases by 1 again whenever you gain a level in this FIRE EATER
class. Instead of throwing a bomb, you use an action to
drink its contents and spit them out in a 15-foot
CRAFT HOMUNCULUS cone. Each creature within the cone must make a
Using a special alchemical process requiring 8 hours Dexterity saving throw against your bomb save DC.
of work, which can be performed over the course On a failed save, a creature takes fire damage as if
of a long rest, you can create a homunculus. A the bomb had been primed and thrown, or half as
homunculus functions as a familiar summoned by much on a successful save. When you use this ability,
the find familiar spell, with several differences: you take 1d4 points of fire damage for each of your
bomb’s damage dice.
• The telepathic link between you and your
homunculus functions at any distance, provided FIRE IN THE HOLE
you and your homunculus are on the same plane Prerequisite: 9th level
of existence. You have tweaked your bomb’s formula to increase
its explosive yield. Your bomb save DC increases by
• You can’t dismiss your homunculus as you would half your proficiency bonus, rounded down.
• Your homunculus is a Construct and can’t assume Prerequisites: 13th level, Apothecary Field of Study
a different form. Whenever a creature regains hit points by
drinking one of your potions, it gains resistance to
• Your homunculus can take the Attack action on bludgeoning, piercing, and slashing damage from
its turn. nonmagical attacks until the end of its next turn.
When your homunculus dies, its body remains, and GRENADIER
can be reanimated in a procedure requiring 1 hour of When you prime and throw a bomb, you can use
work, which can be performed over the course of a your bonus action to make an attack with a weapon
short or long rest. that isn’t two-handed.
DEMOLITION SPREE DYNAMO CHARGER
Prerequisite: 13th level, Mad Bomber Field of Study Prerequisites: 13th level, Dynamo Engineer Field of
When you prime and throw a bomb, you can choose
to throw a number of bombs equal to the amount Study
of damage dice for the bomb instead of only one. You’ve invented a device that rapidly recharges
Each bomb you throw deals 1d10 damage plus your spell dynamos. Once per day when you finish
your Intelligence modifier and can’t target the same a short rest, you can regain 2 expended spell slots
creature or space. You must spend reagent dice stored in dynamos. You can configure these dynamos
separately on these bombs and can apply a bomb immediately.
formula to only one of them.
Classes HEMOREAGENT Potion Cost
Prerequisite: 17th level 2 × Antitoxin 1 reagent die
When you prime and throw a bomb, you can convert 2 × Basic Poison 1 reagent die
a measure of your own blood into reagents. You can Oil of Taggit 2 reagent dice
add five or fewer reagent dice to the bomb’s damage
roll without expending them, and you take 1d6 Potion of Poison 2 reagent dice
necrotic damage for each reagent die added. This Serpent Venom 2 reagent dice
damage can’t be reduced or prevented in any way. Truth Serum 2 reagent dice
LAZARUS BOLT PRECISION EXPLOSIVES
Prerequisite: 9th level You have modified your bombs to have narrow
You’ve discovered a radical necromantic gaps in their explosions, perfect for keeping some
workaround: restoring life with direct electricity to creatures safe from the blast. You can choose one
the heart. As an action, you can drive a bolt into the creature in the blast radius of a bomb, other than the
torso of a creature within 5 feet of you that has died target, to automatically succeed on its saving throw
within the last minute and shock it back to life. That against the bomb and take no damage from it.
creature returns to life with 1 hit point. This feature
can’t return to life a creature that lacks a heart, a REACTIONARY GULP
creature that has died of old age, or a creature that is Prerequisite: 17th level
missing vital organs. By keeping your potions organized on a bandolier
Once you use this ability, you can’t use it again or in a series of pouches, you can quickly draw them
until you finish a short or long rest. at a moment’s notice. Immediately after you take
damage from a creature you can see, you can use
MAGNIFIED BLAST your reaction to drink a potion.
Prerequisite: 17th level
Thanks to a new internal design for your bombs, you RECYCLED POTIONS
have expanded their blast radius and magnitude. Prerequisite: 9th level
Whenever you add reagent dice to your bomb’s When you brew potions, you can distill those you
damage, you can also choose to expand the bomb’s have already brewed, recovering the reagents stored
blast radius by a distance of up to 5 feet per two within. You can convert brewed potions into reagent
reagent dice spent. dice and you can choose to expend those dice to
create new potions. You can’t gain more than your
OOZE COWBOY maximum number of reagent dice using this ability.
Prerequisites: 13th level, Ooze Rancher Field of Study
Tired of waiting for your Oozes to catch up with SYRINGE
you, you’ve modified your formula to make extra fast Using a sophisticated hypodermic needle, you can
slimes! All slimes you make have a speed of 30 feet, more quickly administer potions and poisons. As a
unless it was already higher. Additionally, you can bonus action, you can inject a potion into yourself
ride any Ooze you make of Medium size or larger or a willing creature within 5 feet of you, granting
as a mount. You and your equipment suffer no ill the benefits of the potion as if it were consumed
effect from touching your Oozes directly. Lastly, your normally. You can inject a potion into an unwilling
Oozes add your proficiency bonus to their damage creature with a successful melee attack, treating the
rolls and initiative rolls. syringe as a finesse weapon.
