Classes MANEUVER:FURY ATTACK SCATTER SHOT
At 13th level, you learn the following maneuver: Starting at 17th level, you can use your action to
When you take the Attack action on your turn, launch a volley of projectiles. Make a ranged weapon
you can expend a battle die as a bonus action to attack against any number of creatures you choose
unleash a barrage of strikes. Make up to three melee within a 15-foot cone, making a separate attack roll
weapon attacks as part of the Attack action, instead for each target. If you target only one creature in
of one. Each attack must target a different creature. this cone, your attack deals one additional weapon
damage die on a hit.
VICIOUS FOCUS
Beginning at 17th level, whenever you reduce a Jolly Roger Banner
hostile creature to 0 hit points or score a critical
hit with a melee weapon attack, you enter a zen The skulls and crossbones adorning the Banner
state of battle for 1 minute. For the duration, your of the Jolly Roger need no introduction: it means
weapon attacks score a critical hit on a roll of 19 or thieves, brigands, treasure, and adventure on the
20. Each time during the duration that you reduce high seas. Moreover, it means the strong backs of a
another hostile creature to 0 hit points or score crew working in unison, piloting a ship from horizon
another critical hit, this critical hit range increases, to horizon, under the command of a fierce captain
first allowing your melee weapon attacks to score a and their first mate.
critical hit on a roll of 18–20, then on a roll of 17–20,
then on a roll of 16–20. If you fall unconscious, this MANEUVER:DOUBLE THRUST
effect ends early. Starting when you choose this banner at 3rd level,
you learn the following maneuver:
Eagle Banner When you make an attack with a finesse weapon
as part of the Attack action on your turn, you can
With sharp eyes and even sharper arrows, captains spend one battle die as a bonus action to make an
of the Eagle seek to be lords of speed and ranged additional attack with that weapon. This attack adds
combat, mastering bow, sling, and ballista alike. Such the battle die, instead of your ability modifier, to the
captains are just as dangerous in close range as they weapon’s damage roll.
are perched on the horizon, for they can accurately
deliver an arrow or a crossbow bolt at point blank TRICKY FOOTWORK
range. By 7th level, your elegant swordplay lets you place
enemies where you want them. Whenever you hit a
MANEUVER:EAGLE SHOT creature of your size or smaller with a melee attack
Starting when you choose this banner at 3rd level, on your turn, you can switch places with the target.
you learn the following maneuver: This movement doesn’t provoke opportunity attacks.
When you make a ranged weapon attack roll
against a creature, you can use your bonus action and UNFAIR PLAY
expend a battle die to add it to the roll. You can use Beginning at 13th level, both you and your cohort
this ability before or after making the attack roll, but can use a bonus action to take the Hide or Use an
before the GM says whether the attack hits or misses. Object action, or to attempt to shove a creature. You
have advantage on Strength (Athletics) checks you
VANTAGE POINT make to push another creature out of a boat or other
By 7th level, you can quickly scale walls to gain a waterborne vessel.
perch above your foes. You have a climbing speed
equal to your walking speed. In addition, by climbing ALL HANDS ON DECK
at half speed, you can climb up difficult surfaces By 17th level, your crew works in perfect unison at
(such as slippery vertical walls) without making an your directive. You can use your action on your turn
ability check. to direct each friendly creature within 60 feet of you
that can see or hear you to take an action of your
CLOSE-QUARTERS SHOOTING choice; this action can’t be the Attack, Cast a Spell,
Starting at 13th level, being within 5 feet of a hostile Dodge, or Use a Magic Item action. A creature can
creature doesn’t impose disadvantage on your ranged immediately use its reaction to take this action.
attack rolls or the ranged attack rolls of friendly
creatures within 15 feet of you.
50
Lion Banner Finally, you can force an attack targeted at your Captain
mount to target you instead.
Bravery in the face of overwhelming odds, mastery
of horsemanship, and unwavering honor are the REPOSITION
hallmarks of captains of the Lion. This banner Beginning at 13th level, you and up to three friendly
represents the very ideal of gallantry and fortitude creatures of your choice that you can see can each
that knights and paladins aspire to achieve. The move up to 20 feet when you roll initiative. A
mere sight of it inspires heroism in its troops, and creature can’t benefit from this feature if its speed is
a captain who flies it can turn even the most poorly 0.
equipped militia into a fit fighting force.
LION'S GAMBIT
MANEUVER:LION'S CHALLENGE Starting at 17th level, when you take damage from a
Starting when you choose this banner at 3rd level, creature that is within 5 feet of you, you can use your
you learn the following maneuver: reaction to make a melee weapon attack against that
When you hit a creature with a weapon attack creature, and if you hit, you can add half your level to
on your turn, you can expend one battle die as the damage roll.
a bonus action to challenge the target to a duel. You can make this attack three times, and you
Until the end of your next turn, that target has regain all expended uses of it when you finish a short
disadvantage on any attack roll that isn’t against you. or long rest.
SADDLE SURE Ram Banner
Starting at 7th level, you have advantage on saving
throws made to avoid falling off your mount, and if Captains who brandish the banner of the Ram seek
you fall off your mount, you always land on your feet to batter through their obstacles with overwhelming
unless you’re incapacitated. In addition, mounting force. Whenever possible, these captains put their
or dismounting a creature costs you only 5 feet of enemies on the back foot, literally hurling their
movement, rather than half your speed. foes to the floor or shoving them into unfavorable
ground, from which position their cohorts can make
51
Classes swift work of any resistance. The Banner of the
Ram sees such tactics as not only fair, but optimal,
as validity in combat should be judged only by
effectiveness.
MANEUVER:BULL RUSH
Starting when you choose this banner at 3rd level,
you learn the following maneuver:
When you move at least 10 feet in a straight
line and immediately make a melee weapon attack
against a creature, you can use a bonus action and
expend a battle die to shove the target after the
attack. Add the battle die to the Strength (Athletics)
check you make to shove the target. On a success,
you can choose to either knock the target prone or
push it up to 10 feet away from you.
SUREFOOTED
Beginning at 7th level, moving through nonmagical
difficult terrain costs you no extra movement.
LOCK HORNS
At 13th level, you can buck your foes into harm’s
way. Whenever you shove a creature into one of your
allies, that ally can use its reaction to make an attack
against the shoved creature.
AND STAY DOWN
Starting at 17th level, whenever a creature stands up
from being prone while within your reach, you can
make an opportunity attack against it.
Raven Banner
The Banner of the Raven signifies a clandestine
captain who prefers stealth to action and ambushes
to open fights. If pressed, a captain of the Raven
might be drawn into a direct confrontation, but they
can never be expected to play fair. These captains
might have more in common with rogues, and might
even hold a position of leadership within a thieves’
guild. More than one guild master and bandit leader
has flown the Raven Banner while on a raid.
MANEUVER:FLANKING STRIKE
Starting when you choose this banner at 3rd level,
you are trained in ambush tactics. You learn the
following maneuver:
If you hit a creature with a weapon attack
while one of your allies is within 5 feet of the target,
you can expend a battle die to aim for the creature’s
most vital areas. Add the battle die and half your
level (rounded down) to the attack’s damage roll.
This attack must use a finesse weapon or a light
weapon.
52
MANEUVER:EFFORTLESS DODGE MANEUVER:IRON SHELL Captain
Also at 3rd level, you learn the following maneuver: Also at 3rd level, you learn the following maneuver:
As a bonus action, you can spend a battle die to As a bonus action, you can spend a battle die
take the Dodge action. You can’t use this maneuver to fortify an ally you can see within 60 feet of you.
while wearing medium or heavy armor. The ally gains a bonus to its Armor Class equal to
half the number rolled on the battle die, rounded
COVERT down (minimum of +1) against the next attack made
At 7th level, when you are hidden and a creature against it within the next minute.
discovers you with a successful Wisdom (Perception)
check, you can reattempt your Dexterity (Stealth) SLOW AND STEADY
check to hide. On a success, you silently reposition Beginning at 7th level, your speed can’t be removed
yourself and the creature doesn’t notice you. Once and you can’t be knocked prone or moved against
you use this ability, you can’t use it again until you your will.
finish a short or long rest.
SHIELD WALL
STRIKE FIRST, STRIKE LAST By 13th level, you can shelter others behind your
Beginning at 13th level, you can intercede moments armor. You count as half cover for effects passing
before an enemy strikes. As a reaction when a hostile through your space for allied creatures of your size
creature you can see attacks, you can move up to and smaller within 5 feet of you.
your speed without provoking opportunity attacks
toward the creature and make one attack targeting UNBREAKABLE
it. Resolve your attack before the creature makes any Starting at 17th level, you can shrug off attacks that
attacks. would otherwise hit you. You have a pool of 20
Once you use this ability, you can’t use it again armor points. As a reaction when you’re hit by a
until you finish a long rest. melee weapon attack, you can expend any number
of armor points and add them to your Armor Class
GUERILLA WARFARE against that attack, potentially causing the attack to
Starting at 17th level, you are a master of miss. You regain all expended armor points when
unconventional combat. You have advantage on you finish a long rest.
attack rolls against any creature that hasn’t taken a
turn in the combat yet. In addition, the first time you Wmhaiyynecodcowuo-hnowocusorohamltndon?tiwtcryM,aootlaliuhn,tneihtedomhvenebemseyreav’stWrretoeenAomefmNaxaaTupLklceIlteChnoyKtdobohaubeoebttfmdatlreeoiedn,nrs;’oypattoewnhhucdheatc!ayvta’rtenreaetvioner
hit a creature with an attack during the first round
of combat, you can add two battle dice to the attack’s CUSTOMIZING COHORTS PS:
damage roll without expending them. In a pinch,
Throughout your adventure, you may wish to
Turtle Banner customize your cohort beyond the weapons, you can
armor, and spells listed in its stat block. Your legally eat
The fortified defenses of captains who fly the Turtle GM decides what equipment your cohort has your minions
banner are legendary. Turtle tactics emphasize proficiency with, in addition to those specified
endurance and survival, as well-protected soldiers in the Cohort feature, and decides if your cohort
cannot only win battles, but entire wars. Thinking can exchange the spells it knows with any other
long term is key to any defensive strategy, as captains spells, including new spells in this book.
of the Turtle know the answer is never how they shall As with any character, your cohort can attune to
counterattack, but when. three magic items at a time.
BONUS PROFICIENCIES
When you choose this banner at 3rd level, you gain
proficiency with heavy armor.
53
Classes COHORTS ABBOT - COHORT
Your cohort is the most steadfast of allies, is loyal to a While following the command of a captain, the
fault, and will likely be a lifelong ally and friend. But abbot gains additional abilities based on the
not all cohorts are cut from the same cloth or possess captain’s level:
the same skills. Choose from the following non-
player characters when you enlist a new cohort. 2nd. Turn Undead (1/Long). As an action, the
ABBOT abbot presents its holy symbol and speaks a
prayer censuring the Undead. Each Undead
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT that can see or hear the abbot within 30 feet
of it must make a Wisdom saving throw. If the
Armor Class 13 (chain shirt) creature fails its saving throw, it is turned for 1
Hit Points 11 (2d8 + 2) minute or until it takes any damage.
Speed 30 ft. A turned creature must spend its turns
trying to move as far away from the abbot as it
STR DEX CON INT WIS CHA can, and it can’t willingly move to a space within
13 (+1) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0) 30 feet of the abbot. It also can’t take reactions.
Saving Throws Wis +4, Cha +2 For its action, it can use only the Dash action or
Skills Medicine +4, Religion +2 try to escape from an effect that prevents it from
Senses passive Perception 12 moving. If there’s nowhere to move, the creature
Languages any one language (usually Common) can use the Dodge action.
CHALLENGE
1/4 (50 XP) 6th. Spellcasting. The abbot’s spellcasting
Spellcasting. The abbot is a 1st-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC improves. It is a 3rd-level spellcaster and has the
12, +4 to hit with spell attacks). The abbot has the following cleric spells prepared:
following cleric spells prepared: Cantrips (at will): light, sacred flame,
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (2 slots): cure wounds, guiding bolt, thaumaturgy
1st level (4 slots): cure wounds, detect evil and
sanctuary
good, guiding bolt, sanctuary
ACTIONS 2nd level (2 slots): lesser restoration
Mace. Melee Weapon Attack: +3 to hit, reach
10th. Spellcasting. The abbot’s spellcasting
5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage. improves. It is a 5th-level spellcaster and has the
following cleric spells prepared:
Light Crossbow. Ranged Weapon Attack: +2 Cantrips (at will): light, mending, sacred flame,
to hit, range 80/320 ft., one target. Hit: 4 (1d8) thaumaturgy
piercing damage. 1st level (4 slots): cure wounds, detect evil and
I ultousnverdeenehtamhadyve.imlnSoguionrkpietseor,nooyipnst,tl’teosbhauateuntriorrniuntof’nyaMsdicnaeEwgls!lhwwwohhoceeratnnhntthhtitueetryyon good, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual
weapon
3rd level (2 slots): revivify
14th. Spellcasting. The abbot’s spellcasting
improves. It is a 7th-level spellcaster and has the
following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame,
thaumaturgy
1st level (4 slots): cure wounds, detect evil and
good, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual
weapon
3rd level (3 slots): beacon of hope, revivify
4th level (1 slots): divination
18th. Spellcasting. The abbot’s spellcasting
improves. It is a 9th-level spellcaster and has the
following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame,
thaumaturgy
1st level (4 slots): detect evil and good, cure
wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual
weapon
3rd level (3 slots): beacon of hope, revivify
4th level (3 slots): death ward, divination
5th level (1 slots): flame strike
54
BERSERKER ABBOT Captain
A devout adherent to the faith, an abbot can work
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT minor divine miracles with the whispering of prayers
and the waving of hands.
Armor Class 14 (Unarmored Defense)
Hit Points 13 (2d8 + 4) BERSERKER
Speed 30 ft. Ruthless and fierce, the berserker tears across the
battlefield in a wild frenzy, devastating its enemies
STR DEX CON INT WIS CHA with boundless rage.
14 (+2) 14 (+2) 14 (+2) 9 (−1) 10 (+0) 9 (−1)
CHAMPION
Saving Throws Str +4, Con +4 A champion is a skilled, tactical fighter, just as
Skills Athletics +4, Survival +3 comfortable in the saddle during military drills as
Senses passive Perception 10 armored on the field of battle.
Languages any one language (usually Common)
CHALLENGE CONSTRUCT
1/4 (50 XP) With the help of a tinkerer or a mage, you gain the
unwavering, mechanical loyalty of a golem, shield
Unarmored Defense. While the berserker is guardian, or clockwork construct. Your construct
is of a smaller variety than most golems, but can be
wearing no armor and wielding no shield, its AC built and repaired in far less time.
includes in Constitution modifier. Constructed Nature. A construct doesn’t
require air, food, drink, or sleep.
ACTIONS
Greataxe. Melee Weapon Attack: +4 to hit, CULTIST
Dogmatic and often unhinged, cultists draw upon
reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing forbidden, eldritch allies for a taste of arcane might.
damage.
HUNTER
Handaxe. Melee or Ranged Weapon Attack: +4 to A hunter is a naturally skilled tracker and outlander,
as comfortable in the depths of the woods as in a
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 tavern or town.
(1d6 + 2) slashing damage.
MAGE
BERSERKER - COHORT A mage is a brilliant and studious spellcaster, well
versed in the study of all things arcane.
While following the command of a captain, the
berserker gains additional abilities based on the STALKER
captain’s level: Stealthy and subversive, the stalker is just as adept an
assassin as a burglar or thief.
2nd. Rage (Recharges after a Long Rest). As
TEMPLAR
a bonus action, the berserker can enter a rage A daring knight, sworn to virtue and station, a
that lasts for 1 minute. The rage ends early if the templar knows no fear in their heart and no equal in
berserker is knocked unconscious or if its turn battle.
ends and it hasn't attacked a hostile creature or
taken damage since its last turn. While raging, UNDEAD
the berserker gains the following benefits: With the help of necromancy, you can enlist the
• The berserker has advantage on Strength most loyal minion possible: a silent, obedient undead
thrall. Zombies, ghouls, and revenants are the most
checks and Strength saving throws. common form of undead cohort, as they are sturdier
• The berserker deals an extra 2 damage when than skeletons, and more loyal than vampires.
Undead Nature. An undead doesn’t require
it hits a target with a melee weapon attack. air, food, drink, or sleep.
• The berserker has resistance to bludgeoning,
piercing, and slashing damage.
6th. Relentless (Recharges after a Long Rest).
If the berserker is reduced to 0 hit points but not
killed outright, it can drop to 1 hit point instead.
10th. Rage. The berserker can rage twice before
requiring a long rest, and it deals an extra 3
damage when it hits a target with a melee
weapon attack while raging.
14th. Brutal Critical. The berserker deals one
extra die of damage on a critical hit.