Your research into poisonous compounds has Prerequisites: 13th level, Mutagenist Field of Study
taught you how to concoct lethal toxins. You gain You’ve developed a powerful, but fleeting way to
proficiency with the poisoner’s kit. Additionally, blend your mutagens. When you inject yourself with
you can craft the following poisons when you brew a mutagen, you can choose to inject a tri-mutagen,
potions, which use your bomb save DC instead of which grants you the benefit of all your mutagens at
their normal save DC: once. This benefit lasts for 1 minute, or until you inject
yourself with a different mutagen. Once you use this
ability, you can’t use it again until you finish a long rest.
FIELDS OF STUDY Alchemist
All alchemists learn the basics of their science: Never underestimate the power of blowing things up!
the elements, chemical reactions, and alchemical
formulae. Beyond that, alchemists pick up a
specialty, which they practice and research in depth.
Some focus on the healing arts, and some focus
on destruction, while others focus on research or
potion-brewing. Fields of study are as varied as
the alchemists who research them and have
applications equally as diverse.
The study of mind-affecting alchemy is a
delicate one, practiced only by a small number of
alchemists, known as amorists. Often called “love
doctors” by their clientele, amorists specialize in the
brewing of potions that produce strong emotional
responses in their drinkers. While love potions are
by far their most popular product, amorists can
also craft pungent pheromone bombs that can even
soften the hearts of terrible monsters.
When you choose this field of study at 2nd
level, you gain proficiency in the Deception and
Starting at 2nd level, you can replace your bomb’s
explosive contents with a potent pheromone,
changing it into a pheromone bomb. A pheromone
bomb requires a Wisdom saving throw, instead of a
Dexterity saving throw. The bomb deals no damage,
and instead causes the target, as well as each creature
within the blast radius that fails its saving throw, to
be charmed by you until the end of its turn or until it
FIELDS OF STUDY
Amorist Brewers of love potions and practitioners of mind-affecting alchemy
Apothecary Alchemical healers and herbalists
Dynamo Engineer Casts spells by preparing them in devices known as spell dynamos
Mad Bomber Pyromaniacs who fashion particularly devastating bombs
Mutagenist Transmutes their body with experimental, injected mutagens
Ooze Rancher Breeds and commands all manner of oozes and slimes
Venomsmith Poison expert and assassin
Xenoalchemist Modifies their body and the bodies of others with monster surgery
Classes MAGNETIC PERSONALITY making an attack roll. Once you throw one of these
Starting at 6th level, you can add your Intelligence bombs, you can’t throw another one for 1 minute.
modifier to Charisma checks that you make.
ALCHEMICAL PERFUME Starting at 6th level, you’ve developed a chemical
Beginning at 10th level, you wear an aromatic, mechanism to deliver potions more effectively to
mind-altering perfume that endears others to you. distant allies. You can use your action to hurl a
When a hostile creature within 5 feet of you makes potion at a willing or unconscious creature within 20
an attack roll against you, it must succeed on a feet of you. The target gains the potion’s benefit as if
Wisdom saving throw against your bomb save DC or it had consumed the potion normally.
have disadvantage on the attack roll. Once a creature
succeeds on this saving throw, it is immune to this SELF-MEDICATION
effect for 24 hours. A target automatically succeeds By 10th level, you’ve tested out your own tolerances
on this saving throw if it can’t be charmed. to painkillers such that you can take a small measure
regularly without ill effect. Whenever you drink a
ALCHEMICAL ROMANCE potion that has the effect of restoring your hit points
Starting at 18th level, during a long rest, you can (even if you already have all of your hit points), you
spend 4 reagent dice to make an extremely potent gain advantage on saving throws until the end of
potion of true love. This potion acts much like a your next turn.
philter of love, except that when you make the potion,
you choose the creature the target regards as its ALCHEMICAL RESURRECTION
true love, provided the target knows the creature or Starting at 18th level, your medicines are potent
meets it within 24 hours of consuming the potion. enough to rouse the dead. By using your action to
Additionally, this effect lasts indefinitely, ended only mix 500 gp worth of diamond dust into a potion of
when you make a new potion of true love, or the superior healing or a potion of supreme healing, you
effect is removed with a remove curse spell or similar create a potion of raise dead. If you use your action to
magic. When this potion’s effects are ended on a pour this concoction on a Humanoid corpse that has
target, it regards the creature it once loved with total been dead no longer than 10 days, the target gains
disgust, and can never love that creature again. the effect of the raise dead spell.
Apothecary Dynamo Engineer
Many practically minded alchemists assume the role As an early alchemical thesis states: if the
of the apothecary, for adventuring parties always fundamental energy of magic could be captured
need a healer, and clerics might be in short supply. within physical substance, there would be no need
During their downtime, such alchemists have a for magic-users. Some alchemists have founded
marketable skill to depend upon for income and their careers on this notion, inventing and iterating
can do an indisputable amount of good with their upon small devices known as spell dynamos, which
knowledge. Apothecaries are constantly at work can store and manipulate arcane energy. These
studying potions and herbology, preferring to learn dynamos can be configured to store their energy at
how to mend the body, rather than destroy it. a specific resonance, such that, when it is released, it
perfectly replicates the effect of a spell. Indeed, these
BONUS PROFICIENCIES few alchemists have begun to brave the frontier of
When you choose this field of study at 2nd level, you spellcasting without an ounce of arcane talent; just a
gain proficiency in the Medicine skill. knack for tinkering and endless inventiveness.