18th. Rage. The berserker can rage three times
before requiring a long rest, and it deals an
extra 4 damage when it hits a target with a
melee weapon attack while raging.
55
Classes CHAMPION CONSTRUCT COHORT
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT MEDIUM CONSTRUCT, ANY LAWFUL ALIGNMENT
Armor Class 16 (scale mail, shield) Armor Class 17 (natural armor)
Hit Points 11 (2d8 + 2) Hit Points 13 (2d8 + 4)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 11 (+0) 12 (+1) 9 (−1) 14 (+2) 10 (+0) 15 (+2) 10 (+0) 10 (+0) 9 (−1)
Saving Throws Str +4, Con +3 Damage Immunities poison
Skills Animal Handling +3, Athletics +4 Condition Immunities charmed, exhaustion,
Senses passive Perception 11
Languages any one language (usually Common) poisoned
CHALLENGE
1/4 (50 XP) Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its
Martial Prowess. When the champion hits with
creator (usually Common) but can’t speak
a melee weapon, the weapon deals an extra 2
damage (included in the attack). CHALLENGE
ACTIONS 1/4 (50 XP)
Longsword. Melee Weapon Attack: +4 to hit,
Death Burst. The construct explodes when it
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing
damage, or 9 (1d10 + 4) slashing damage if used drops to 0 hit points. Each creature within 5 feet
in two hands. of it must make a DC 12 Dexterity saving throw,
taking 7 (2d6) fire damage on a failed save, or half
Javelin. Melee or Ranged Weapon Attack: +4 to as much damage on a successful one.
hit, reach 5 ft. or range 30/120 ft., one target. Hit: ACTIONS
7 (1d6 + 4) piercing damage in melee or 5 (1d6 + Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
2) piercing damage at range.
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
CHAMPION - COHORT
CONSTRUCT - COHORT
While following the command of a captain, the
champion gains additional abilities based on the While following the command of a captain, the
captain’s level: construct gains additional abilities based on the
captain’s level:
2nd. Ability Score Increase. The champion’s
2nd. Surveillance Protocol. The construct gains
Strength, Dexterity, or Constitution score
increases by 2, to a maximum of 20. blindsight out to a range of 60 feet. It also adds
the captain’s level to its passive Perception
6th. Second Wind (Recharges after a Short or score.
Long Rest). On its turn, the champion can use a
6th. Improved Armor. The construct’s Armor
bonus action to regain hit points equal to 1d10
+ the captain’s level. Class increases by 1.
10th. Ability Score Increase. The champion’s 6th. Death Burst. The construct’s Death Burst now
Strength, Dexterity, or Constitution score deals 21 (6d6) fire damage on a failed save, or
increases by 2, to a maximum of 20. half as much damage on a successful one.
14th. Deadly Accuracy. The champion’s weapon 10th. Charged Slam. The construct’s slam attack
attack rolls score a critical hit on a roll of 19 or deals an extra 4 (1d8) lightning damage on a hit.
20.
10th. Magic Resistance. The construct has
18th. Martial Advantage (1/Turn). The
advantage on saving throws against spells and
champion can deal an extra 7 (2d6) damage other magical effects.
to a creature it hits with a weapon attack if
that creature is within 5 feet of an ally of the 14th. Improved Armor. The construct’s Armor
champion that isn’t incapacitated.
Class increases by 1.
18th. Unerring Strike (1/Turn). If the construct
misses with a slam attack, it can reroll it.
56
Captain
CULTIST - COHORT CULTIST
While following the command of a captain, the MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
cultist gains additional abilities based on the
captain’s level: Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
2nd. Agonizing Blast. When the cultist casts Speed 30 ft.
eldritch blast, it adds its Charisma modifier to STR DEX CON INT WIS CHA
the damage it deals on a hit. 11 (+0) 13 (+1) 12 (+1) 11 (+0) 9 (−1) 14 (+2)
6th. Spellcasting. The cultist’s spellcasting Saving Throws Wis +1, Cha +4
Skills Deception +4, Persuasion +4
improves. It is a 3rd-level spellcaster and knows Senses passive Perception 9
the following warlock spells: Languages any one language (usually Common)
Cantrips (at will): eldritch blast, minor illusion CHALLENGE
1st–2nd level (2 2nd-level slots): charm person, 1/4 (50 XP)
Spellcasting. The cultist is a 1st-level spellcaster.
comprehend languages, hellish rebuke, ray of
enfeeblement Its spellcasting ability is Charisma (spell save
DC 12, +4 to hit with spell attacks). It regains its
10th. Dark One’s Own Luck (Recharges after a expended spell slots when it finishes a short or
Short or Long Rest). When the cultist makes long rest. The cultist knows the following warlock
spells:
an ability check or saving throw, it can add a d10 Cantrips (at will): eldritch blast, minor illusion
to the roll. It can do this after the roll is made 1st level (1 1st-level slot): charm person, hellish
but before any of the roll’s effects occur.
rebuke
10th. Spellcasting. The cultist’s spellcasting
ACTIONS
improves. It is a 5th-level spellcaster and knows Dagger. Melee or Ranged Weapon Attack: +3 to
the following warlock spells:
Cantrips (at will): eldritch blast, minor illusion, hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3
(1d4 + 1) piercing damage.
shocking grasp
1st–3rd level (2 3rd-level slots): charm person,
comprehend languages, fear, hellish rebuke,
ray of enfeeblement, suggestion
14th. Spellcasting. The cultist’s spellcasting
improves. It is a 7th-level spellcaster and knows
the following warlock spells:
Cantrips (at will): eldritch blast, minor illusion,
shocking grasp
1st–4th level (2 4th-level slots): banishment,
charm person, comprehend languages,
fear, gaseous form, hellish rebuke, ray of
enfeeblement, suggestion
18th. Spellcasting. The cultist’s spellcasting
improves. It is a 9th-level spellcaster and knows
the following warlock spells:
Cantrips (at will): eldritch blast, minor illusion,
shocking grasp
1st–5th level (2 5th-level slots): banishment,
blight, charm person, comprehend languages,
fear, gaseous form, hellish rebuke, hold
monster, ray of enfeeblement, suggestion
57
Classes HUNTER MAGE
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Armor Class 14 (studded leather) Armor Class 11 (14 with mage armor)
Hit Points 11 (2d8 + 2) Hit Points 7 (2d8 − 2)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 9 (−1) 9 (−1) 12 (+1) 9 (−1) 14 (+2) 13 (+1) 13 (+1)
Saving Throws Str +2, Dex +4 Saving Throws Int +4, Wis +3
Skills Nature +2, Survival +4 Skills Arcana +4, History +4
Senses passive Perception 12 Senses passive Perception 11
Languages any one language (usually Common) Languages any one language (usually Common)
CHALLENGE CHALLENGE
1/4 (50 XP) 1/4 (50 XP)
Keen Hearing and Sight. The hunter has Spellcasting. The mage is a 1st-level spellcaster.
advantage on Wisdom (Perception) checks that Its spellcasting ability is Intelligence (spell save DC
rely on hearing or sight. 12, +4 to hit with spell attacks). The mage has the
following wizard spells prepared:
ACTIONS Cantrips (at will): fire bolt, light, prestidigitation
Scimitar. Melee Weapon Attack: +4 to hit, reach 1st level (2 slots): mage armor, magic missile,
5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. shield
Longbow. Ranged Weapon Attack: +4 to hit, ACTIONS
Dagger. Melee or Ranged Weapon Attack: +3 to
range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage. hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3
(1d4 + 1) piercing damage.
HUNTER - COHORT
While following the command of a captain, the hunter 14th. Fleet. The hunter can take the Disengage action
gains additional abilities based on the captain’s level:
as a bonus action on each of its turns.
2nd. Archery Adept. The hunter gains a +2 bonus to
14th. Spellcasting. The hunter’s spellcasting
attack rolls it makes with ranged weapons.
improves. It is a 7th-level spellcaster and knows the
6th. Spellcasting. The hunter is a 3rd-level following ranger spells:
1st level (4 slots): animal friendship, hunter’s mark,
spellcaster. Its spellcasting ability is Wisdom (spell
save DC 12, +4 to hit with spell attacks). The hunter longstrider
knows the following ranger spells: 2nd level (3 slots): pass without trace, spike growth
1st level (3 slots): animal friendship, hunter’s mark,
18th. Spellcasting. The hunter’s spellcasting
longstrider
improves. It is a 9th-level spellcaster and knows the
10th. Spellcasting. The hunter’s spellcasting following ranger spells:
1st level (4 slots): animal friendship, hunter’s mark,
improves. It is a 5th-level spellcaster and knows the
following ranger spells: longstrider
1st level (4 slots): animal friendship, hunter’s mark, 2nd level (3 slots): pass without trace, spike growth
3rd level (2 slots): haste (counts as a ranger spell for
longstrider
2nd level (2 slots): spike growth the hunter)
10th. Two-Weapon Fighting. When the hunter
engages in two-weapon fighting, it can add its
ability modifier to the damage of the second attack.
58
MAGE - COHORT STALKER Captain
While following the command of a captain, the MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
mage gains additional abilities based on the
captain’s level: Armor Class 14 (studded leather)
Hit Points 9 (2d8)
2nd. Magic Resistance. The mage has advantage Speed 30 ft.
on saving throws against spells and other STR DEX CON INT WIS CHA
magical effects. 9 (−1) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 11 (+0)
6th. Spellcasting. The mage’s spellcasting Saving Throws Dex +4, Int +3
Skills Acrobatics +4, Stealth +4
improves. It is a 3rd-level spellcaster and has the Senses passive Perception 11
following wizard spells prepared: Languages any one language (usually Common)
Cantrips (at will): fire bolt, light, prestidigitation CHALLENGE
1st level (4 slots): mage armor, magic missile, 1/4 (50 XP)
shield Sneak Attack (1/Turn). The stalker deals an
2nd level (2 slots): misty step, scorching ray
extra 3 (1d6) damage when it hits a target with a
10th. Spellcasting. The mage’s spellcasting weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of
improves. It is a 5th-level spellcaster and has the the stalker that isn’t incapacitated and the stalker
following wizard spells prepared: doesn’t have disadvantage on the attack roll.
Cantrips (at will): fire bolt, light, mage hand,
ACTIONS
prestidigitation Shortsword. Melee Weapon Attack: +4 to hit,
1st level (4 slots): detect magic, mage armor,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
magic missile, shield damage.
2nd level (3 slots): misty step, scorching ray
3rd level (2 slots): fireball Shortbow. Ranged Weapon Attack: +4 to hit,
14th. Spellcasting. The mage’s spellcasting range 80/320 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
improves. It is a 7th-level spellcaster and has the
following wizard spells prepared: STALKER - COHORT
Cantrips (at will): fire bolt, light, mage hand,
While following the command of a captain, the
prestidigitation stalker gains additional abilities based on the
1st level (4 slots): detect magic, mage armor, captain’s level:
magic missile, shield 2nd. Cunning Action. On each of its turns, the
2nd level (3 slots): misty step, scorching ray
3rd level (3 slots): counterspell, fireball stalker can use a bonus action to take the Dash,
4th level (1 slots): greater invisibility Disengage, or Hide action.
18th. Spellcasting. The mage’s spellcasting 6th. Sneak Attack. The stalker’s Sneak Attack
improves. It is a 9th-level spellcaster and has the damage increases to 7 (2d6).
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, 10th. Uncanny Dodge. The stalker can use its
prestidigitation reaction to halve the damage it takes from an
1st level (4 slots): detect magic, mage armor, attack that hits it. The stalker must be able to
see the attacker.
magic missile, shield
2nd level (3 slots): misty step, scorching ray 10th. Sneak Attack. The stalker’s Sneak Attack
3rd level (3 slots): counterspell, fireball
4th level (3 slots): greater invisibility, ice storm damage increases to 10 (3d6).
5th level (1 slot): cone of cold
14th. Evasion. If the stalker is subjected to an
Stalkers are like rogues on an internship.
effect that allows it to make a Dexterity saving
throw to take only half damage, the stalker
instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.
14th. Sneak Attack. The stalker’s Sneak Attack
damage increases to 14 (4d6).
18th. Assassinate. During its first turn, the stalker
has advantage on attack rolls against any
creature that hasn’t taken a turn. Any hit the
stalker scores against a surprised creature is a
critical hit.
59
Classes TEMPLAR - COHORT
TEMPLAR While following the command of a captain, the
templar gains additional abilities based on the
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT captain’s level:
Armor Class 16 (chain mail) 2nd. Divine Hands (1/Long). As an action, the
Hit Points 11 (2d8 + 2)
Speed 30 ft. templar can touch a willing creature within 5
feet of it, causing the target to regain 9 (2d8) hit
STR DEX CON INT WIS CHA points. This ability has no effect on Undead or
14 (+2) 9 (−1) 12 (+1) 10 (+0) 10 (+0) 14 (+2) Constructs.
Saving Throws Wis +2, Cha +4 6th. Spellcasting. The templar is a 3rd-level
Skills Athletics +4, Religion +2
Senses passive Perception 10 spellcaster. Its spellcasting ability is Charisma
Languages any one language (usually Common) (spell save DC 12, +4 to hit with spell attacks).
CHALLENGE The templar has the following paladin spells
1/4 (50 XP) prepared:
1st level (3 slots): command, divine favor,
Brave. The templar has advantage on saving
protection from evil and good
throws it makes to avoid or end the frightened
condition on itself. 6th: Divine Eminence. As a bonus action, the
ACTIONS templar can expend a spell slot to infuse its
Longsword. Melee Weapon Attack: +4 to hit, strikes with divine power. The next time it hits a
target with a melee weapon attack before the
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing end of its turn, the target takes extra radiant
damage, or 7 (1d10 + 2) slashing damage if used damage. The extra damage is 10 (3d6) for a 1st-
in two hands. level spell slot, plus 3 (1d6) for each spell level
higher than 1st.
Javelin. Melee or Ranged Weapon Attack: +4 to
10th. Spellcasting. The templar’s spellcasting
hit, reach 5 ft. or range 30/120 ft., one target. Hit:
5 (1d6 + 2) piercing damage. improves. It is a 5th-level spellcaster and has the
following paladin spells prepared:
1st level (4 slots): command, divine favor,
protection from evil and good
2nd level (2 slots): branding smite
14th. Parry. As a reaction, the templar adds 2 to
its AC against one melee attack that would hit it.
To do so, the templar must see the attacker and
be wielding a melee weapon.
14th. Spellcasting. The templar’s spellcasting
improves. It is a 7th-level spellcaster and has the
following paladin spells prepared:
1st level (4 slots): command, divine favor,
protection from evil and good
2nd level (3 slots): branding smite, magic
weapon
18th. Spellcasting. The templar’s spellcasting
improves. It is a 9th-level spellcaster and has the
following paladin spells prepared:
1st level (4 slots): command, divine favor,
protection from evil and good
2nd level (3 slots): branding smite, magic
weapon
3rd level (2 slots): spirit guardians (counts as a
paladin spell for the templar)
60
UNDEAD COHORT fuiHbsanlNieaapenohbsargwtidornurtsihdetniuore!sdlnrTzeettedhoahnh’emsadercretaobbfsernitoti,epghrrisstegedaehmseyelsaspla…attnayedkIironseltscsudi!sautwr?enetimIrot’wgahlefellianlttttylihhala.ekl e Captain
MEDIUM UNDEAD, ANY ALIGNMENT
Armor Class 9
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 9 (−1) 15 (+2) 9 (−1) 9 (−1) 9 (−1)
Damage Immunities poison
Condition Immunities charmed, exhaustion,
poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands any one language
(usually Common) but can’t speak
CHALLENGE
1/4 (50 XP)
Undead Fortitude. If damage reduces the
undead to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit.
On a success, the undead drops to 1 hit point
instead.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
UNDEAD - COHORT
While following the command of a captain, the
undead gains additional abilities based on the
captain’s level:
2nd: Turn Resistance. The undead has advantage
on saving throws against any effect that turns
undead.
6th: Necrotizing Bite. The undead’s bite deals an
extra 1d6 necrotic damage on a hit.
10th: Regeneration. The undead regains 1
hit point at the start of its turn. If the undead
takes fire or radiant damage, this trait doesn’t
function at the start of the undead’s next turn.
The undead dies only if it starts its turn with 0 hit
points and doesn’t regenerate.
14th: Improved Necrotizing Bite. The necrotic
damage for the undead’s bite increases to 7
(2d6), and the undead regains hit points equal
to the necrotic damage dealt on a hit.
18th: Undead Horde. A Humanoid slain by the
undead’s bite attack rises 24 hours later as
a zombie under the captain’s control, unless
the Humanoid is restored to life or its body is
destroyed. The captain can have no more than
six zombies under its control at one time. The
zombies remain under the captain’s control
for 24 hours, after which the captain must cast
the animate dead spell or use similar magic to
reassert control over them.