FORMULA:PAINKILLER BOMB SPECTRUM ANALYZER
At 2nd level, you can mix your bomb’s contents with Starting at 2nd level, you have invented a small
analgesic oil, changing it into a painkiller bomb. A device shaped like a monocle capable of rendering
painkiller bomb deals no damage and doesn't have magical auras visible to the naked eye. You can cast
a blast radius. On a hit, roll damage as normal; the the detect magic spell once without using a spell slot
target instead gains temporary hit points which last or spell components. Once you cast the spell in this
for 1 minute equal to the total damage roll. You can way, you can’t do so again until you finish a short or
target a willing creature with this bomb without long rest.
SPELLCASTING DYNAMO ENGINEER SPELLCASTING Alchemist
Also at 2nd level, you can cast spells by storing and
releasing energy in spell dynamos. See the core rules ALCHEMIST SPELLS SPELL SLOT
for the general rules of spellcasting and the wizard LEVEL KNOWN DYNAMOS LEVEL
Spell Dynamos. You power your spells through 2nd 3 2 1st
handheld arcane devices called spell dynamos, which
each hold a single spell slot. The Dynamo Engineer 3rd 3 2 1st
Spellcasting table shows how many spell dynamos
you have. The table also shows what the level of 4th 4 3 1st
those slots held in each of your dynamos is; all of
these spell slots are the same level. To cast one of 5th 4 3 1st
your wizard spells of 1st level or higher, you must
expend a spell dynamo. You regain all expended spell 6th 4 3 1st
dynamos when you finish a long rest.
Preparing Spells. Unlike other spells, you 7th 5 4 2nd
must prepare the spells held in each of your spell
dynamos in advance. When you finish a long rest, you 8th 6 4 2nd
configure each of your dynamos to cast a particular
wizard spell you know. You can only use a spell 9th 6 4 2nd
dynamo to cast a spell to which it is configured. When
you finish a short or long rest, you can reconfigure 10th 7 5 2nd
your unexpended dynamos to hold different spells.
Spells Known of 1st-Level and Higher. You 11th 8 5 2nd
know three 1st-level wizard spells of your choice, two
of which you must choose from the evocation and 12th 8 5 2nd
transmutation spells on the wizard spell list.
The Spells Known column of the Dynamo 13th 9 5 3rd
Engineer Spellcasting table shows when you learn
more wizard spells of 1st level or higher. Each of 14th 10 5 3rd
these spells must be an evocation or transmutation
spell of your choice, and must be of a level for which 15th 10 5 3rd
you have spell slots.
The spells you learn at 8th, 14th, and 20th level 16th 11 6 3rd
can come from any school of magic.
Whenever you gain a level in this class, you 17th 11 6 3rd
can replace one of the wizard spells you know with
another spell of your choice from the wizard spell 18th 11 6 3rd
list. The new spell must be of a level for which you
have spell slots, and it must be an evocation or 19th 12 7 4th
transmutation spell, unless you’re replacing the spell
you gained at 3rd, 8th, 14th, or 20th level from any 20th 13 7 4th
school of magic.
Spellcasting Ability. Intelligence is your Spell attack modifier = your proficiency
spellcasting ability for your wizard spells, since you bonus + your Intelligence modifier
cast them using cutting-edge arcane technology. You
use your Intelligence whenever a spell refers to your FORMULA:ARCANO BOMB
spellcasting ability. Use your bomb save DC as the Starting at 6th level, you can craft arcano bombs.
saving throw DC for a wizard spell you cast, and use By adding an unexpended dynamo to your bomb
your Intelligence modifier when making an attack (and thus expending the dynamo’s spell slot), you
roll with one. can change it into an arcano bomb. An arcano bomb
deals force damage instead of fire damage, its damage
dice are d12s, and it deals one extra die of damage, as
if a reagent die were added to it.
Beginning at 10th level, when a creature you can
see casts a spell that affects you, you can use your
reaction to expend a spell dynamo to release a wave
of disruptive magical energy. If the spell requires
you to make a saving throw to resist its effects, you
have advantage on the saving throw. If the spell deals
damage, you have resistance against it. Once you use
this ability, you can’t use it again until you finish a
Classes ARCANE RECYCLER Mutagenist
By 18th level, you can convert otherwise wasted
magical energy into a usable form. When you miss The study of alchemy is fundamentally the study of
with an arcano bomb, you can recycle the spell slot transformation. All alchemists transmute mundane
stored in the dynamo and transfer it to one of the materials into magical substances—potions, elixirs,
empty dynamos on your person. and bombs—yet some take it one step further. You
have discovered the secrets of the mutagen, the
Mad Bomber keystone of transmutation, which allows you to
transform your very body, gaining supernatural
While many “mad bombers” aren’t actually mad, it strength or speed, sprouting additional limbs or
takes a special kind of crazy to devote one’s life to claws, or thickening your skin into a stony aegis.
studying explosives. Most alchemists who specialize
in this field are incorrigible pyromaniacs who take BONUS PROFICIENCIES
great pleasure in burning, blasting, and blowing Starting when you choose this field of study at 2nd
things up. Mad bombers are always working to level, you gain proficiency in your choice of the
improve their bombs’ effectiveness. Acrobatics or Athletics skill, as well as with shields.
BLASTING SPECIALTY MUTAGEN
Starting when you choose this field of study at 2nd Also at 2nd level, you can use your bonus action to
level, your bombs deal double damage to objects and inject yourself with a potent transmutative potion
structures. known as a mutagen. You gain one of the following
benefits of your choice for 1 minute, or until you use
FORMULA:SHRAPNEL BOMB your bonus action to inject yourself with a different
At 2nd level, you can augment your bomb’s explosive mutagen:
contents with metal bearings, changing it into a Strength. Your Strength score increases by 3,
shrapnel bomb. A shrapnel bomb deals piercing to a maximum of 20.
damage instead of fire damage, its damage dice are Additionally, you sprout claws, fangs, spines,
d8s, and it explodes in a 10-foot radius. horns, or a different natural weapon of your choice.
You can use this natural weapon to make unarmed
TIMED DEMOLITION strikes. If you hit with it, you deal damage equal
Starting at 6th level, when you prime and throw to 1d4 + your Strength modifier instead of the
a bomb, you can set a duration for its detonation, bludgeoning damage normal for an unarmed strike.
which can be any number of rounds (any increment The damage of this attack is bludgeoning, piercing,
of 6 seconds) up to 1 minute. The bomb detonates at or slashing, as appropriate for the natural weapon.
the end of your turn after this duration. If a creature Dexterity. Your Dexterity score increases by
is in the area of more than one bomb’s blast radius 3, to a maximum of 20. Additionally, your walking
simultaneously, the creature is only affected by one of speed increases by 5 feet.
the bombs of your choice. Constitution. Your Constitution score
increases by 3, to a maximum of 20. As a result,
BLAST SHIELD your current and maximum hit points increase
Starting at 10th level, you have developed an accordingly with your new Constitution score,
elemental plating to protect you from hazardous but when this effect ends, both your current and
energies. You gain resistance to your choice of acid, maximum hit points decrease by the same amount.
cold, fire, lightning, or thunder damage and can
change your selection whenever you finish a long SHARED MUTAGEN
rest. At 6th level, you’ve created a mutagen formulation
generic enough to safely be injected into others. You
FORMULA:BLACK POWDER BOMB can use your action and spend a reagent die to inject
Beginning at 18th level, you can replace your bomb’s a willing creature within 5 feet of you with a mutagen
explosive contents with a charge of black powder, of your choice. A creature can only be under the
changing it into a dreaded black powder bomb. A effect of one mutagen at a time. Once you have
black powder bomb’s damage dice are d12s. injected another creature with a mutagen, you can’t
do so again until the original mutagen ends.
ADVANCED MUTATION FORMULA:SLIME BOMB Alchemist
Starting at 10th level, whenever you inject yourself At 2nd level, you can mix your bomb’s explosive
with a mutagen, you can choose one of the following contents with the remnants of an ooze, changing it
additional mutations: into a slime bomb. A slime bomb deals no damage,
Hyperelastic. Your flesh takes on a rubbery but coats each creature within the blast radius in a
quality, allowing you to bend and stretch with ease. viscous, green slime. No creature coated in slime can
Melee weapons you use are considered to have the take the Dash action or the Disengage action. Slime
Reach property, if they didn’t already have it already. can be removed by dousing a creature with a gallon
Additionally, you have advantage on ability checks of water or by taking an action to remove most of it.
you make to escape grapple or slip binds.
Mucilaginous. Your skin secretes a thick, BOTTLED OOZES
extremely sticky substance, which helps you adhere Starting at 6th level, you’ve learned a clever
to objects. You can move up, down, and across alchemical trick for condensing oozes into denser
vertical surfaces and upside down along ceilings, states and storing them in stasis for later use.
while leaving your hands free. You also have a Whenever you brew potions, you can spend 2
climbing speed equal to your walking speed. reagent dice to create an ooze bottle (see Chapter 5).
Additionally, creatures have disadvantage on Your Oozes use your Intelligence modifier +
ability checks made to escape your grapples. your proficiency bonus for their attack rolls, and use
Polybrachia. You grow a pair of additional your bomb save DC in place of their save DCs.
arms. These arms are fully functional and can be
used to hold weapons and shields (allowing you LIQUID ANATOMY
to hold 2 two-handed weapons, or 4 one-handed By 10th level, you have injected yourself with
weapons), perform somatic components of spells, ozoplasm, the gooey substance which composes
and perform other actions, though the arms oozes and slimes, mutating your form. You can move
themselves don’t grant you any additional actions. through any space as narrow as 1 inch wide without
squeezing (though your equipment doesn’t similarly
MUTATED BLOOD compress). Moreover, any critical hit against you
By 18th level, your mutagens have permanently becomes a normal hit.