61
62 Classes
CRAFTSMAN tIertmhinisk“tfhoerggeenmdoenrk-enye”utral Craftsman
A burly dwarf brings her hammer down on a can attain legendary works. Each type of craftsman,
glowing hunk of steel, launching a shower of sparks from the practical to the wildly eccentric, have their
into the air. The room resonates with the sound of place, but no craftsman can specialize in everything.
metal impacting metal, while the bright, hot piece of Moreover, few craftsmen are self-taught. Most
steel in her tongs begins to take shape. learn the finer points of their craft under the tutelage
An elf threads a needle with an impossibly thin of a master artisan (whether or not their master was
metallic wire, preparing to set the stitches into what a craftsman, in the conventional sense). Did you
looks to be leather armor, but made of dragon’s hide. study under a master, and if so, what drove you to
Once satisfied with the measurements, he proceeds apprentice underneath them?
with a flurry of dexterous needlework. Lastly, consider how you view your work. Are
A gnome with an intricate set of goggles you pragmatic, viewing your creations as tools to
examines the stock for her latest work: a portable serve a purpose? Are you artistic, striving to craft
ballista. She examines the gearing and loading crank, pieces of unrivaled beauty and perfection? Or are
ensures the tension on the bowstring, and scans the you experimental, tinkering and building with wild
bolt rail for imperfections. She smiles, for she knows abandon to break new ground and innovate on
her work is without flaw. established norms?
Craftsmen are virtuoso artisans and genius QUICK BUILD
inventors. Not content merely creating masterwork You can make a craftsman quickly by following these
pieces of weapons and armor, they invent and suggestions. Make Strength or Dexterity your highest
engineer ingenious devices and singularly deadly ability score, followed by Intelligence. Next, select
weapons. Athletics and Investigation as your skills. Finally,
choose a background befitting of your history of
Master of Craft craftsmanship.
Artisans of all types are an integral part of every
culture: buildings must be erected, pots must be
sent to the kiln, tools must be forged. Despite their
pervasiveness, master craftsmen are still as rare
as they are prized. These artisans, creators, and
inventors can smith items of mythic quality, and can
solve most any problem simply by using the right
tool and the appropriate amount of force.
Secret of Steel
Adventuring craftsmen come in many varieties,
but nearly all leverage their advanced knowledge of
metallurgy, smelting, and construction to forge arms
and armor rarely seen, even by other adventurers.
The smiths test their schematics and designs
themselves, building prototypes and experimental
gear that can later be refined into mass-produced
items.
Creating a Craftsman
When you create your craftsman, the most important
thing to consider is your crafting expertise. Though
all craftsmen of adventuring stock can stitch leather
armor, forge weapons, and tinker with magic items,
only those who dedicate themselves to a single craft
63
Classes CRAFTSMAN
PROFICIENCY ACTIVE
LEVEL BONUS FEATURES CRAFTING
1st +2 Exotic Proficiencies, Active Crafting 25 gp
25 gp
2nd +2 Masterwork (Apprentice properties), Tool Belt 50 gp
75 gp
3rd +2 Artisans’ Guild 100 gp
125 gp
4th +2 Ability Score Improvement 150 gp
175 gp
5th +3 Extra Attack, Masterwork (Journeyman properties) 200 gp
225 gp
6th +3 Folded Steel 250 gp
275 gp
7th +3 Artisans’ Guild feature 300 gp
325 gp
8th +3 Ability Score Improvement 350 gp
375 gp
9th +4 Eye for Quality 400 gp
425 gp
10th +4 Artisans’ Guild feature 450 gp
500 gp
11th +4 Masterwork (Master properties)
12th +4 Ability Score Improvement
13th +5 Flawless Construction
14th +5 Artisans’ Guild feature
15th +5 Uncanny Tool Belt
16th +5 Ability Score Improvement
17th +6 Masterwork (Legendary properties)
18th +6 Artisans’ Guild feature
19th +6 Ability Score Improvement
20th +6 Magnum Opus
CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition
As a craftsman, you gain the following class features. to the equipment granted by your background:
• A set of craftman’s tools
HIT POINTS • A shield and (a) chain mail, (b) leather armor, or
Hit Dice: 1d10 per craftsman level
Hit Points at 1st Level: 10 + your Constitution (c) scale mail
• A dagger and (a) a warhammer or (b) any simple
modifier
Hit Points at Higher Levels: 1d10 (or 6) + your weapon
• (a) a light crossbow and 20 bolts or (b) a
Constitution modifier per craftsman level after 1st
shortbow and 20 arrows
PROFICIENCIES • A dungeoneer’s pack
Armor: All armor, shields
Weapons: Simple weapons, martial weapons CRAFTSMAN'S TOOLS
Tools: All artisan’s tools
Saving Throws: Constitution, Intelligence As a craftsman, you carry a set of craftsman’s
Skills: Choose two from: Arcana, Athletics, tools, a combined toolkit that covers a broad
range of applications. You can use a set of
History, Investigation, Medicine, Perception, and craftsman’s tools for any ability check you would
Persuasion make with any set of artisan’s tools. A set of
craftsman’s tools costs 75 gp.
64
Exotic Proficiencies MASTERWORK PROPERTIES Craftsman
Masterwork weapons and armor can be modified
Starting at 1st level, you gain proficiency with with masterwork properties, advanced modifications
exotic weapons and exotic armor, which are that transform them into truly unique weapons
unconventional, yet effective items with which no and armor. Masterwork properties are separated
other class is proficient. If a feature or effect grants into 4 levels: Apprentice, Journeyman, Master, and
proficiency with a weapon or suit of armor, it doesn’t Legendary. You can apply any number of Apprentice
grant proficiency with exotic weapons or exotic properties to a masterwork weapon, or up to three
armor, unless otherwise stated. Apprentice properties to a masterwork suit of
armor. Additionally, you can apply one Journeyman,
Active Crafting one Master, and one Legendary property to each
masterwork item.
Also at 1st level, you can craft one nonmagical item If you add a Master or Legendary property to an
each day when you take a long rest, without losing item, only you can use it.
the benefits of a long rest. You pay half the item’s gold
piece cost in materials, up to 25 gp. If an item costs MODIFYING EQUIPMENT
more than 25 gp in materials, you can finish the item Using the Active Crafting feature, you can modify a
by working on it for multiple days, spending 25 gp weapon or suit of armor when you take a long rest.
each day until the item is completed. This allows you to do the following:
As you gain levels in this class, your crafting Improving Equipment. You can make any
speed increases, allowing you to spend more on nonmagical weapon or suit of armor masterwork for
materials for each day of crafting, as shown in the a cost of 50 gp in materials.
Active Crafting column of the Craftsman table.
Items you craft using this feature are worth half
their gold piece cost when sold. This means that you
can sell an item to refund its cost in materials, but
not to make a profit.
Masterwork
At 2nd level, you begin to learn the deeper intricacies
of weapon and armor craftsmanship.
MASTERWORK EQUIPMENT
As a craftsman, you are capable of creating weapons
and armor of the utmost quality; such creations are
known as masterwork items. To create a masterwork
version of an item, add 50 gp to the cost in materials
you pay to craft the item. Masterwork weapons
you create have a +1 bonus to attack rolls. A magic
weapon that adds a bonus to your attack and damage
rolls doesn’t add this bonus to attack rolls.
Masterwork Properties
Craftsman
Properties Level Cost
Apprentice 2nd —
Journeyman 5th 100 gp
Master 11th 250 gp
Legendary 17th 400 gp
65
Classes DOWNTIME CRAFTING a property of the same level over the same long
rest, you can do so without an additional cost in
Any character can craft nonmagical items in materials.
their downtime; the craftsman is simply better
at it. To craft an item, a character requires three CRAFTING ABILITY
things: Intelligence is the primary ability you use when
crafting items. You use your Intelligence modifier
• Materials. In most cases, the raw materials when setting the saving throw DC for items that you
craft.
for an item can be obtained for half the
item’s gold piece cost. This cost can Masterwork save DC = 8 + your proficiency
fluctuate depending on the character’s bonus + your Intelligence modifier
current circumstances, contacts, or access to
materials. Tool Belt
• Tools. You must have a set of appropriate By 2nd level, you always have the right tool at
hand. You can use your action to retrieve a piece
artisan’s tools and proficiency with them to of nonmagical gear from your belt, pack, cart, or
craft an item. Occasionally, an item might wherever you keep your tools, even if you didn’t have
call for an entire workshop or other special it in your inventory before. The item’s gold piece
tools. cost can be up to 50 gp. You can’t use this feature to
produce a weapon, suit of armor, shield, or potion.
• Time. The time required to craft an item is An item retrieved in this way becomes lost in your
inventory and vanishes when you finish a long rest.
measured against its cost in materials. A You can use this ability a number of times equal
character makes progress toward crafting to your Intelligence modifier (a minimum of once),
an item equal to 5 gp for each day of and you regain all expended uses when you finish a
downtime, completing their work when this long rest.
amount exceeds the item’s cost in materials.
As a craftsman, you work faster than a Artisans’ Guild
normal character, and make progress equal
to 10 gp progress each day. At 3rd level, you join an Artisans’ Guild. Select one
You can sell any item you craft during your of the Guilds from those listed below; you gain the
downtime for its total gold piece cost. As such, 3rd level feature of that guild. You gain an additional
if you run a shop or craft items during your Guild feature at 7th, 10th, 14th and 18th level.
downtime purely to make profit, you can make
5 gp per day, assuming you sell all of your Ability Score Improvement
items.
When you reach 4th level, and again at 8th, 12th,
Adding Masterwork Properties. Adding 16th, and 19th level, you can increase one ability
masterwork properties of Journeyman level or higher score of your choice by 2, or you can increase two
requires a cost in gold pieces and also requires you ability scores of your choice by 1. As normal, you can’t
to be of a high enough level in this class, as shown in increase an ability score above 20 using this feature.
the Masterwork Properties table. When you learn a
new level of masterwork properties, you can apply a Extra Attack
property from that level to a masterwork item at no
cost. Beginning at 5th level, you can attack twice, instead
Check the Weapons Exceptions sidebar later in of once, whenever you take the Attack action on your
this chapter before adding masterwork properties to turn.
a weapon.
Whenever you modify the properties of a Folded Steel
masterwork weapon, you can change its damage type
to bludgeoning, piercing, or slashing damage, if its At 6th level, you discover or create new processes for
damage was already one of these types. making your masterwork gear even stronger than
Removing Properties. You can remove any before. Masterwork weapons crafted or modified by
properties of a masterwork item, including those you count as magical for the purpose of overcoming
a weapon had when you first created it. You can’t resistance and immunity to nonmagical attacks and
remove a property from an item that is a prerequisite damage.
for another of the item’s properties. If you replace
a property of Journeyman level or higher with
66
Eye for Quality ARTISANS’ GUILDS Craftsman
Starting at 9th level, you can cast the identify spell at All master craftsmen learn the basics of smithing,
will, without using a spell slot or spell components. leatherworking, woodworking, and other necessary
Additionally, when you cast the spell, you also disciplines on the path to mastery, either on their
appraise the target item, learning its market value in own or under the tutelage of another master artisan.
gold pieces. However, as they hone their skills, they invariably
find themselves drawn to gatherings of other like-
Flawless Construction minded craftsmen. These groups, formalized as
Guilds, provide a means for craftsmen to compare
Beginning at 13th level, masterwork items you create notes and schematics, acquire resources, and provide
don’t rust, pit, fray at the edges, or otherwise show a means for craftsmen to ply their trade.
signs of aging. Additionally, they have resistance to
all damage. Items you create can only be destroyed Arcane Maesters’ Guild
by effects that can destroy magic items.
While most seasoned spellcasters will enchant a
Uncanny Tool Belt handful of magic items over the course of their
careers, artisans belonging to the Guild of Arcane
By 15th level, you have a knack for finding the most Maesters seek to become true masters of magic item
useful things buried away in your cart. You can creation. They rightly take seriously the forging
produce a single common or uncommon magic item of such powerful relics: each creation must be a
from your tool belt. The item becomes lost in your masterwork in its own right to contain the potent
inventory and vanishes when you finish a long rest. magic woven into them. Despite laboring for months
Once you use this feature, you can’t use it again until or even years to perfect their creations, seasoned
you finish a long rest. maesters are always seen to be laden with dozens
of magic items, attuned to a handful of rings, and
Magnum Opus carrying a wand of magic missiles, just in case.
At 20th level, you complete an object of unparalleled MAGIC ITEM CRAFTING
majesty. You work feverishly for a period of 30 When you join this guild at 3rd level, you unlock
days to create a single magic item of very rare or the secrets of crafting items infused with magical
legendary rarity. This item is tied to your very soul: energy. The Magic Item Crafting sidebar details the
regardless of type, you are always considered attuned magic items you can create, specifies the level you
to it, and no other creature can attune to it while must reach in this class to create each magic item,
you are alive. This item doesn’t count against your and shows the cost in materials an item will require.
maximum number of attuned items, and you ignore You can craft a magic item by spending multiple days
all attunement requirements for the item. As long as working on it, as per the Active Crafting feature.
you are on the same plane of existence as your item,
you can use a bonus action to call it to your hand or
onto your body (as appropriate). You can only craft a
Magnum Opus once.
ARTISAN'S GUILDS
NAME DESCRIPTION
Arcane Maesters’ Guild Magical craftsmen that forge mundane steel into magic items
Armigers’ Guild Armorsmiths of great renown that wear reinforced steel
Bladeworkers’ Guild Weaponsmiths who build innovative implements of war and train in their use
Calibarons’ Guild Gunsmiths who develop advanced firearms and attachments
Forgeknights’ Guild Wields a portable forge to heat their weapons and armor to explosive limits
Mechanauts’ Guild Pilots a modified apparatus of the crab, a walking construct of fearsome power
Thunderlords’ Guild An electric innovator that uses lightning-charged equipment
Trappers’ Guild A mechanical tinkerer that deploys lethal booby traps during combat
67
Classes MAGIC ITEM CRAFTING 7th level — 250 gp Periapt of wound closure
Ring of feather falling
The following lists show which Boots of elvenkind Ring of mind shielding
magic items you can create, the Circlet of blasting Slippers of spider climbing
craftsman level you must reach Cloak of elvenkind Winged boots
and the cost in materials each Efficient quiver
item requires. Eyes of charming 14th level — 1,000 gp
Pipes of haunting
3rd level — 100 gp Portable hole Belt of dwarvenkind
Ring of jumping Boots of levitation
Bag of holding Ring of water walking Boots of speed
Decanter of endless water Wand of magic missiles Cape of the mountebank
Eyes of minute seeing Wind fan Cloak of the bat
Folding boat Gem of seeing
Goggles of night 10th level — 500 gp Horn of blasting
Handy haversack Instant fortress
Helm of comprehending Boots of striding and springing Iron bands of binding
languages Eversmoking bottle Ring of free action
Immovable rod Eyes of the eagle Ring of the ram
Lantern of revealing Gloves of missile snaring Ring of X-ray vision
Periapt of health Hat of disguise Wand of enemy detection
Rope of climbing Helm of telepathy Wand of fear
Wand of secrets Periapt of proof against poison
No sword is “too big” From among those available at 3rd level, you
can craft 5 magic items. You can craft 3 from among
… probably. those available at 7th, 3 from among those at 10th,
and 2 from among those at 14th. In the process of
MAGIC ITEM BLUEPRINTS creating a new magic item, you can dismantle a
magic item you have created in order to build a new
If you wish to craft an item not included on the one from the same category.
Magic Item Crafting sidebar, you might find a
blueprint for such an item on your travels. The APPRENTICE PROPERTY
GM will determine the craftsman level and cost Also at 3rd level, you learn to apply the following
in materials required for a magic item created masterwork property to your equipment:
from a blueprint. Unless otherwise stated, a
blueprint can only be used to create one magic ENCHANTED
item. Apprentice weapon property
Components: Masterwork weapon
This weapon is interwoven with strong magical
enchantments. You can use your Intelligence, instead
of Strength or Dexterity, for this weapon’s attack and
damage rolls.
INSTANT ATTUNEMENT
Beginning at 7th level, your experience in creating
magic items allows you to quickly bond with them.
You can use your action to attune to a magic item,
and you can end your attunement to an item as part
of the same action. You can use this ability a number
of times equal to your Intelligence modifier, and you
regain all expended uses when you finish a short or
long rest.
68
EPHEMERAL ENCHANTMENT Defense. While you are wearing armor, you Craftsman
Starting at 10th level, you can spend 10 minutes gain a +1 bonus to AC.
to lay an enchantment on a nonmagical weapon, Protection. When a creature you can see
enchanting up to 6 nonmagical weapons during attacks a target other than you that is within 5
a short or long rest. For the next 8 hours, each feet of you, you can use your reaction to impose
enchanted weapon counts as magical for the purpose disadvantage on the attack roll. You must be wielding
of overcoming damage resistance and immunity to a shield.
nonmagical attacks and damage.