altered your biology. Choose Strength, Dexterity, or
Constitution. The chosen ability score increases by OOZE JUG
2, and and your maximum for this score is now 22. Beginning at 18th level, you’ve solved the problem
Once you have chosen an ability score, this selection that prevented large oozes from being bottled: you
can’t be altered. just needed a much larger bottle. You have an ooze
jug, which functions like an ooze bottle, but contains
Ooze Rancher a single larger ooze. You can only have one ooze jug
at a time. You can fill it with the following oozes
Unsurprisingly, oozes, jellies, and slimes are a when you brew potions:
fascinating subject for alchemists who wish to figure
out how inanimate chemicals can form together and Ooze Cost
rise up in a moving, hungry mass. The answer to this Ochre Jelly 4 reagent dice
question may very well be at the heart of alchemy Gelatinous Cube 8 reagent dice
itself. Alchemists who choose to research slimes in Black Pudding 10 reagent dice
depth are called ooze ranchers, for they breed and
keep numerous slimes to experiment upon. Venomsmith
OOZE EMPATHY For every alchemist that has devoted their life to
Starting when you choose this field of study at healing the sick and infirm, there is another with
2nd level, you’ve developed a pheromone mix that a darker calling. Commonly called poisoners or
endears all kinds of slime to you. Whenever an Ooze venomsmiths, these alchemists are masters in the art
tries to attack you, it must make a Wisdom saving of crafting deadly and debilitating poisons. Whether
throw against your bomb save DC. On a failed save, employed by an assassin’s guild or performing
its attack misses. On a successful save, the Ooze is assassinations themselves, a venomsmith’s presence is
immune to this feature for the next 24 hours. usually accompanied by untimely death.
Classes POISONER Xenoalchemist
Beginning when you choose this field of study at
2nd level, you gain the Poisoner discovery. Until A small number of renegade alchemists elect to
you reach 3rd level, you have 2 reagent dice, which experiment on themselves, modifying their anatomy
you can spend only on crafting poisons using this or even outright attaching new body parts. These
discovery. This discovery doesn’t count against your experiments are often considered unethical and
number of discoveries known, and you can’t later dangerous, even by other alchemists, and those that
replace this discovery with a different one when you practice them are branded xenoalchemists for their
gain a level in this class. efforts. As xenoalchemists progress in their studies,
Additionally, when you deal poison damage to a they invariably stumble upon the dangerous practice
creature, you ignore resistance to poison damage and of alchemical necromancy, which allows them to
you treat immunity to poison damage as resistance imbue unlife upon amalgamations of body parts.
instead, dealing half damage.
FORMULA:VENOM BOMB Starting when you choose this field of study at 2nd
At 2nd level, you can mix a few drops of a fast- level, you have advantage on all ability checks you
acting toxin into your bomb’s explosive components, make to identify or research monsters.
changing it into a venom bomb. A venom bomb
deals poison damage instead of fire damage, its MAD SCIENTIST
damage dice are d8s, and it requires a Constitution By 2nd level, you’ve learned the finer points of
saving throw instead of a Dexterity saving throw. reanimating dead appendages and stitching them
Additionally, the target, as well as each creature to things. You gain two monstrous grafts of your
within the blast radius that fails its saving throw, choice. Additionally, you don’t lose hit points or Hit
has disadvantage on the next Strength, Dexterity, or Dice from installing or removing grafts, and it takes
Constitution saving throw it makes before the end of you no time to recover after the attachment of a new
its next turn. graft. See Appendix C for monstrous grafts.
ALCHEMICAL ASSASSIN SURGICAL ATTACK
Beginning at 6th level, you are adept at applying Beginning at 6th level, whenever you take the Attack
poisons without being seen. You have advantage on or prime and throw a bomb on your turn, you can
Dexterity (Sleight of Hand) checks you make to add make an unarmed strike as part of that action. You
ingested poison to food or drink, to apply poison to can only use this ability if your unarmed strike is
a weapon you are holding without being seen, or to improved by a graft, such as Bestial Features.
place a vial of poison on another creature without it
noticing. NECROMANTIC ORGANS
By 10th level, you’ve learned how to tinge your own
MITHRIDATISM biology with necromancy through reanimated organs
By 10th level, by administering yourself small doses that will persist after your death. If you are reduced
of various poisons and toxins, you have developed to 0 hit points but not killed outright, you can drop
an immunity to their ravages. You have immunity to to 1 hit point instead.
poison damage and can’t be poisoned. Once you use this ability, you can’t use it again
until you finish a long rest.
Starting at 18th level, whenever a creature within IT'S ALIVE!
5 feet of you hits you with a melee attack, you can Beginning at 18th level, your research into the field
use your reaction to unleash a spray of poisonous of necromancy has culminated in an alchemical
vapor. The attacker must make a Constitution saving golem stitched together from discarded body parts.
throw against your bomb save DC or be poisoned for You can create an alchemy golem through an 8-hour-
1 minute. While poisoned, the creature takes 1d10 long procedure, which can be conducted over the
poison damage at the start of each of its turns. A course of a long rest. To complete this process, you
poisoned creature can repeat the saving throw at the must have a healer’s kit, alchemist’s supplies, and a
end of each of its turns, ending the effect on itself on knife (or a facility with access to such tools), as well
a success. as at least three recently deceased Humanoid corpses.
ALCHEMY GOLEM Your alchemy golem acts independently on its Alchemist
own turn, but always obeys your commands. On
MEDIUM CONSTRUCT, NEUTRAL each of your turns, you can use a bonus action to
mentally command your golem if it is within 60
Armor Class 13 (natural armor) feet of you. You decide what action the golem will
Hit Points 76 (9d8 + 36) take and where it will move during its next turn, or
Speed 30 ft. you can issue a general command, such as to guard
a particular chamber or corridor. If you issue no
STR DEX CON INT WIS CHA commands, the golem only defends itself against
17 (+3) 9 (–1) 18 (+4) 6 (–2) 10 (+0) 5 (–3) hostile creatures. Once given an order, the golem
continues to follow it until its task is complete.
Damage Resistances bludgeoning, piercing, and The golem can use your Intelligence modifier +
your proficiency bonus for its attack rolls.
slashing from nonmagical attacks that aren’t When the alchemy golem drops to 0 hit points,
adamantine it dies. You can restore your alchemy golem’s hit
points and reanimate it over the course of a short or
Damage Immunities lightning long rest.
Condition Immunities charmed, exhaustion, You can attach up to three grafts to your
alchemy golem. You can only have one alchemy
frightened, paralyzed, petrified, poisoned golem at a time.
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its
creator but can’t speak
5 (1,800 XP)
Aversion to Fire. If the alchemy golem takes fire
damage, it has disadvantage on ability checks and
attack rolls until the end of its next turn.
Immutable Form. The alchemy golem is immune
to any spell or effect that would alter its form.
Lightning Absorption. Whenever the alchemy
golem is subjected to lightning damage, it takes
no damage and instead regains a number of hit
points equal to half the lightning damage dealt.
Magic Resistance. The alchemy golem has
advantage on saving throws against spells and
other magical effects.
Monstrous Grafts. The alchemy golem’s
weapon attacks, including monstrous grafts added
by its creator, are magical. Monstrous grafts have
a +6 attack bonus, deal twice the normal number
of damage dice, and have a +5 bonus to their
damage rolls. The alchemical golem can only have
1 graft in each slot.
Multiattack. The alchemy golem
makes two melee weapon attacks.
Slam. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 12 (2d8 + 3)
CAPTAIN Moreover, captains lead by example. They stand Captain
shoulder-to-shoulder with knights, creep through
A half-elf, adorned in the ribbons and medals of a the night alongside rogues, and study arcane texts
high-ranking commander, sits astride an armored with mages, even when they barely understand what
warhorse. To her right, a powerfully built orcish man they’re reading. Captains are at the front line with
in more pedestrian attire sits atop his own horse, their allies, not barking orders from afar.
shouldering a hefty greataxe. They set down the
road together, accompanied by blaring trumpets and Cohort and Commander
banging drums, which announce their approach.
Puffing on a pipe and eyeing the room, a halfling A captain is only as good as their second in
guildmaster in a fitted suit twirls a dagger between command, their cohort, who stands by them at every
his fingers. A crowd of thieves, crooks, and bandits step and safeguards their plan’s success. Far more
are arrayed before him, all studying blueprints laid than a simple ally, a captain’s cohort is a confidant,
out on a candlelit table. Tonight, their chapter of the an advisor, and a trusted friend. Cohorts see their
Thieves’ Guild becomes rich, and their guildmaster captain as a wellspring of information, and will
goes down in history. follow them to the ends of the earth.
Kobolds swarm left and right, scampering across
piles of gold pieces, only to be met by the dwarf ’s Creating a Captain
greataxe. Arrow after arrow, a human archer looses
shots that merely plink off the enraged dragon’s The ideal captain—a consummate leader—can be
crimson scales. A gnomish mage gathers crackling realized in many different ways. Your captain could
arcane might in his hands for a devastating magical be a head of an adventuring company, an officer in
blast. Across the chamber, amidst the chaos, a plan an army, the president of a corporation, the chief of
crystallizes in the adventuring company’s leader. a tribe, the admiral of a fleet, or any other type of
She begins shouting orders, and the party sets into leader. The only commonalities amongst captains are
motion. their positions of authority and natural inclinations
Decisive leaders and brilliant strategists, captains towards leadership.
inspire their allies to greatness. Invariably, they stand You should consider how your captain chooses
alongside their cohorts—their devoted lieutenants, to lead: not simply what banner they fly, but how
whom they entrust with their lives. Captains out- they treat their followers and how they give orders.
strategize their enemies, ensuring that, while they Do you rally others to your side with a magnetic
rarely deal the killing blow, they’re always on the personality or a stoic facade? How would you deal
winning side. with a dilemma that offers only losing strategies?
How do you treat your opponents once you’ve
Fearless Leaders secured victory?
You should also think of previous victories or
Many people aspire to command, but few inspire defeats that have defined your captain in the past.
loyalty as a captain does. Captains rally allies to Has your story been that of a meteoric rise or a
their side through confidence and determination, disgraceful fall? What event first thrust you into
but gain long-term friends through wisdom and leadership, and how did you first take to it? Which
accountability. success or defeat led you to the life of an adventurer?