SHINING STEEL
SEVER CONNECTION Starting at 7th level, your imposing, shining armor
By 14th level, you can break the connection that makes you a clear target for your foes. When you
binds you to your magic items and repurpose that roll initiative and aren’t surprised, you can challenge
magic to protect yourself. As a reaction when a any number of creatures within 60 feet of you that
creature you can see targets you with an attack, or can see you to battle. Each affected creature must
when you make a saving throw, you can end your succeed on a Wisdom saving throw against your
attunement to one magic item. Until the start of your Masterwork save DC or have disadvantage on any
next turn, you gain a bonus to your Armor Class and attack roll that doesn’t target you on the first round
saving throws equal to your Intelligence modifier. of combat. A creature with an Intelligence of 3 or less
The total number of magic items you can attune to is automatically succeeds on this saving throw.
reduced by 1 until you finish a short or long rest.
Once you use this feature, you can’t use it again ARMOR REINFORCEMENT
until you finish a short or long rest. Starting at 10th level, you can spend 10 minutes to
reinforce a suit of armor, or you can reinforce up to 6
LEGENDARY PROPERTY suits of armor during a short or long rest. This armor
At 18th level, you achieve the peak of your craft. retains its reinforcement until the creature wearing it
You learn the following Legendary masterwork is hit, after which it is no longer fortified. Reinforced
property, which you can immediately apply to a suit armor gains one of the following properties of your
of masterwork armor: choice:
Adamant. When a creature wearing this armor
RESONANT takes damage, it reduces the amount it takes by 1d8.
Legendary armor property Banded. A creature wearing this armor has a +1
Components: Masterwork suit of exotic armor bonus to Armor Class.
By spending a short rest focusing on a magic item
while wearing this armor, you can attune the item FORTIFY
directly to the armor. You can use the magic item as Starting at 14th level, as a bonus action, you can gain
though you were attuned to it while you are wearing resistance to all damage until the end of your next
the armor. You can attune up to two items to the turn. Once you use this feature, you can’t use it again
armor, and can end an item’s attunement to the until you finish a short or long rest.
armor by spending another short rest focused on the
item. LEGENDARY PROPERTY
At 18th level, you achieve the peak of your craft.
Armigers’ Guild You learn the following Legendary masterwork
property, which you can immediately apply to a suit
The Armigers devote their skills to the art of armor of masterwork armor:
smithing, with the firm belief that the right plate in
the right place can make a warrior invincible. INVINCIBLE
Legendary armor property
FIGHTING STYLE Components: Masterwork suit of exotic armor
Beginning at 3rd level, you not only learn to forge While you are wearing this armor, bludgeoning,
powerful armor, but can wear it with skill. Choose piercing, and slashing damage that you take from
one of the following options. You can’t take a nonmagical attacks is reduced by 5.
Fighting Style option more than once, even if you
later get to choose again.
69
Classes Bladeworkers’ Guild HONED WEAPONS
Starting at 10th level, you can spend 10 minutes
Blade and bow, axe and mace: these are the tools with to fortify a weapon, or fortify up to 6 weapons
which the Bladeworkers try to change the world. during a short or long rest. This weapon retains its
They believe that the right blade, in the right hand fortification until it hits a target, after which it is no
can make a warrior unstoppable. longer fortified. A fortified weapon gains one of the
following properties of your choice:
FIGHTING STYLE Honed. This weapon has a +2 bonus to attack
Starting when you choose this guild at 3rd level, you rolls.
not only learn to forge great weapons, you fight with Sharpened. This weapon deals an extra 1d8
them as well. Choose one of the following options. damage on a hit.
You can’t take a Fighting Style option more than
once, even if you later get to choose again. VERSATILE WEAPON MASTER
Dueling. When you are wielding a melee By 14th level, you can wield all manner of weapons
weapon in one hand and no other weapons, you gain in rapid succession. Once on each of your turns
a +2 bonus to damage rolls with that weapon. when you attack with a weapon, you can gain
Great Weapon Fighting. When you roll a 1 advantage on the attack roll. You can use this ability
or 2 on a damage die for an attack you make with a four times: once to make a ranged weapon attack
melee weapon that you are wielding with two hands, with a weapon that has the Ammunition property,
you can reroll the die and must use the new roll, even once to make a melee weapon attack with a two-
if the new roll is a 1 or a 2. The weapon must have handed weapon, once to make a melee weapon
the Two-Handed or Versatile property for you to attack with a one-handed weapon, and once to make
gain this benefit. a ranged weapon attack with a thrown weapon. Each
Hand-and-a-Half. While wielding a versatile use must be with a different weapon, and you regain
weapon in two hands, you gain a +1 bonus to attack each use of this ability after one minute. You can’t
and damage rolls with that weapon. use this ability if you have disadvantage on the attack
Two-Weapon Fighting. When you engage roll, or if you can’t see the target.
in two-weapon fighting, you can add your ability
modifier to the damage of the second attack. LEGENDARY PROPERTY
At 18th level, you achieve the peak of your craft. You
SABOTAGING STRIKE learn the following Legendary masterwork property,
Beginning at 7th level, you can use your knowledge which you can immediately apply to a masterwork
of armament construction to disarm your foes and weapon:
crush their armor. Once on each of your turns, when
you take the Attack action, you can replace one of DEVASTATING
your attacks with one of the following special melee Legendary weapon property
attacks. Components: Masterwork exotic weapon
Disarm. You attempt to disarm a target within This weapon scores a critical hit on a roll of 18–20.
your reach. The target makes a Strength saving throw
against your Masterwork save DC. On a failed save, Calibarons’ Guild
it drops one item of your choice that it is holding or
carrying. The object lands at its feet. The Calibarons know, better than most, that
Sunder. You attempt to shatter the defenses of gunpowder is the single greatest invention ever
a target within your reach that is wearing armor or created by mortals. A sword may let a skilled wielder
carrying a shield. The target must make a Dexterity lay a giant low and magic may let the savvy and the
saving throw against your Masterwork save DC. blessed stand up to the gods, but only a gun will let a
On a failed save, the target’s armor or shield takes a common man put a dragon in its place.
permanent and cumulative −1 penalty to the AC it
offers. Armor reduced to an AC of 10 or a shield that FIGHTING STYLE
drops to a +0 bonus is destroyed. If a creature’s armor Starting at 3rd level, you adopt a particular style of
or shield is damaged but not destroyed, it can repair gunfighting as your specialty. Choose one of the
it over the course of a short or long rest. following options. You can’t take a Fighting Style
option more than once, even if you later get to
choose again.
70
Akimbo. When you engage in two-weapon You can use your action to fire the launcher at a Craftsman
fighting with firearms, you do not take a penalty to point you can see within 60 feet of you. Each creature
the damage of the second attack. in a 10-foot-radius sphere centered on that point
Bullseye. You gain a +2 bonus to ranged attack must make a Dexterity saving throw against your
rolls you make using firearms. The weapon must Masterwork save DC, taking 8d6 fire damage on a
have the Sighted property or have a normal range of failed save, or half as much on a successful save.
80 feet or longer to gain this effect. This effect does Once you fire the launcher, you can’t do so again
not stack with the Archery fighting style. until you finish a short or long rest.
Duelist. While you are wielding a firearm in
one hand and nothing in the other, if you make a LEGENDARY PROPERTY
ranged weapon attack and exceed the target’s AC by At 18th level, you achieve the peak of your craft. You
5 or more, you deal an extra die of weapon damage. learn the following Legendary masterwork property,
You can only use this ability once per round. which you can immediately apply to a masterwork
Shotgunner. When you hit with a ranged weapon:
weapon attack using a firearm that has the Scatter
property, you can reroll the lowest damage die, and BURST FIRE
you must use the new roll, even if the new roll is Legendary weapon property
lower than the original. Components: Masterwork exotic firearm with the
APPRENTICE PROPERTY Automatic property
Starting at 7th level, you can add the following When you take the Attack action to make an attack
special property to your firearms: with this firearm, you can use your bonus action to
make one additional attack with it.
SUPPRESSOR
Apprentice weapon property Forgeknights’ Guild
Components: Masterwork martial ranged weapon
To a Forgeknight, heat is not merely integral to
with the Firearm property forging, curing, and welding gear, it is a weapon in
Attacks with this weapon make only a low thud or a its own right, for the swing of a white-hot blade bites
quiet clink, audible out to 10 feet, and release a puff not only with steel, but with flame. A Forgeknight
of smoke to mask the light given off by the blast. carries the intensity of a forge with them, storing it
in their armor and building it up in their weapons,
BALLISTIC CALIBRATION before unleashing it in a scorching blast.
Starting at 10th level, you can spend 10 minutes to
calibrate and reinforce a ranged weapon, or you can PORTABLE FORGE
calibrate up to 6 ranged weapons during a short or When you join this guild at 3rd level, you construct
long rest. This weapon retains its calibration until it a portable forge which allows you to heat objects you
hits a target, after which it is no longer calibrated. A are forging without a specially constructed shop or
calibrated ranged weapon gains one of the following foundry. When you gain this forge, you are assumed
properties of your choice: to have been working on it in your spare time, only
Ballistic. This weapon deals an extra die of bringing it to full functionality when you take this
damage on a hit. subclass. If your forge is ever lost or damaged, you
Calibrated. This weapon scores a critical hit on can repair or replace it over the course of a long rest
a roll of 18–20. with 100 gp of materials.
While you are carrying your forge, you gain the
UNDERBARREL GRENADE LAUNCHER following benefits:
Beginning at 14th level, you have learned to
construct the ultimate firearm attachment: an • Weapons you wield can deal fire damage instead
underbarrel grenade launcher. You can use your of their normal damage type.
action to attach this launcher to a two-handed
ranged weapon with the Firearm property or remove • You have resistance to fire damage.
it from one. If the launcher is ever lost or stolen, you • You can cast the cantrips mending and produce
can construct a new one over the course of a long
rest with 100 gp in materials. flame. Intelligence is your spellcasting ability for
each of these spells.
71
Classes FORGEFIRED ARMORY FIRE BURST
Starting at 7th level, you can add the Explosive and Beginning at 14th level, you can release the heat of
Heat properties to your exotic melee weapons. You your portable forge in a colossal burst. While holding
can add the Heat property to any melee weapon, your forge, you can cast the fireball spell, centered
even if it already has another Journeyman property. on yourself, without using a spell slot or material
When you hit a target with an explosive melee components, using your Masterwork save DC. You
weapon, it creates an explosion at the point of take no damage from this spell.
impact, as per the Explosive property, which doesn’t Once you use this feature, you can’t use it again
harm you or the weapon. until you finish a short or long rest.
SUPERHEATED WEAPONS LEGENDARY PROPERTY
Starting at 10th level, you can plunge a number of At 18th level, you achieve the peak of your craft.
melee weapons or pieces of ammunition into an You learn the following Legendary masterwork
active forge or your portable forge, heating them to property, which you can immediately apply to a suit
white-hot temperatures. Weapons and ammunition of masterwork armor:
placed in the forge must be made of metal, and
remain heated for 10 minutes. You can heat one FORGE PLATE
weapon or 2 pieces of ammunition in the forge Legendary armor property
as an action, or up to 10 weapons or 20 pieces of Components: Masterwork suit of exotic heavy
ammunition over the course of 1 minute.
The first time a heated weapon or piece of armor
ammunition hits a target, it deals an extra 1d6 fire You build a miniature furnace into this suit of armor,
damage and is no longer heated. as well as layers of heat-dispersing materials. While
wearing this armor, you have immunity to fire
damage.
Additionally, when you take the Dash action,
you can choose to cast the wall of fire spell without
using a spell slot or spell components as part of that
action. The wall appears at the end of your turn.
Instead of creating a straight or ringed wall of fire,
the wall follows the path along the ground over
which you moved on your turn, up to a distance of
60 feet. Once you use this property, you can’t use it
again until you finish a short or long rest.
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your shoulders.
72
Craftsman
Mechanauts’ Guild or replace with different weapons when you finish
a long rest. Only one installed weapon can be
For centuries, the pinnacle of mechanized vehicles ranged. Furthermore, you can only load or reload an
was the apparatus of the crab, a singular device installed ranged weapon by using your action while
capable of exploring inhospitable environments, you are inside the apparatus (or two actions if the
from the sea floor to lava-strewn volcanic fields. weapon has the Mounted property). Your apparatus
However, ambitious craftsmen from the Mechanauts’ is always proficient with its installed weapons, and
Guild have drawn up designs for a new vehicle, can use masterwork weapons with Master and
mightier and more customizable than the old Legendary properties.
apparatus. This device is a walking tank, equipped Repairing the Apparatus. When your
with savage fists, scuttling legs, and climate control apparatus drops to 0 hit points, it can’t move or
enhancements—a vehicle to dwarf all others, a true act, but can be repaired. You can spend 1 minute
feat of engineering. restoring the apparatus’s ability to move at half speed,
which it loses if it takes damage again before it is
MECHANAUT'S APPARATUS repaired.
At 3rd level, you complete the frame of a You can repair your apparatus at the end of a
Mechanaut’s Apparatus, with ample room for short rest by spending your Hit Dice, causing it to
upgrades and improvements. Its blueprints are based regain hit points as if it had taken a short rest. When
on the apparatus of the crab, but you can model your you finish a long rest, you can repair your apparatus,
apparatus after any beast or as a humanoid figure. causing it to regain all its hit points. You are always
Apparatus Statistics. The statistics of your considered to have enough materials to repair your
apparatus are given in the Mechanaut’s Apparatus apparatus. If your apparatus is lost, you can build a
stat block. The apparatus’s Armor Class is based on new one for 400 gp.
your Intelligence modifier and its hit points are based Entering and Exiting the Apparatus. A
on your craftsman level. creature can enter or exit the apparatus by using half
Customizing the Apparatus. Your apparatus its movement. While within the apparatus, a creature
comes with two installed masterwork weapons,
which you can modify with masterwork properties
73
Classes MECHANAUT’S APPARATUS Attacking with the Apparatus. The
apparatus attacks with its integrated weapons as if
LARGE CONSTRUCT, UNALIGNED you were wielding them, and uses your Dexterity
or Intelligence modifier (your choice) for its attack
Armor Class 13 + its creator’s Intelligence and damage rolls, using the same modifier for both.
When you take the Attack action, it makes the same
modifier number of attacks you normally would.
Hit Points 30 (10 × its creator’s craftsman level) COCKPIT UPGRADE
Speed 35 ft. At 3rd level, you can customize your apparatus by
upgrading its piloting compartment. Choose one of
STR DEX CON INT WIS CHA the following upgrades:
17 (+3) 17 (+3) 18 (+4) 1 (−5) 3 (−4) 1 (−5) Comfortable Amenities. The interior of
Damage Immunities poison, psychic the apparatus is particularly cozy, perhaps even
Condition Immunities blinded, charmed, including a warm blanket and pillow. You can sleep
while within the apparatus without ill effect.
deafened, frightened, paralyzed, petrified, Ejector Seat. This apparatus comes equipped
poisoned with an emergency ejection system, allowing
for quick escape. Exiting this apparatus costs no
Senses blindsight 120 ft. (blind beyond this movement.
Loudspeaker. The apparatus comes equipped
radius), passive Perception 6 with a system that magnifies your voice up to three
times as loud as normal.
Languages —
CHALLENGE LIMB UPGRADE
— By 7th level, you have redesigned your apparatus’s
Cockpit Cover. Any creature inside the apparatus legs to achieve better mobility. Choose one of the
following upgrades:
is granted total cover from outside effects, but Arachnotron Legs. The apparatus can move
takes half the damage taken by the apparatus. up, down, and across vertical surfaces and ceilings,
and it gains a climbing speed equal to its walking
Double Two-Handed. The apparatus has two speed.
Heavy Suspension. The apparatus’s jump
mechanical arms, each of which can hold one distance triples, and it takes no damage from falling a
installed weapon. Each mechanical arm is powerful distance of less than 100 feet.
enough to wield weapons as if with two hands. Telescopic Frame. While no one is inside
the apparatus, you can use your bonus action to
ACTIONS command it to collapse down to Medium size or
Maul (right hand). Melee Weapon Attack: +5 return to Large size. While collapsed in this way, the
apparatus can’t be entered.
to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning damage. PASSENGER SEAT
Starting at 10th level, you have installed a second seat
Maul (left hand). Melee Weapon Attack: +5 inside the cockpit, which takes an action to enter and
exit. A creature can’t pilot the apparatus from this
to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) seat, but it does have total cover from outside effects.
bludgeoning damage.