A good captain thinks a little bigger than their
compatriots, planning one step further and fitting QUICK BUILD
their allies like puzzle pieces to the challenges ahead. You can make a captain quickly by following these
To their eyes, there are few defeats; only setbacks, suggestions. First, make Strength or Dexterity your
diversions, and detours. Success is always on the path highest ability score, followed by Charisma. Next,
ahead. select History and Persuasion as your skills, and
take the Dueling Fighting Style. Lastly, choose a
background reflecting your leadership experience.
Classes THE CAPTAIN
PROFICIENCY FEATURES BATTLE COHORT FEATURE
LEVEL BONUS Born Leader, Fighting Style DICE —
1st +2 Cohort — Cohort feature
2nd +2 Banner, War Tactics — —
3rd +2 Ability Score Improvement 2d8 —
4th +2 Blitz 2d8 —
5th +3 — 2d8 Cohort feature
6th +3 Banner feature 3d8 —
7th +3 Ability Score Improvement 3d8 —
8th +3 Advanced Tactics 3d8 —
9th +4 — 3d8 Cohort feature
10th +4 Coordinated Strike 3d10 —
11th +4 Ability Score Improvement 3d10 —
12th +4 Banner feature 3d10 —
13th +5 — 3d10 Cohort feature
14th +5 Lead by Example 4d10 —
15th +5 Ability Score Improvement 4d10 —
16th +5 Banner feature 4d10 —
17th +6 — 4d10 Cohort feature
18th +6 Ability Score Improvement 4d12 —
19th +6 Legendary Commander 4d12 —
20th +6 4d12
CLASS FEATURES • (a) scale mail, or (b) leather armor
• A dagger and (a) a warhammer, (b) a longsword,
As a captain, you gain the following class features.
or (c) any simple weapon
HIT POINTS • (a) a light crossbow and 20 bolts, (b) a shortbow
Hit Dice: 1d8 per captain level
Hit Points at 1st Level: 8 + your Constitution and 20 arrows, or (c) 5 javelins
• An embroidered standard and (a) a diplomat’s
Hit Points at Higher Levels: 1d8 (or 5) + your pack or (b) an explorer’s pack
Constitution modifier per captain level after 1st Born Leader
PROFICIENCIES By 1st level, your competence and commanding
Armor: Light armor, medium armor, shields personality lend you a knack for leadership.
Weapons: Simple weapons, martial weapons Common folk defer to your authority and influence,
Tools: None especially in times of crisis. As a result, you have
Saving Throws: Constitution, Charisma advantage on any Charisma (Persuasion) check you
Skills: Choose two from Animal Handling, make to convince someone to let you take charge of
a situation or to give someone orders in a dangerous
Athletics, Deception, History, Insight, situation.
Intimidation, Perception, and Persuasion Additionally, you can use your Charisma
modifier, instead of your Intelligence modifier, for
EQUIPMENT any ability check you make related to planning,
You start with the following equipment, in addition strategy, or tactics.
to the equipment granted by your background:
Fighting Style Your cohort obeys your commands as best it Captain
can. Your cohort takes its turn immediately before
At 1st level, you adopt a style of fighting as your or after your turn each round (your choice), and you
specialty. Choose one of the following options. You determine its actions, decisions, attitudes, and so on.
can’t take a Fighting Style option more than once, If you are incapacitated or absent, your companion
even if you later get to choose again. acts on its own.
ARCHERY COHORT FEATURES
You gain a +2 bonus to attack rolls you make with At 2nd, 6th, 10th, 14th, and 18th levels, your cohort
ranged weapons. gains new abilities based on its archetype.
DEFENSE HIT POINTS
While you are wearing armor, you gain a +1 bonus For each captain level you gain after 2nd, your
to AC. cohort gains an additional Hit Die and increases its
hit points accordingly.
When you are wielding a melee weapon in one ABILITY SCORES
hand and no other weapons, you gain a +2 bonus to Whenever you gain the Ability Score Improvement
damage rolls with that weapon. class feature, your cohort’s abilities also improve.
Your cohort can increase one ability score of your
PROTECTION choice by 2, or it can increase two ability scores of
When a creature you can see attacks a target other your choice by 1. As normal, your companion can’t
than you that is within 5 feet of you, you can use increase an ability score above 20 using this feature,
your reaction to impose disadvantage on the attack unless its description specifies otherwise.
roll. You must be wielding a shield. When you improve a cohort’s ability scores,
remember to also increase other relevant statistics,
Cohort such as skill bonuses, bonuses to hit and damage,
and spell save DCs.
Starting at 2nd level, you gain a loyal cohort
who carries your banner and follows your
INITIATING A COHORT
Select a companion from the Cohort section;
following an 8-hour initiation period, that
creature becomes your cohort. You can have
only one cohort at a time.
If your cohort is ever slain, you can raise
them from the dead by the usual methods,
such as the raise dead spell, or you can spend
8 hours initiating a new cohort. If you do so,
your previous cohort loses all abilities granted
by this ability, even if it is later returned to life.
You’re not a “hireling” if I don’t pay you!