ATTACHMENT UPGRADE
has total cover from effects originating outside of it. Beginning at 14th level, you have installed an
Your armor properties have no effect while you are external attachment to your apparatus. Choose one
within the apparatus. Only one Medium or Small of the upgrades below. Once you use the installed
creature can be in the apparatus at a time. upgrade, you must finish a short or long rest before
Piloting the Apparatus. A creature that is you can use it again.
inside the apparatus can pilot it; the apparatus acts
on its pilot’s turn. Any creature piloting the apparatus
can command it to move on its turn (no action
required). When you pilot the apparatus, you can use
your action to command it to take the Attack, Dash,
Disengage, Hide, or Use an Object action. You can
also command it to use a reaction, using your own
reaction to do so.
Only one creature can pilot the apparatus at a time.
The pilot takes half the damage the apparatus takes.
While you are outside the apparatus, you can
command the apparatus to wait or follow you. While
following, it moves on its turn to remain within 30
feet of you.
74
Ballista Cannon. You can fire the apparatus’s Craftsman
integrated heavy ballista in a 5-foot-wide, 60-foot-
long line. Each creature in the line must make a Charge Points. Your power cell gives you
Dexterity saving throw against your Masterwork save a number of charge points, which represent the
DC, taking 5d10 piercing damage on a failed save, or electrical energy stored within your power cell. Your
half as much damage on a successful one. maximum number of charge points is equal to half
Gyro Module. You can use your action to your craftsman level, rounded up. You can spend
rapidly rotate your apparatus, allowing you to make a these points to generate various electrical effects
melee attack against any number of creatures within through your power cell. You regain all expended
5 feet of you, with a separate attack roll for each charge points when you finish a short or long rest.
target. You can't move between these attacks. Using Charge Points. Once per turn when
Rocket Engine. You can use your bonus action you hit a creature with an attack that deals lightning
to light the apparatus’s installed rocket engine, damage, you can spend 1 or more charge points, up
propelling you up to 30 feet in a straight line in any to a maximum number equal to your proficiency
direction you choose. If you make a melee attack bonus, to enhance the power of the attack. When you
immediately after this movement, the attack is made do so, choose one of the following effects:
with advantage. On a hit, this attack knocks the Arc. Lightning arcs to nearby targets. Choose a
target prone or pushes it up to 10 feet away from
you (your choice). number of creatures equal to the number of
charge points you spend that are within 15 feet
LEGENDARY PROPERTY of the target of your attack. Each of the chosen
At 18th level, you achieve the peak of your craft. You creatures must make a Dexterity saving throw
learn the following Legendary masterwork property, against your Masterwork save DC. On a failed
which you can immediately apply to a masterwork save, a creature takes lightning damage equal to
weapon: 1d6 + your Intelligence modifier.
PNEUMATIC
Legendary weapon property
Components: Masterwork exotic melee weapon
If this weapon is installed in a mechanaut’s apparatus
and it deals more than one die of damage on a hit,
whenever you roll damage, you can maximize one of
the weapon’s damage dice instead of rolling it.
Thunderlords’ Guild
From the earliest days of life, storms (and
particularly lightning) have struck the creatures
caught in them with awe and terror. The
Thunderlords, by contrast, draw wild inspiration
from the majesty of nature, and seek to, quite
literally, capture lightning in a bottle.
POWER CELL
Starting when you join this guild at 3rd level, you
construct a lightning-generating power cell, which
comes connected to a set of conduit gauntlets. When
you gain these items, you are assumed to have been
working on them in your spare time, only bringing
them to full functionality when you choose this
subclass. If these pieces of equipment are lost or
damaged, you can replace them over the course of a
long rest with 100 gp worth of materials.
75
Classes Discharge. The creature you hit takes an extra 1d6 ELECTROSHOCK
lightning damage for each charge point you Legendary weapon property
spend. Components: Masterwork exotic weapon
When you hit a creature with this weapon, you can
Jolt. The creature you hit can’t take reactions until the expend the weapon’s built-in power cell to shock the
start of your next turn. target. The target must succeed on a Constitution
saving throw against your Masterwork save DC or
SHOCK become stunned until the end of your next turn.
At 3rd level, while you are carrying your power cell Once you use this property, you can’t use it again
and it has at least 1 unspent charge point, you gain with this weapon until you finish a short or long rest.
the following benefits:
• Weapons you wield can deal lightning damage Trappers’ Guild
instead of their normal damage type. Craftsmen are no strangers to turrets, bombs, and
• You know the shocking grasp and spare the dying clockwork mechanisms, but the craftsmen of the
Trappers’ Guild raise this to a level of artistry. Given
cantrips. Intelligence is your spellcasting ability enough time and resources, a trapsmith can veritably
for these spells. blanket a room in dangerous implements, setting the
stage to slay an intruder in a half-dozen unique ways.
LIGHTNING ROD While the traps do the dirty work, the trapsmith is
Starting at 7th level, while you’re carrying your free to lounge about some distance away, enjoying
power cell, you have resistance to lightning damage. a cold beverage and dreaming up new, dangerous
Additionally, whenever you take lightning damage designs.
from a hostile creature while wearing your gauntlets,
you can regain 2 expended charge points as a DANGER SENSE
reaction. Starting when you join this guild at 3rd level, your
experience with traps gives you an edge when
STATIC CHARGE escaping danger. You have advantage on Dexterity
Starting at 10th level, you can spend 10 minutes to saving throws against effects that you can see, such
store an electric charge in a weapon or suit of armor, as traps and spells. To gain this benefit, you can’t be
or you can store an electric charge in up to 6 different blinded, deafened, or incapacitated.
weapons or suits of armor during a short or long
rest. Unexpended charges dissipate after 1 hour. A TRAPS
charged weapon or suit of armor gains the following You are an expert in designing ingenious and lethal
appropriate property: traps. Starting at 3rd level, you can craft traps
Charged Armor. When you take damage designed for quick deployment, which are detailed in
from a melee attack, you can use your reaction to the Traps section below.
expend the charge, dealing 1d8 lightning damage to When you take the Attack action, you can
the creature that hit you. forgo one or more of your attacks to deploy a trap.
Charged Weapon. When you hit a creature You can deploy a number of traps equal to your
with an attack using this weapon, you can expend the Intelligence modifier (minimum of 1), and you
charge to deal an extra 1d6 lightning damage to the regain all expended deployments when you finish a
target. short or long rest. You can use an action to disarm
and recover one of your traps that hasn’t been
HIGH VOLTAGE triggered, which also restores one use of your trap
Starting at 14th level, while carrying your power cell, deployments.
you can spend 5 charge points to cast the lightning
bolt spell without using a spell slot or material BOOBY TRAP
components. This spell uses your Masterwork save Starting at 7th level, you can take 1 minute to conceal
DC. one of your traps from an unsuspecting target.
A creature can detect a concealed trap by using
LEGENDARY PROPERTY its action to make an Intelligence (Investigation)
At 18th level, you achieve the peak of your craft. You or Wisdom (Perception) check against your
learn the following Legendary masterwork property,
which you can immediately apply to a masterwork
weapon:
76
Masterwork save DC, or by having a passive attack roll uses your Intelligence modifier and Craftsman
Perception score higher than that DC. The next time proficiency bonus. On a hit, the target takes 2d8
this trap activates before being disarmed, it deals piercing damage.
twice as many damage dice.
MAN-TRAP
AMBUSH MODIFICATION You affix this oversized hunting trap to the ground
Starting at 10th level, you can spend 10 minutes to in an unoccupied 5-foot-square area within 5 feet of
modify a ranged weapon, or you can modify up to 6 you. When a Small or larger creature moves within
ranged weapons during a short or long rest, each of the trap’s area, the trap clamps down on the creature.
which gains the following property: The creature must make a Dexterity saving throw
Hair-Trigger. This weapon has advantage on against your Masterwork save DC. On a failed save,
the first attack it makes using the Ready action. the creature takes 2d8 slashing damage, and if it
is Large or smaller, it becomes trapped, making it
RAPID SETUP unable to move. On a successful save, the creature
At 14th level, as an action, you can deploy up to four takes half as much damage and isn’t trapped. The
traps. Once you use this ability, you can’t use it again trapped creature or another creature within 5 feet
until you finish a short or long rest. of it can use its action to make a Strength check
against your Masterwork save DC, freein the trapped
LEGENDARY PROPERTY creature on a success. A Huge or larger creature
At 18th level, you achieve the peak of your craft. You that failed its saving throw rips the trap from its
learn the following Legendary masterwork property, mounting the next time it moves.
which you can immediately apply to a masterwork
weapon: RAZOR WIRE
You deploy a tangle of razor-sharp wire in up to four
NET unoccupied, contiguous, 5-foot-square areas you
Legendary weapon property choose within 10 feet of you. Each of these areas
Components: Masterwork exotic ranged weapon becomes difficult terrain. When a creature moves
into or within the area, it takes 2d4 piercing damage
that doesn’t have the Firearm property for every 5 feet it travels. Once deployed, the razor
When you hit a Large or smaller creature with wire can’t be recovered.
this weapon’s projectile, it also deploys a net that
automatically hits the creature. TRIGGER BOMB
You toss this explosive device into an unoccupied
Traps space within 30 feet of you. As a reaction when a
creature you can see or hear moves within 5 feet of
Craftsmen of the Trappers’ Guild can build the the bomb, you can press the detonator, causing the
following traps: bomb to explode. Each creature within 5 feet of the
bomb must make a Dexterity saving throw against
BALLISTA TRAP your Masterwork save DC, taking 2d6 fire damage on
You load this compact, ballista-like device in an a failed save, or half as much damage on a successful
unoccupied space within 5 feet of you and aim it one. The explosion ignites flammable objects in the
in a direction you choose. The trap triggers when area that aren’t being worn or carried.
a creature enters the area within a 5-foot-wide,
30-foot-long line extending from the front of the
trap. When it triggers, the ballista fires automatically,
making a ranged attack against the creature. This
77
Classes MASTERWORK WEAPON
PROPERTIES PROPERTIES
Masterwork properties can be applied to any The following masterwork weapon properties are
masterwork weapon or suit of armor, provided you organized by crafting level. If a masterwork property
can spare the time and gold cost required to apply it. adds a weapon property which is new to this class, it
Each property entry details the property’s level and includes that property in its description.
the type of equipment it can be applied to. Generally, Apprentice properties can be used to
Unless otherwise noted, a piece of gear can’t fashion nearly any type of simple, martial, or exotic
have the same property more than once; for example, weapon, though some weapons might require one
you can’t apply the Heavy property to a greatsword, Journeyman property as well. Master and Legendary
or the Martial property to a longbow. properties, by contrast, are used almost exclusively
by master craftsmen on their personal equipment.
Damage Steps Masterwork properties applied to ranged
weapons apply their effects to their ammunition, if
If a masterwork property increases or decreases a applicable.
weapon’s damage, it is moved up or down one step
on the following scale, down to a minimum of 1d4: Apprentice Weapon Properties
1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6 You can apply any number of Apprentice properties
to a masterwork weapon.
Further increases add a +1 bonus to the weapon’s
damage roll. AERODYNAMIC
If the weapon being modified has 2 damage Apprentice weapon property
dice (such as a greatsword or a firearm), the scale is Components: Masterwork weapon with the
instead:
Thrown property
2d4 → 2d4 + 1 → 2d6 → 2d6 + 1 → 2d8 → This weapon’s normal range increases by 40 feet
2d8 + 1 → 2d10 → 2d10 + 1 → 2d12 and its long range increases accordingly (see the
"Changing Weapon Ranges" sidebar).
AUTOMATIC
Apprentice weapon property
Components: Masterwork ranged weapon with the
Reload property
This weapon gains the Automatic property and
its damage decreases by one step. The weapon’s
normal range decreases by 20 feet and its long range
decreases accordingly.
Automatic. When you make an attack with
this weapon on your turn, you can choose to make
two attacks instead. These attacks are always made
with disadvantage, regardless of circumstance. These
attacks use twice the normal amount of ammunition.
BALANCED
Apprentice weapon property
Components: Masterwork exotic weapon with the
Heavy property
Small creatures wielding this weapon don’t have
disadvantage on attack rolls with it as a result of its
Heavy property.
78
CONCEALABLE VARIANT DAMAGE DICE Craftsman
Apprentice weapon property
Components: Masterwork weapon with the Light With the GM’s permission, you can exchange
your exotic weapon’s damage dice for an
property equivalent variant. Sets of dice are equivalent
This weapon gains the Concealable property. when the sum of the largest numbers of each
Concealable. While stowed, you have set of dice are equal. For example, you can
advantage on Dexterity (Stealth) checks made to replace a weapon that deals 1d8 with 2d4 or a
conceal this weapon. weapon that deals 2d12 with 4d6 or 3d8.
ELEGANT CHANGING WEAPON RANGES
Apprentice weapon property
Components: Masterwork exotic melee weapon with A ranged weapon’s long range is either three
times its normal range or four times its normal
the Light property or a masterwork exotic ranged range, depending on the type of projectile it
weapon with the Light and Thrown properties fires. When a masterwork property changes
This weapon gains the Elegant property and its a weapon’s normal range, change the long
damage die increases by one step. range by three or four times the amount, as
Elegant. This weapon requires exceptional appropriate to the weapon.
skill to use. You must have a Dexterity score of 16 or You can’t apply a weapon property if it
higher to wield an elegant weapon. would reduce a ranged weapon’s normal range
to 0 feet, and you can’t remove the Ammunition
EXOTIC or Thrown property of a ranged weapon.
Apprentice weapon property
Components: Masterwork martial weapon FIST
This weapon becomes an exotic weapon and its Apprentice weapon property
damage die increases by one step. Components: Masterwork melee weapon with the
No class, other than the craftsman, gains
proficiency with exotic weapons. Light property
This weapon gains the Fist property.
EXTENDED MAGAZINE Fist. Attacks made with this weapon are treated
Apprentice weapon property as unarmed strikes.
Components: Masterwork martial or exotic FOREGRIP
Apprentice weapon property
weapon with the Reload property Components: Masterwork ranged weapon with the
The Reload capacity of this weapon is doubled.
Ammunition property that doesn’t have the Two-
FINESSE Handed property
Apprentice weapon property This weapon gains the Foregrip property.
Components: Masterwork melee weapon that Foregrip. This weapon can be used with one
or two hands. If used in two hands, its normal range
doesn’t have the Two-Handed property or a increases by 50 feet and its long range increases
masterwork ranged weapon that has the Thrown accordingly.
property HEAVY
This weapon gains the Finesse property. Apprentice weapon property
Components: Masterwork martial or exotic
FIREARM weapon with the Two-Handed property that
Apprentice weapon property doesn’t have the Double property
Components: Masterwork ranged weapon with the This weapon gains the Heavy property. If it is a melee
weapon, its damage die increases by one step.
Loading or Reload property that doesn’t have the If it is ranged, its normal range increases by 20
Tension property feet and its long range increases accordingly.
This weapon becomes a firearm and gains the
Firearm property. Its damage die increases by four
steps and moves to two damage dice, if possible.
Firearm. You don’t add your ability modifier
to this weapon’s damage rolls. Firearm ammunition
can’t be recovered once used.
79
Classes BLASTER LIGHT
Apprentice weapon property
In high-tech settings, such as the Dark Matter Components: Masterwork weapon that doesn’t
campaign setting, many weapons release blasts
of energy instead of conventional projectiles. have the Two-Handed or Versatile properties
The Blaster property replaces the Firearm This weapon gains the Light property, and its damage
property in such settings. All rules that apply to die decreases by one step.
firearms apply to blasters as well.
For the purpose of applying masterwork LOADING
properties, blasters count as ranged weapons Apprentice weapon property
with the Ammunition and Reload properties. Components: Masterwork ranged weapon with
You can also apply the Overheat and Variable
properties listed below to blasters. the Ammunition property that doesn’t have the
Reload property
BLASTER This weapon gains the Loading property, and its
Apprentice weapon property damage die increases by one step.
Components: Masterwork ranged weapon with
MARTIAL
the Loading or Reload property that doesn’t Apprentice weapon property
have the Tension property Components: Masterwork simple weapon
This weapon loses the Ammunition, Loading, This weapon becomes a martial weapon, and its
and Reload properties, as well as any damage damage die increases by one step.
die increases associated with those properties.
It gains the Blaster property and deals radiant PARRYING
damage instead of its normal damage type. Apprentice weapon property
If this weapon wasn’t previously a firearm, its Components: Masterwork exotic melee weapon
damage die increases by four steps and moves
to two damage dice, if possible. The weapon’s with the Finesse or Light property
normal range increases by 20 feet and its long This weapon gains the Parrying property and its
range increases accordingly. damage die decreases by one step.
Parrying. While wielding this weapon and not
Blaster. A weapon with the Blaster wielding a shield, you gain a +1 bonus to your AC
against melee attacks.
property is a ranged weapon that requires no
ammunition. Blasters are considered firearms REACH
for the purpose of class features and abilities. Apprentice weapon property
Like firearms, you don’t add your ability score Components: Masterwork martial or exotic melee
modifier to blasters’ damage rolls.
weapon with the Finesse or Two-Handed property
VARIABLE This weapon gains the Reach property, and its
Apprentice weapon property damage die decreases by one step.
Components: Masterwork exotic ranged
RELOAD
weapon with the Blaster property Apprentice weapon property
This weapon has a variable power cell. As a Components: Masterwork ranged weapon with
bonus action, you can change the damage type
of the blaster to cold, fire, lightning, radiant, the Ammunition property that doesn’t have the
thunder, or back to its normal damage type. Loading property
This weapon gains the Reload (5) property. If you
OVERHEAT apply the Reload property to a martial or exotic
Journeyman weapon property weapon with the Mounted property, you can choose
Components: Masterwork martial or exotic to give it the Reload (1, 2 actions) property, and
increase its damage by three steps.
weapon with the Blaster and Heavy properties Reload. This weapon can be used to make a
This weapon gains the Overheat property and number of attacks before it must be reloaded. If you
its damage die increases by two steps.
Probably not important.
Overheat. Once you make an attack with
this weapon, it can’t be used again to make an
attack until the end of your next turn.
Pew-pew-pew! Found these in a crashed metal disk.
80
are proficient with the weapon, reloading it takes a Superheavy. This weapon is unusually large Craftsman
bonus action; otherwise, reloading it takes an action. for its type. You must have a Strength score of 16 or
Some weapons require an action or longer to reload, higher to wield a superheavy weapon.
even if you have proficiency, which is specified in
the Reload property. If reloading a weapon requires SWITCH
longer than one action, the weapon can’t be used to Apprentice weapon property
make attacks until reloading is finished. Components: Two masterwork exotic weapons
This weapon gains the Switch property and its
RETURNING damage die decreases by one step. You can integrate
Apprentice weapon property two weapons together with the Switch property,
Components: Masterwork martial or exotic forming a single unit in which each weapon is one
of the unit’s two forms. You can choose to use two
weapon with the Light and Thrown properties identical weapons with the Light property for one of
This weapon gains the Returning property. the weapon’s forms.
Returning. After being thrown, this weapon Switch. This weapon has two forms. You can
returns to your hand at the end of your turn. swap between which weapon is being used at any
time, even between attacks.
SCATTER
Apprentice weapon property THROWN
Components: Masterwork ranged weapon with Apprentice weapon property
Components: Masterwork melee weapon that
the Ammunition and Two-Handed properties that
doesn’t have the Sighted property doesn’t have the Two-Handed property
This weapon gains the Scatter property and its This weapon gains the Thrown property with a
damage die decreases by one step. The weapon’s normal range of 20 feet and a long range of 60 feet.
damage die increases by two steps when an attack
with it is made against a target within half of its TRIP
normal range. Apprentice weapon property
The weapon’s long range becomes three times Components: Masterwork martial or exotic melee
the weapon’s normal range. The weapon’s normal
range decreases by 70 feet and its long range weapon
decreases accordingly. This weapon gains the Trip property.
Scatter. If you make an attack against a target Trip. You can make a shove attempt against any
that is within half this weapon’s normal range, you creature within this weapon’s reach. Furthermore,
deal the damage value listed in parentheses instead of you have advantage on ability checks you make to
the weapon’s normal damage dice. shove a creature using this weapon.
SIGHTED TWO-HANDED
Apprentice weapon property Apprentice weapon property
Components: Masterwork martial or exotic ranged Components: Masterwork weapon that doesn’t
weapon with the Ammunition property that have the Finesse, Foregrip, Light, Thrown, or
doesn’t have the Scatter property Versatile properties
This weapon gains the Sighted property. Additionally, This weapon gains the Two-Handed property and its
its normal range increases by 50 feet and its long damage die increases by one step. Additionally, if it
range increases accordingly. is a ranged weapon, its normal range increases by 50
Sighted. This weapon has disadvantage on feet and its long range increases accordingly.
attack rolls made against targets within 20 feet of you.
VERSATILE
SUPERHEAVY Apprentice weapon property
Apprentice weapon property Components: Masterwork melee weapon that
Components: Masterwork exotic melee weapon
doesn’t have the Light or Two-Handed properties
with the Heavy property This weapon gains the Versatile property. While
This weapon gains the Superheavy property and its being wielded in two hands, its damage die increases
damage die increases by one step. by one step.
81
Classes Journeyman Weapon Properties Explosive. When this weapon’s projectile hits a
target, it explodes in a 15-foot diameter sphere. The
You can apply only one Journeyman property to projectile can target an unoccupied space within its
a weapon at a time. You can’t apply a Journeyman range. Each creature other than the target within
property to a weapon that already has one. the blast radius (for a Medium or smaller target,
each creature within 5 feet of it) must succeed on a
COUNTERWEIGHTED Dexterity saving throw, taking half the damage rolled
Journeyman weapon property on a failed save or no damage on a successful one.
Components: Masterwork exotic weapon with the
HEAT
Two-Handed property Journeyman weapon property
You can wield this weapon in one hand, as long as Components: Masterwork martial or exotic ranged
you don’t have a weapon in your other hand.
weapon with the Firearm property
DOUBLE This weapon gains the Heat property and its damage
Journeyman weapon property die increases by one step.
Components: Masterwork exotic melee weapon Heat. This weapon gains a heat point whenever
an attack is made with it and loses one heat point
that doesn’t have the Heavy property whenever you begin your turn. If the weapon gains 3
This weapon gains the Double property and its heat points, it overheats and loses all heat points. An
damage die decreases by one step. overheated weapon can’t be used to make an attack
Double. This weapon has two damage-dealing again until the end of your next turn.
ends. When you use the Attack action and make an
attack with this weapon, you can use your bonus MAGICAL
action to make an additional attack with it; you don’t Journeyman weapon property
add your ability modifier to the damage roll of this Components: Masterwork exotic weapon
additional attack. This weapon becomes magical and gains a +1 bonus
to its attack and damage rolls. This benefit stacks if
EXPLOSIVE you apply the Magical property at different levels.
Journeyman weapon property
Components: Masterwork martial or exotic ranged MASSIVE
Journeyman weapon property
weapon Components: Masterwork exotic melee weapon
This weapon gains the Explosive property and its
damage die decreases by one step. If this weapon with the Superheavy property
dealt bludgeoning, piercing, or slashing damage, its This weapon gains the Massive property and its
deals fire damage instead. damage die increases by two steps.
Massive. You can only make an attack with this
weapon when you take the Attack action, and only
as the first attack you make on your turn. Once you
make an attack with this weapon, you can’t make any
attacks until the start of your next turn. If you would
be able to attack more than once when you take the
Attack action on your turn, you deal an extra two
dice of damage for each attack you forgo when using
this weapon.
MOUNTED
Journeyman weapon property
Components: Masterwork martial or exotic ranged
weapon with the Heavy property
This weapon gains the Mounted property and its
damage die increases by two steps.
Mounted. This weapon is normally used while
attached to a tripod, vehicle, or other bracing mount.
82
You can mount or unmount this weapon Craftsman
as an action. While it is mounted, it can’t be
moved. It can only be used to make an attack while WEAPON EXCEPTIONS
unmounted if held by a Medium or larger creature
with a Strength score of at least 15. Some weapons, in the name of verisimilitude,
have unusual balancing that makes them slightly
PRECISION stronger or weaker compared to weapons a
Journeyman weapon property craftsman might usually craft. If you modify one
Components: Masterwork exotic melee weapon of these weapons as a craftsman, first remove
any of the weapon’s Special properties, then
with the Elegant property check following rules:
This weapon gains the Precision property. Assault Rifle. Increase the weapon’s
Precision. Once per turn, you can deal an extra damage to 2d6 + 1 and decrease its reload to
1d6 damage to one creature you hit with this weapon 10.
if you have advantage on the attack roll. Handaxe. Decrease the weapon’s damage
to 1d4.
ROCKET Hunting Rifle. Increase the weapon’s
Journeyman weapon property damage to 2d6 + 1.
Components: Masterwork exotic weapon Bayonet, Whip. Increase the weapon’s
This weapon gains the Rocket property and its damage to 1d6.
damage die decreases by one step. Blowgun, Bolas, Bomb, Net. This weapon
Rocket. This weapon has a small propulsive can’t be modified by masterwork properties.
engine attached to it or its projectiles. Once per turn, Boomerang, Doomerang, Throwing
when you hit a creature with this weapon, you can Dagger. Add the Aerodynamic masterwork
deal an extra 1d4 damage to the target. property.
Catchpole, Trident. Increase the weapon’s
SNIPER damage to 1d8.
Journeyman weapon property Gatling Gun. Increase the weapon’s
Components: Masterwork exotic ranged weapon damage to 2d8 + 1, and decrease its reload to
10.
with the Ammunition property that doesn’t have Handgun, Revolver. Decrease the
the Scatter property weapon’s range to 50/200 ft.
This weapon’s long range becomes eight times the Javelin. Decrease the weapon’s range to
weapon’s normal range. 20/60 ft.
Lance. Add the Two-Handed property and
TENSION decrease the weapon’s damage to 1d8.
Journeyman weapon property Light Cannon. Increase the weapon’s
Components: Masterwork exotic ranged weapon damage to 2d12 + 1.
Longbow. Decrease the weapon’s range to
that doesn’t have the Firearm property 100/400 ft.
This weapon gains the Tension property. Magnum, Explosive Magnum. Add
Tension. When making a ranged weapon attack the Two-Handed property and increase the
with a tension weapon, you use your choice of your weapon’s range to 100/400 ft.
Strength or Dexterity modifier for the attack and Musket, Volley Gun. Increase the weapon’s
damage rolls. You must use the same modifier for damage to 2d8 + 1.
both rolls. Parlor Gun. Increase the weapon’s damage
to 2d4 + 1.
TWINSHOT Rocket Launcher. Increase the weapon’s
Journeyman weapon property damage to 2d12 + 1 and add the Mounted
Components: Masterwork exotic ranged weapon property.
This weapon gains the Twinshot property.
Twinshot. Once on each of your turns when
you make an attack with this weapon, you can make
another attack with it against a different creature
that is within 5 feet of the original target and within
range of this weapon.
83
Classes Master Weapon Properties EARTHSHATTER
Master weapon property
You can apply only one Master property to a weapon Components: Masterwork exotic weapon with the
at a time.
ADAMANTINE Massive property
Master weapon property This weapon’s damage die increases by two steps.
Components: Masterwork exotic melee weapon On a hit with this weapon, the target must make a
Strength saving throw. On a failed save, the target
with the Heavy or Versatile property is knocked prone or pushed 10 feet away from you
This weapon’s damage die increases by two steps, and (your choice).
it deals double damage to objects and structures.
BLESSED ELEMENTAL
Master weapon property Master weapon property
Components: Masterwork exotic weapon Components: Masterwork exotic weapon
This weapon deals an extra 1d4 radiant damage on When you apply this property, choose acid, cold, fire,
a hit. This extra damage increases to 1d10 radiant lightning, or thunder damage. This weapon deals an
damage if the target is a Fiend or Undead. extra 1d6 damage of the chosen type on a hit.
MODIFIED WEAPONS KEEN
Master weapon property
Once you modify a weapon’s properties, it Components: Masterwork exotic melee weapon
may no longer resemble its original function or
profile. The GM decides if a modified weapon with the Finesse or Versatile property
still counts as its base form for characters that This weapon scores a critical hit on a roll of 19 or 20.
have proficiency with it and for features which
refer to a specific type of weapon (as opposed MAGICAL
to a category of weapons, such as simple or Master weapon property
martial weapons). Components: Masterwork exotic weapon
This weapon becomes magical and gains a +1 bonus
to its attack and damage rolls. This benefit stacks if
you apply the Magical property at different levels.
MITHRAL
Master weapon property
Components: Masterwork exotic melee weapon
with the Finesse property
This weapon’s damage die increases by two steps, and
its weight is halved.
SERRATED
Master weapon property
Components: Masterwork exotic weapon that deals
slashing damage
When a creature takes damage from serrated
weapons twice or more in a single turn, it takes an
extra 1d8 slashing damage.
SLAYING
Master weapon property
Components: Masterwork exotic weapon
When you apply this property, choose one creature
type other than Humanoids. This weapon deals an
extra 1d12 damage to creatures of the chosen type.
84
VAMPIRIC This weapon pierces through its targets. When you Craftsman
Master weapon property make a ranged attack with this weapon and do not
Components: Masterwork exotic weapon have disadvantage, you can target all creatures in a
This weapon deals an extra 1d4 necrotic damage straight line within this weapon’s normal range. You
on a hit. When you hit a hostile creature with this don’t make an attack roll for this attack. Instead,
weapon, you regain hit points equal to the extra each creature in the line must succeed on a Dexterity
necrotic damage dealt by this property. saving throw or take damage as if it were hit by the
weapon.
VENOM
Master weapon property SEEKING
Components: Masterwork exotic weapon Legendary weapon property
This weapon deals an extra 1d8 poison damage on a Components: Masterwork exotic ranged weapon
hit. When you make an attack roll that doesn’t have
disadvantage with this weapon and miss, you instead
Legendary Weapon Properties hit the target and deal 5 damage of the weapon’s type.
This damage can’t be increased in any way, and no
You can apply only one Legendary property to a other effects can be applied to the hit.
weapon at a time.
THREATENING
CRUSHING Legendary weapon property
Legendary weapon property Components: Masterwork exotic melee weapon
Components: Masterwork exotic weapon that deals When a creature provokes an opportunity attack
from you, you can use this weapon to make an
bludgeoning damage opportunity attack against it without using your
When you hit a creature that has natural armor or reaction.
is wearing armor, the target takes a cumulative −1
penalty to the AC its armor offers. Armor reduced VORPAL
to an AC of 10 in this way is destroyed. A creature Legendary weapon property
can repair its armor or heal the damage dealt to its Components: Masterwork exotic weapon that deals
natural armor over the course of a long rest.
slashing damage
DEADLY When you make an attack against a creature with this
Legendary weapon property weapon and score a critical hit, that target takes an
Components: Masterwork exotic ranged weapon extra 4d8 slashing damage. Then roll another d20. If
you roll a 20 on the second roll, you cut off one of the
with the Firearm property creature’s heads. The creature dies if it can’t survive
When you make an attack with this weapon as part without the lost head. A creature is immune to this
of an action, you can add your ability modifier to its effect if it is immune to slashing damage, doesn’t
attack and damage rolls, instead of just to its attack have or need a head, has legendary actions, or the
rolls. GM decides that the creature is too big for its head to
be cut off with this weapon. Such a creature instead
MAGICAL takes an extra 6d8 slashing damage from the hit.
Legendary weapon property
Components: Masterwork exotic weapon WHIRLWIND
This weapon becomes magical and gains a +1 bonus Legendary weapon property
to its attack and damage rolls. This benefit stacks if Components: Masterwork exotic melee weapon
you apply the Magical property at different levels.
with the Elegant property
PENETRATING When you engage in two-weapon fighting using two
Legendary weapon property weapons with this property, you can make a bonus
Components: Masterwork exotic weapon with attack against any number of creatures within 5 feet
of you, with a separate attack roll against each target.
the Ammunition or Thrown property that deals You can't move between these bonus attacks.
piercing damage
85
Classes ARMOR PROPERTIES INTEGRATED
Apprentice armor property
The following armor properties are organized by Components: Masterwork suit of exotic armor
crafting level. Generally, exotic armor is made using You can integrate a weapon directly into your armor,
the Exotic property, while the other Apprentice or you can integrate two weapons (one into each
properties are used to tailor a suit of armor to a arm) if neither has the Two-Handed property. When
craftsman’s personal tastes. Higher-level properties, you draw an integrated weapon, it snaps to your
by contrast, drastically alter suits of armor to which hand and you can’t be disarmed of it. When you stow
they are applied. it, it retracts back into your armor. You can switch
which weapons are integrated over the course of a
Apprentice Armor Properties long rest.
You can apply a maximum of three Apprentice QUICK-CHANGE
properties to a suit of armor. Apprentice armor property
Components: Masterwork suit of armor
CLEATED You can don or doff this suit of armor as an action.
Apprentice armor property
Components: Masterwork suit of medium or heavy RETRACTABLE
Apprentice armor property
armor Components: Masterwork suit of exotic medium or
While wearing this armor, when you would be
moved by an effect against your will, reduce that heavy armor
movement by 10 feet. One of the gauntlets on this suit of armor has a
retractable shield set into it. While wearing this
CLIMBING armor, you can don or doff this shield as a bonus
Apprentice armor property action.
Components: Masterwork suit of exotic light armor
This armor is outfitted with integrated climbing gear. SCALED
While wearing this armor, as long as you have one Apprentice armor property
hand free, you gain a climbing speed equal to your Components: Masterwork suit of exotic light armor
walking speed. This armor is covered in heavy, hardened scales. The
AC provided by this armor increases by 3. However,
COMFORTABLE you only add your Dexterity modifier to a maximum
Apprentice armor property of +2 when determining your Armor Class while
Components: Masterwork suit of armor wearing it.