Classes Your battle die changes and more battle dice
become available when you reach certain levels in
PROFICIENCIES this class, as shown in the Battle Dice column of the
Your cohort gains proficiency in skills listed in Captain table.
its statistics. It also gains proficiency with simple
weapons, martial weapons, light armor, medium SAVING THROWS
armor, heavy armor, or shields if its statistics contain If one of your maneuvers calls for a saving throw to
weapons or armor from that category. resist its effects, the saving throw DC is calculated as
Your cohort uses your proficiency bonus rather follows:
than its own. Because cohort statistics already
include a +2 proficiency bonus, you need only adjust Maneuver save DC = 8 + your proficiency
the attack bonus and skill proficiency bonus starting bonus + your Charisma modifier
at 5th level.
ALIGNMENT You can spend battle dice to use the following
Your cohort’s alignment is within one step of your maneuvers:
own, and has a personality trait and flaw determined Brace. As a bonus action on your turn, you can
by the GM. Its bond is always, “I will follow my expend a battle die to bolster your allies. Each allied
commander into any fray, and I will gladly fight by creature within 30 feet of you that can see or hear
their side until my death.” you adds the battle die to all saving throws it makes
until the end of your next turn.
Banner Rally. As a bonus action on your turn, you can
expend a battle die to choose one allied creature
Starting at 3rd level, you adopt a banner which you other than yourself within 60 feet of you who can see
fly in combat, emblazon on your armor, and fix to or hear you. That creature regains hit points equal to
your seal. You can select from the banners which the number rolled + your Charisma modifier. You
are detailed at the end of the class description. Your can’t use this ability to heal a creature who has 0 hit
choice grants you features at 3rd level, and again at points.
7th, 13th, and 17th level. Staggering Strike. As a bonus action when
you make a weapon attack against a Large or smaller
War Tactics creature, you can expend a battle die to attempt to
daze the target. On a hit, the target must succeed on
Starting at 3rd level, you have a pool of battle dice a Constitution saving throw or be incapacitated until
that you can use to bolster your allies or perform the start of your next turn.
special maneuvers in combat. You begin with 2 battle
dice, which are d8s. You regain all expended battle Ability Score Improvement
dice when you finish a short or long rest, or when
you roll initiative. When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature.
Starting at 5th level, as a bonus action on your turn,
you can direct your cohort or a friendly creature
within 60 feet of you that can see or hear you to
fight alongside you. The chosen creature can use its
reaction to move up to its speed or make a single
At 9th level, your maneuvers improve in the
Brace. Allies can also add the battle die to their BANNERS Captain
ability checks until the start of your next turn.
Rally. Whenever you spend a battle die to cause Captains adopt emblems that denote their virtues,
a creature to regain hit points, that creature also skills, and command styles, which they fly upon
gains temporary hit points equal to your captain their banners to rally allies to their side. A symbolic
level. statement, this heraldry speaks volumes about what a
Staggering Strike. When you hit with a captain prizes in the world, be it knowledge, allies, or
staggering strike, you add the battle die to the personal gain.
Captains under the banner of the Dragon are among
By 11th level, you and your cohort fight as a perfect the most formidable warriors to grace the battlefield.
fighting unit. Once on each of your turns, when you Armed with an array of lethal maneuvers, these
hit a creature with an attack, you can deal an extra captains cut through lesser combatants with ease,
2d8 damage to the creature if your cohort has also hit turning the tides of battle on their own, if needed.
that creature with an attack since the end of your last The visage of the Dragon Banner inspires fear
turn. and loyalty in equal measure, for the carnage and
bloodshed left in a dragon warrior’s wake speaks
Lead by Example volumes of their skill.
Starting at 15th level, whenever you roll a 20 on BONUS BATTLE DIE
an attack roll, ability check, or saving throw, each Starting when you choose this banner at 3rd level,
friendly creature within 30 feet of you has advantage your total number of battle dice increases by 1.
when it makes the same type of roll (attack roll,
ability check, or saving throw) before the start of MANEUVER:CLEAVE
your next turn. Also at 3rd level, you learn the following maneuver:
Once on each of your turns, when you reduce a
Legendary Commander hostile creature to 0 hit points or score a critical hit
with a melee weapon attack, you can spend a battle
At 20th level, you have 3 legendary actions. At the die to move up to 15 feet and make another melee
end of another creature's turn, you can spend a weapon attack as part of the same action. On a hit,
legendary action to take an action of your choice, you add the battle die to the attack’s damage roll.
or allow a friendly creature that can hear or see you
to take an action of their choice. If a creature takes MANEUVER:WADE INTO BATTLE
the Attack action as a legendary action, it can attack At 7th level, you learn the following maneuver:
more than once if it has a feature, like Extra Attack, You can expend a battle die to take the Dash or
that gives it extra attacks. Disengage action as a bonus action on your turn.
You regain all expended legendary actions when
you finish a long rest.
NAME Uses maneuvers to annihilate their foes on the battlefield
A bow master who uses precision shots to strike foes from high above
Dragon Banner A duelist and swashbuckler trained with a cutlass and the unfair tactics of brigands
Eagle Banner A knightly leader who challenges their foes to honorable combat
Jolly Roger Banner Shoves their foes and knocks them prone to gain the upper hand in combat
Lion Banner A stealthy master of guerilla warfare and covert tactics
Ram Banner Emphasizes defense above all else, using heavy armor and shield wall tactics