You can sleep in this suit of armor with no ill effect.
SPIKED
ENVIRONMENTAL Apprentice armor property
Apprentice armor property Components: Masterwork suit of heavy armor
Components: Masterwork suit of armor This suit of armor is bristling with spikes. While
While wearing this suit of armor, you can tolerate wearing this armor, creatures who are in contact
temperatures as cold as −100 degrees Fahrenheit or with you (either by grappling you, being grappled by
as warm as 300 degrees Fahrenheit. you, or having swallowed you whole) take piercing
damage equal to 1d4 + your Strength modifier at the
EXOTIC start of your turn.
Apprentice armor property
Components: Masterwork suit of armor that isn’t Journeyman Properties
exotic You can apply only one Journeyman property to a
This armor becomes exotic armor, and you have a +1 suit of armor at a time.
bonus to AC while wearing it.
No class, other than the craftsman, gains ADAMANTINE
proficiency with exotic armor. Journeyman armor property
Components: Masterwork suit of exotic heavy
armor
86
This suit of armor is reinforced with adamantine, one turn, you can project a grappling hook at a target Craftsman
of the hardest substances in existence. While wearing location you can see that is no farther away than
it, any critical hit against you becomes a normal hit. walking speed. If the target location can hold your
weight, you are pulled there, expending movement as
ARCANE normal. This movement doesn’t provoke opportunity
Journeyman armor property attacks. You must have a Dexterity score of 16 or
Components: Masterwork suit of exotic armor higher to use this ability.
This armor is covered in arcane etchings. When you MITHRAL
apply this property to a suit of armor, choose two Journeyman armor property
cantrips from the wizard spell list. While wearing Components: Masterwork suit of medium or heavy
this armor, you can cast those cantrips. Intelligence
is your spellcasting ability for these cantrips. armor
This suit of armor is made of mithral, a light and
ARROW-CATCHING flexible metal that is as strong as steel. Armor
Journeyman armor property made of mithral weighs half as much as normal,
Components: Masterwork suit of exotic medium or has no Strength requirement, and doesn’t impose
disadvantage on Dexterity (Stealth) checks. If the
heavy armor armor is medium armor, the maximum Dexterity
Whenever an attacker makes a ranged attack against modifier you can apply to your Armor Class
a target within 5 feet of you, you can use your increases to 3, instead of 2, and the armor can easily
reaction to become the target of the attack instead. be worn hidden under normal clothing.
DIVING Hecalvuymasrym, aorndis vgurlenaetr:aibtlkeeteopas myobuusshlo!w,
Journeyman armor property Whereas lighcotnafridmeonrcies.more about
Components: Masterwork suit of exotic armor
This suit of armor is equipped with webbed fins,
a mask, and an air bladder containing 8 hours
of breathable air. While wearing it, you gain a
swimming speed equal to your walking speed.
Additionally, while breathing from the air bladder,
you can breathe normally underwater or in a
vacuum, and you ignore the effects of inhaled
poisons. The suit’s air supply can be refilled over the
course of a long rest.
JUGGERNAUT
Journeyman armor property
Components: Masterwork suit of exotic
heavy armor
This suit of armor is fitted with massive plates
and a heavy, reinforced helmet. While wearing
this armor, you count as an obstacle providing
three-quarters cover, instead of half cover. You
must have a Strength score of 16 or higher to
proficiently wear this armor.
MANEUVERING
Journeyman armor property
Components: Masterwork suit of exotic light or
medium armor
This armor contains a set of spring-loaded,
automatically retracting grappling hooks, allowing
you an incredible amount of maneuverability. As a
reaction when you fall, or as a bonus action on your
87
Classes RESISTANCE number of benefits. While wearing this armor, your
Journeyman armor property jump distance is tripled, and you have advantage
Components: Masterwork suit of armor on Strength (Athletics) checks (other than grapple
When you apply this property to a suit of armor, checks). Additionally, your armor locks down when
choose any damage type other than psychic. While you take the Dodge action, causing your AC to
wearing this armor, you have resistance to that become 22, if it was lower.
damage type.
GLAMOURED
Master Armor Properties Master armor property
Components: Masterwork suit of exotic armor
You can apply only one Master property to a suit of This armor doesn’t impose disadvantage on Dexterity
armor at a time. (Stealth) checks. You can also use a bonus action
to cause the armor to assume the appearance of a
ANIMATED normal set of clothing or some other kind of armor.
Master armor property You decide what it looks like, including color, style,
Components: Masterwork suit of exotic heavy and accessories, but the armor retains its normal
bulk and weight. The illusory appearance lasts until
armor you use this ability again or remove the armor.
This armor is enchanted with powerful
transmutation magic. As an action, you can doff TROLLSKIN
the armor, which animates, becoming a Medium Master armor property
animated object, as per the animate objects spell. Components: Masterwork suit of exotic medium
The armor’s AC equals your own while you wore
it. The armor uses your own melee attack bonus armor
instead of its own. If you were holding a weapon This suit of armor is made of or lined with troll
when the armor became animated, it can make one skin. While wearing this armor, you can use a bonus
attack with that weapon instead of its normal slam action to regain hit points equal to 1d10 + your
attack. craftsman level. Once you use this ability, you can’t
The armor remains animated for 1 minute or do so again until you finish a short or long rest.
until it is reduced to 0 hit points, after which time it
becomes inanimate. If your animated armor is within WINGED
30 feet of you, you can end this effect early by using Master armor property
your action to command your animated armor to Components: Masterwork suit of exotic light armor
return to you and be donned as inanimate armor as This armor has a set of wings that you can extend
part of the action. from it or fold back into it as a bonus action. While
Once you use this ability, you can’t do so again wearing this armor with the wings extended, you
until you finish a long rest. have a flying speed equal to your walking speed.
CLOAKING Legendary Armor Properties
Master armor property
Components: Masterwork suit of exotic light armor You can apply only one Legendary property to a suit
This armor can easily hide the wearer when of armor at a time.
needed. While wearing this armor, you can cast the
invisibility spell without expending a spell slot or COLOSSAL
material components. Once you cast the spell in this Legendary armor property
way, you can’t do so again until you finish a short or Components: Masterwork suit of exotic heavy
long rest.
armor
CLOCKWORK This suit of armor doubles in size when donned.
Master armor property While wearing this armor, you gain the effect of the
Components: Masterwork suit of exotic heavy “Enlarge” option of the enlarge/reduce spell.
armor ETHEREALNESS
This suit of armor has dozens of clockwork Legendary armor property
mechanisms integrated into it, granting you a Components: Masterwork suit of exotic armor
88
This suit of armor is infused with ectoplasm. While cosanpvMtaetyrrhetweisneuSgepitkaisrelelonfdoinfapttrorhmoaojoesrgecotlwelhefetmaasbpmebohneaseidnnaedndCraftsman
wearing this armor, you can use your action to gain exclusively of +3 gear.
the effect of the etherealness spell, which lasts for 10
minutes or until you use an action to end it. Once I call him “Dross” and boy does he
you use this ability, you can’t do so again until you hate littering.
finish a long rest.
89
FLEET
Legendary armor property
Components: Masterwork suit of exotic light armor
This armor is designed to maximize the wearer’s
speed. While wearing this armor, your speed
increases by 10 feet, you have advantage on initiative
rolls, and opportunity attacks against you are made
with disadvantage.
IMMORTAL
Legendary armor property
Components: Masterwork suit of exotic medium or
heavy armor
Whenever you drop to 0 hit points and don’t die
outright, you can make a DC 13 Constitution saving
throw. If you succeed, you drop to 1 hit point instead.
You can use this ability three times, and you regain
all expended uses of it when you finish a long rest.
Additionally, you have advantage on death
saving throws.
MIRRORED
Legendary armor property
Components: Masterwork suit of exotic light armor
While wearing this armor, you can cast the mirror
image spell without expending a spell slot. Once you
cast the spell in this way, you can’t do so again until
you finish a short or long rest.
SPELLGUARD
Legendary armor property
Components: Masterwork suit of exotic armor
This armor is covered in protective sigils and charms.
While wearing this armor, you have advantage on
saving throws against spells.
WARDING
Legendary armor property
Components: Masterwork suit of exotic medium
armor
This suit of armor generates a field of force,
protecting its wearer from harm. As a bonus action
on your turn, you can gain temporary hit points
equal to half your craftsman level.
90 Classes
GUNSLINGER Gunslinger
A glass falls, clattering to the floor, and the tavern These folks osvlienrgtghuenres,wahs oopslpionsgedaxteos.
grows silent. A dwarf with a deep scowl, dripping those folks
with freshly spilled beer, leers at a drunken nearby
orc and fingers for a pair of revolvers at his waist. gunslinger might be one of a kind, a trailblazer in
High on a hillside, carefully concealed beneath new types of warfare.
foliage and stones, a rifleman steadies her breathing It’s also not unusual for a gunslinger to be
and adjusts her scope, acquiring her target and haunted by their past. Did some event drive you to
patiently awaiting the moment to strike. the gun and motivate you to travel? Is there a bounty
Risk is in a gunslinger’s blood. They are bold on your head in one or more areas? Do you have any
renegades, bucking tradition and forging a new path old enemies that seek you for revenge?
with dangerous and inelegant firearms. Gunslingers
are infamous for surviving by their wits, relying on QUICK BUILD
split-second timing and a considerable amount of To make a gunslinger quickly, follow these
luck to survive. suggestions. Make Dexterity and Constitution
your highest ability scores. If you plan to choose
Guts and Gunpowder the Gun Tank creed, instead make Strength your
highest ability score. Lastly, choose any background,
Black powder is not for the faint of heart. Its preferably one that emphasizes your familiarity with
thunderous applause is volatile and imprecise—a firearms and penchant for risk-taking.
barely controlled explosion directed at an enemy.
Only the truly fearless seek to master it, for one must
be mad or have nerves of steel to weather the risk of
its use. But those who call themselves gunslingers
are fearless combatants, hurling death from their
guns in a roaring cacophony. Adapted for shootouts,
gunslingers are mobile and daring, knowing that life
or death hangs on snap decision-making and one’s
own mettle.
Dangerous Outsiders
A gunslinger’s explosive lifestyle lends well to
wandering and adventuring. Gunslingers will often
shoot first and ask questions later, an attitude which
earns them few friends and bountiful enemies. In
their travels, most gunslingers are secretive and take
great lengths to go unnoticed, lest they be spotted by
old foes with scores to settle.
Yet, their skills are not unneeded. Anyone
requiring protection or revenge of their own can
count on a gunslinger to be in need of an odd job
when they roll into town. After all, skill with a gun is
always in demand somewhere.
Creating a Gunslinger
When creating your gunslinger, consider where
firearms fit in the campaign’s world and what the
common perceptions are of those who use them. If
firearms are the norm, your gunslinger might be a
mercenary or militia fighter. If firearms are rare, your
91
Classes THE GUNSLINGER
PROFICIENCY
LEVEL BONUS RISK DICE FEATURES
Fighting Style, Quick Draw
1st +2 — Critical Shot, Poker Face, Risk
Gunslinger’s Creed
2nd +2 4d8 Ability Score Improvement
Extra Attack
3rd +2 4d8 Gut Shot
Creed feature, Evasion
4th +2 4d8 Ability Score Improvement
Critical Shot improvement
5th +3 4d8 Creed feature
Mankiller
6th +3 5d8 Ability Score Improvement
Dire Gambit
7th +3 5d8 Creed feature
Cheat Death
8th +3 5d8 Ability Score Improvement
Critical Shot improvement
9th +4 5d8 Maverick
Ability Score Improvement
10th +4 5d10 Head Shot
11th +4 5d10
12th +4 5d10
13th +5 5d10
14th +5 6d10
15th +5 6d10
16th +5 6d10
17th +6 6d10
18th +6 6d12
19th +6 6d12
20th +6 6d12
CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition
As a gunslinger, you gain the following class features. to the equipment granted by your background:
HIT POINTS • Leather armor with a longcoat
Hit Dice: 1d8 per gunslinger level • A dagger and (a) a handgun and 20 bullets or (b)
Hit Points at 1st Level: 8 + your Constitution
a revolver and 10 bullets
modifier • Any two-handed firearm that isn’t heavy and 30
Hit Points at Higher Levels: 1d8 (or 5) + your
bullets or shells
Constitution modifier per gunslinger level after 1st • (a) a dungeoneer’s pack or (b) an explorer’s pack
PROFICIENCIES Fighting Style
Armor: Light armor
Weapons: Simple weapons, simple firearms, martial You adopt a particular style of gunfighting as your
specialty. Choose one of the following options. You
firearms can’t take a Fighting Style option more than once,
Tools: One type of gaming set even if you later get to choose again.
Saving Throws: Dexterity, Charisma
Skills: Choose two from: Acrobatics, Animal AKIMBO
When you engage in two-weapon fighting with
Handling, Athletics, Deception, Insight, firearms, you don’t take a penalty to the damage of
Intimidation, Perception, Persuasion, and Sleight the second attack.
of Hand
92
BULLSEYE USING RISK DICE Gunslinger
You gain a +2 bonus to ranged attack rolls you make Once per turn, you can expend a risk die to perform
with firearms. The weapon must have the Sighted a deed of your choice. Your deed options are detailed
property or have a normal range of 80 feet or longer at the end of the class description.
to gain this benefit. This benefit doesn’t stack with SAVING THROWS
the Archery fighting style. Some of your deeds require your target to make a
saving throw to resist the deed’s effects. The saving
DUELIST throw DC is calculated as follows:
While you are wielding a firearm in one hand and
nothing in the other, if you make a ranged weapon Deed save DC = 8 + your proficiency bonus
attack and exceed the target’s AC by 5 or more, you + your Dexterity modifier
deal one extra die of weapon damage. You can only
use this ability once per round. Gunslinger’s Creed
SHOTGUNNER By the time gunslingers reach 3rd level, they
When you hit with a ranged weapon attack using a embrace a way of living, known as their creed, which
firearm that has the Scatter property, you can reroll guides their judgments and their unique brand of
the lowest damage die, and you must use the new gunslinging. Your choice grants you features at 3rd
roll, even if the new roll is worse than the original. level and again at 7th, 10th, and 14th level.
Quick Draw Ability Score Improvement
Gunslingers have twitch reflexes and can pull a When you reach 4th level, and again at 8th, 12th,
gun in the blink of an eye. You have advantage on 16th, and 19th level, you can increase one ability
initiative rolls. Additionally, you can draw or stow score of your choice by 2, or you can increase two
up to two weapons when you roll initiative and ability scores of your choice by 1. As normal, you
whenever you take an action on your turn. can’t increase an ability score above 20 using this
feature.
Critical Shot
Extra Attack
At 2nd level, your ranged firearm attacks score a
critical hit on a roll of 19 or 20. Beginning at 5th level, you can attack twice, instead
Starting at 9th level, your ranged firearm attacks of once, whenever you take the Attack action on
score a critical hit on a roll of 18–20, and at 17th your turn.
level your ranged firearm attacks score a critical hit
on a roll of 17–20. I’nmewsowgalaysdomf okritllainlsgkoeneepainnvoethnetirng
Poker Face 93
Starting at 2nd level, you have advantage on
ability checks and saving throws made to prevent
others from sensing your motives, perceiving your
emotions, or reading your thoughts.
Risk
By 2nd level, you can perform incredible feats of
daring that are fueled by special dice called risk dice.
RISK DICE
You have four risk dice, which are d8s. You gain
additional risk dice, and your risk dice change
as you gain levels in this class, as shown in
the Risk Dice column of the Gunslinger
table. You regain all expended risk dice
when you finish a long rest.
Classes Gut Shot I’d like to see them dodge a fireball.
Starting at 6th level, whenever you score a critical hit DEEDS
against a Large or smaller creature with a firearm,
the bullet lodges itself in the target. Until the creature The deeds are presented in alphabetical order.
uses its action to dislodge the bullet, it moves at half BITE THE BULLET
speed and has disadvantage on attack rolls and ability As a bonus action on your turn, you can expend
checks. Elementals, Oozes, and Undead are immune one risk die to gain temporary hit points equal
to this effect. the number rolled on the die + your Constitution
modifier.
Evasion COVERING FIRE
When you hit a creature with a ranged weapon
Beginning at 7th level, you can nimbly dodge out attack, you can expend one risk die as a bonus action
of the way of certain area effects, such as a red to cow the creature. Roll the risk die and subtract it
dragon’s fiery breath or an ice storm spell. When you from the next attack roll the creature makes before
are subjected to an effect that allows you to make a the start of your next turn.
Dexterity saving throw to take only half damage, you DODGE ROLL
instead take no damage if you succeed on the saving You can expend one risk die as a bonus action to
throw, and only half damage if you fail. move up to 15 feet and reload any firearm you are
holding. This movement doesn’t provoke opportunity
Mankiller attacks, ignores difficult terrain, and allows you to
move through a hostile creature’s space, as long as
Starting at 11th level, when you make one or more you don’t end your movement there.
firearm attacks as part of an action, you can add LIMB SHOT
your ability modifier to the firearm’s damage rolls. When you hit a creature with a ranged weapon
Note that firearms do not normally add your ability attack, you can expend one risk die as a bonus action
modifier to their damage rolls. and aim for one of its limbs, attempting to force it to
drop one item of your choice that it’s holding. The
Dire Gambit target must make a Constitution saving throw. On a
failed save, it drops the object you choose. The object
Beginning at 13th level, whenever you score a critical lands at its feet.
hit, you regain one expended risk die. SKIN OF YOUR TEETH
When an attacker you can see makes an attack roll
Cheat Death against you, you can expend a risk die as a reaction
to dodge out of harm’s way at the last second. You
By 15th level, you have a knack for evading the grave. add the risk die to your AC against this attack,
When you drop to 0 hit points and don’t die outright, potentially causing it to miss.
you can use your reaction and expend one risk die to STEADY AIM
remain standing. You instead drop to a number of hit On your turn, you can use a bonus action and
points equal to the number rolled on the die. expend one risk die to double the normal and
Once you use this feature, you can’t use it again maximum range for the next ranged weapon attack
until you finish a short or long rest. you make.
Maverick
By 18th level, you have become unshakable. You have
advantage on Constitution checks and saving throws.
Head Shot
At 20th level, when you score a critical hit against a
creature with a firearm, you can choose for the shot
to be a head shot. If the creature has less than 100
hit points, it dies. Otherwise, it takes an extra 10d10
damage from the hit. Elementals, Oozes, Undead,
and creatures that lack nervous systems or vital
organs take no extra damage from this feature.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
94
GUNSLINGER’S THICK-HEADED Gunslinger
CREEDS At 7th level, you have advantage on saving throws
you make to avoid or end the charmed condition on
Gunslingers have many features in common, but yourself.
each of them walks their own path and follows their STRONG AS AN OX
own code. This code, which gunslingers call a creed, Starting at 10th level, your carrying capacity and the
embodies their core beliefs and informs their unique weight you can push, drag, and lift are doubled, and
combat style. you have advantage on Strength checks and Strength
saving throws. Additionally, you can ignore the Two-
Gun Tank Handed property on firearms with which you are
proficient.
Prerequisite: Strength score 15 or higher GUN RAGE
Be bigger, be badder, and be tougher, and no man At 14th level, as a bonus action, you can explode into
will stand in your way. You are a living siege engine, a fury to destroy lesser men. For the next minute,
a titan of muscle, brandishing weapons most men are you have resistance to bludgeoning, piercing, and
incapable of lifting. Armed with these devastating slashing damage and can make one additional attack
firearms, you wade into the field of battle, whenever you take the Attack action on your turn.
bombarding and destroying those foolish enough to However, for the duration, your speed is halved
approach you. and you have disadvantage on Dexterity checks and
saving throws.
HEAVY GUNNER Your gun rage ends if you take cover, finish your
When you choose this creed at 3rd level, you can turn without attacking, or use your bonus action to
also carry heavy firearms regardless of their weight. end it early.
Additionally, you can use Strength, rather than Once you use this feature, you can’t use it again
Dexterity, for attack and damage rolls using heavy until you finish a short or long rest.
firearms, and you can use your Strength, instead of
your Dexterity, when calculating your Deed save DC. I thchoaeptyechlteahoadenvs.veeeTln“hittgeutuylren’er”rdeistvsthooaitntnsugoieiinsesys!adallonmnd’yt
TOUGH AS NAILS
Also at 3rd level, your hit point maximum increases
by 1 and increases by 1 again whenever you gain a
level in this class.
You also gain proficiency with medium and
heavy armor.
GUNSLINGER'S CREEDS
NAME DESCRIPTION
Gun Tank Lugs around heavy mounted firearms
Gun-Ko Master A martial artist who uses the gun as a total weapon
High Roller Gambles with their life and fortune; no risk is too high
Musketeer A musket-and-rapier-wielding soldier of honor and courage
Pistolero Fires six-shooters from the hip at incredible speed
Sharpshooter A careful and precise, eagle-eyed marksman
Spellslinger Fires spells as well as bullets in deadly bombardments
Trick Shot Ricochets bullets to hit targets from any angle
White Hat A law-abiding protector of the weak that never blinks in the face of danger
95
Classes Gun-Ko Master GATLING STRIKES
By 14th level, you have mastered the most advanced
The ancient art of gun-ko is passed through techniques of gun-ko. You can use your bonus action
generations of gunslingers who study the gun as a to make two melee weapon attacks and one ranged
perfect weapon and meditate on its intricacies. This weapon attack with a firearm against targets within
path is not for the impatient or the faint of heart, but 15 feet of you. Once you use this feature, you can’t
those who practice it diligently make their guns an use it again until you finish a short or long rest.
extension of themselves, learning to strike with the
speed of a rifle and catch bullets out of the air. High Roller
POINT-BLANK SHOT Fortune is a fickle thing—unless you’re a high roller.
Starting at 3rd level, being within 5 feet of a hostile These gunslingers are master card sharps and dice
creature doesn’t impose disadvantage on your ranged throwers that mix their love of risk with their talent
weapon attack rolls made with firearms. for gunplay. High rollers push their luck until it runs
out, then push harder. Why settle for just a win when
GUN-KO you could bet it all and win big?
Also at 3rd level, you learn the immortal art of
gun-ko, which sees the gun as a total weapon, as BONUS PROFICIENCIES
devastating used as a melee weapon in close quarters When you choose this creed at 3rd level, you gain
as it is fired at range. You can treat firearms as melee proficiency with all gaming sets and in your choice
weapons with the Finesse property that deal 1d6 of one of the following skills: Deception, Insight, or
bludgeoning damage on a hit, or 1d8 damage if the Perception.
firearm has the Two-Handed property.
Additionally, when you make a ranged weapon ALL IN
attack with a firearm against a creature within 5 feet Also at 3rd level, you can use your bonus action
of you, you can make a melee weapon attack using when you make an ability check or attack roll, or
that firearm as a bonus action. your reaction when you make a saving throw to
expend and roll one of your risk dice. You choose to
LIGHTNING DISARM do this after you roll the d20 but before the GM says
Starting at 7th level, if a creature within 5 feet of you whether the roll succeeds or fails.
is holding a firearm, you can use your bonus action If you roll a 1 on your risk die, you fail the ability
and expend a risk die to attempt to disarm that check, attack roll, or saving throw, regardless of the
creature. The target must make a Dexterity saving result. Otherwise, you add the number rolled on
throw against your Deed save DC. On a failed save, your risk die to the result.
you take the firearm from the creature’s hands after
a series of rapid movements. You must have at least LIAR'S DICE
one empty hand to use this ability. Also at 3rd level, when you make an ability check,
attack roll, or saving throw, you can roll the d20 in
BULLET-CATCH secret and declare any result you wish. If the GM
Also at 7th level, you can use your reaction to deflect chooses to call your bluff, reveal the number rolled
or catch the projectile when you are hit by a ranged on the d20. If you were telling the truth, treat the
weapon attack. When you do so, the damage you result as if you rolled a 20. If you were telling a lie,
take from the attack is reduced by 1d10 + your roll the d20 again and use the lowest of the rolls. If
Dexterity modifier + proficiency bonus. the GM chooses not to call your bluff, you use the
result you declared regardless of what you rolled.
PREDICTIVE DODGE You can choose to roll in secret a number
At 10th level, your reflexes are so honed that you of times equal to 1 + your Charisma modifier (a
can dodge incoming bullets. You can use your bonus minimum of once), and you regain all expended uses
action to choose one creature that you can see within when you finish a long rest.
30 feet of you. You gain the benefits of the Dodge
action against the target’s ranged attacks and effects
until the start of your next turn. You lose this benefit
if you take damage from the target.
96
RISKY BUSINESS BAYONET CHARGE Gunslinger
At 7th level, when you make an attack roll against Starting at 10th level, when you move 15 feet or more
a hostile creature or a hostile creature forces in a straight line on your turn, you can use your
you to make a saving throw and you don't have bonus action to make one attack with a bayonet or a
disadvantage, you can choose to make the roll with melee weapon.
disadvantage. When you do, you regain an expended
risk die. ALL FOR ONE
By 14th level, whenever a friendly creature within 5
BOOM AND BUST feet of you is targeted by an attack, you can use your
Starting at 10th level, when you score a critical hit reaction to make a firearm attack against the attacker.
on a ranged firearm attack, you can roll the damage
twice and use the higher of the two results. When Pistolero
you roll a 1 on a ranged firearm attack roll, you
can choose to take psychic damage equal to your Bullets are power, and you have long believed that
proficiency bonus or lose this feature’s critical hit more bullets equal more power. Your expertise is
benefit for the next minute. in delivering a hail of deadly fire to pulverize your
enemies. Not every bullet needs to be accurate to
DOUBLE OR NOTHING make a difference.
At 14th level, when you score a critical hit with a
firearm, you can roll two additional d20s. Treat POINT-BLANK SHOT
these d20s as if they were ranged attack rolls you Starting at 3rd level, being within 5 feet of a hostile
made against the target with a firearm. If they both creature doesn’t impose disadvantage on your ranged
miss, your critical hit becomes a normal hit. If either weapon attack rolls made with firearms.
of these d20s would score a critical hit, roll all of
the attack’s damage dice three times and add them FAN THE HAMMER
together, instead of only two times as normal for a At 3rd level, when you take the Attack action on your
critical hit. Otherwise, the critical hit happens as turn to attack with a firearm, you can expend a risk
normal. die as a bonus action to make two additional ranged
firearm attacks with that weapon. These additional
Musketeer attacks always have disadvantage, regardless of
circumstance. This weapon can’t have the Automatic
You believe that camaraderie and glory go hand-in- or Two-Handed property, and you must have a free
hand, that you and your allies are undefeatable as hand to use this feature.
long as you stand together. As such, you have trained At 14th level, you can make three additional
with blades and halberds, so that you battle up-close. attacks with disadvantage, instead of two, when you
Your place is not supporting them from afar, but use this feature.
launching a single volley of shot before charging
in, bayonet or cutlass in hand, that you might all SPEED LOADER
succeed or fail as one. Starting at 7th level, you have mastered the art of
quickly reloading your weapon. On your turn, you
BONUS PROFICIENCIES can reload a single one-handed firearm without
Starting when you choose this creed at 3rd level, you using an action or bonus action.
gain proficiency with the bayonet, cutlass, halberd,
rapier, and shortsword. BULLET TIME
At 10th level, when you make a ranged firearm attack
HEAVY SHOT with a one-handed firearm on your turn, you can use
At 3rd level, you can load and fire especially your bonus action to gain advantage on the attack
dense bullets. Whenever you hit a target with a roll. Once you use this ability, you can’t use it again
blunderbuss, flintlock, or musket, you deal extra until you finish a short or long rest.
damage equal to the number of damage dice rolled
for the attack. SWIFT VENGEANCE
At 14th level, as a reaction when you take damage
LOCK, STOCK, AND BARREL from a creature within 15 feet of you, you can make a
At 7th level, you ignore the Loading and Misfire firearm attack targeting that creature.
properties of the blunderbuss, flintlock, and musket.
97
Classes
Sharpshooter EYE FOR MOVEMENT
By 10th level, your vision is keen enough to place
A well-placed bullet is more powerful than a sword, invisible targets in your sights. As a bonus action,
arrow, or spell. Indeed, you believe that every you can gain darkvision and the effects of the see
violent conflict should sound like a single loud crack invisibility spell against targets that are 30 feet or
followed by a long silence. Such shots need to be further from you until the end of your next turn. You
delivered perfectly, even at range, for when they are can use this bonus action only if you haven’t moved
done right, they are as deadly for the target as they during this turn, and after you use the bonus action,
are stupendous for the audience. your speed is 0 until the end of the current turn.
EAGLE EYE FOCUSED SHOT
Starting when you choose this creed at 3rd level, when Starting at 14th level, when you use your Attack
you make an attack with a firearm you are holding action to make only one ranged attack with a
in two hands, you can use a bonus action to expend firearm and do not have disadvantage, you can gain
a risk die and add it to the attack roll. This attack advantage on the attack roll and deal damage on a hit
doesn't have disadvantage due to being at long range. as if you scored a critical hit.
SNIPER'S STANCE Spellslinger
At 3rd level, you don't have disadvantage on
ranged firearm attacks as a result of being prone. Magic and guns aren’t so different. If arcane power
Additionally, when you're prone, you can stand up by is like gunpowder and a spell is like a bullet, you are
spending 5 feet of movement, rather than half your like a gun, directing your spells with precision at
speed. unfortunate targets. You mix the disciplines of gun
and spell, sometimes loading arcane charges with
CAMOUFLAGE your shots and firing streaks of lighting, frost, or
By 7th level, you’ve learned to expertly conceal flame in the wake of your bullet.
yourself in a sniper’s nest. You can spend 1 minute
preparing camouflage for yourself. Until you move, SPELLCASTING
you gain the following benefits: When you reach 3rd level, you complement your
bullets with the ability to cast spells.
• You have advantage on Dexterity (Stealth) checks Cantrips. You learn finger guns and two other
you make to hide cantrips of your choice from the wizard spell list. You
learn an additional wizard cantrip of your choice at
• Attacks you make while hidden don’t 10th level.
automatically reveal your location
• Creatures have disadvantage on ability checks
they make to discern the origin of your firearm
attacks.
98
Spell Slots. The Spellslinger Spellcasting table SPELLSLINGER SPELLCASTING Gunslinger
shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one of these GUNSLINGER CANTRIPS SPELLS —SPELL SLOTS—
spells, you must expend a slot of the spell’s level or LEVEL KNOWN KNOWN 1ST 2ND 3RD 4TH
higher. You regain all expended spell slots when you
finish a long rest. 3rd 3 3 2 — — —
Spells Known of 1st-Level and Higher. You
know three 1st-level wizard spells of your choice, two 4th 3 4 3 — — —
of which you must choose from the abjuration and
evocation spells on the wizard spell list. 5th 3 4 3 — — —
The Spells Known column of the Spellslinger
Spellcasting table shows when you learn more wizard 6th 3 4 3 — — —
spells of 1st level or higher. Each of these spells must
be an abjuration or evocation spell of your choice, 7th 3 5 4 2 — —
and must be of a level for which you have spell slots.
For instance, when you reach 7th level in this class, 8th 3 6 4 2 — —
you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level 9th 3 6 4 2 — —
can come from any school of magic.
Whenever you gain a level in this class, you 10th 4 7 4 3 — —
can replace one of the wizard spells you know with
another spell of your choice from the wizard spell 11th 4 8 4 3 — —
list. The new spell must be of a level for which you
have spell slots, and it must be an abjuration or 12th 4 8 4 3 — —
evocation spell, unless you’re replacing the spell you
gained at 3rd, 8th, 14th, or 20th level. 13th 4 9 4 3 2 —
Spellcasting Ability. Intelligence is your
spellcasting ability for your wizard spells. You 14th 4 10 4 3 2 —
use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your 15th 4 10 4 3 2 —
Intelligence modifier when setting the saving throw
DC for a wizard spell you cast and when making an 16th 4 11 4 3 3 —
attack roll with one.
17th 4 11 4 3 3 —
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier 18th 4 11 4 3 3 —
Spell attack modifier = your proficiency 19th 4 12 4 3 3 1
bonus + your Intelligence modifier
20th 4 13 4 3 3 1
BANG, YOU'RE DEAD!
At 3rd level, you can use Deeds with finger guns spell RUNE-CARVED CARTRIDGES
attacks. Additionally, when you hit a target with a Also at 7th level, firearms you use count as magical
finger guns attack, you can spend a risk die as a bonus for the purpose of overcoming resistance and
action to deal an extra 1d8 force damage to the target. immunity to nonmagical attacks and damage.
SPELLSHOT
Beginning at 7th level, you can load an entire cantrip MAGIC BULLET
into your gun. When you use your action to cast a Starting at 10th level, you can use your action to fire
cantrip, you can use your bonus action to make one a bullet wreathed in the evocation of a magic missile
ranged attack with a firearm or make a ranged spell spell. The attack must use a firearm and the target
attack using the finger guns cantrip. must be within the firearm’s normal range. Do not
roll this attack; it automatically hits its target and
deals force damage.
Once you use this feature, you can’t use it again
until you finish a long rest.
IMPROVED SPELLSHOT
At 14th level, when you use your action to cast a
spell, you can expend one risk die as a bonus action
to make one ranged attack with a firearm or make a
ranged spell attack using the finger guns cantrip.
If the spell requires a spell attack roll, you can
choose to substitute the spell attack with a ranged
attack using a firearm. Add the risk die to the firearm
attack roll. On a hit, the attack deals its normal
damage, in addition to the effects of the spell.
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