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Published by robintkarlsson, 2021-12-16 11:05:39

Mage Hand Press - Valda's Spire of Secrets 0.9

Mage Hand Press - Valda's Spire of Secrets 0.9

A Must-Have, Colossal Expansion for the 5th Edition
of the World’s Greatest Roleplaying Game





CONTENTS

Introduction.................................................... 5 Warmage.................................................... 157
Chapter 1: Races ........................................... 7 Class Features............................................. 158
Geppettin........................................................ 8 Warmage Tricks........................................... 161
Mandrake...................................................... 10 Warmage Houses........................................ 165
Mousefolk...................................................... 12 Witch........................................................... 173
Spirithost....................................................... 14 Class Features............................................. 174
Near-Human.................................................. 16 Hexes........................................................... 178
Chapter 2: Classes ...................................... 21 Grand Hexes................................................ 180
New Classes.................................................. 22 Witch’s Crafts............................................... 183
Alchemist...................................................... 27 Chapter 3: Subclasses............................... 191
Class Features............................................... 28 Barbarians.................................................... 192
Bomb Formulae............................................. 31 Bards............................................................ 198
Discoveries.................................................... 34 Clerics.......................................................... 204
Fields of Study............................................... 37 Druids.......................................................... 210
Captain......................................................... 45 Fighters........................................................ 216
Class Features............................................... 46 Monks.......................................................... 222
Banners.......................................................... 49 Paladins....................................................... 228
Cohorts.......................................................... 54 Rangers........................................................ 236
Craftsman..................................................... 63 Rogues......................................................... 242
Class Features............................................... 64 Sorcerers...................................................... 247
Artisans’ Guilds.............................................. 67 Warlocks...................................................... 254
Masterwork Properties................................... 78 Wizards........................................................ 262
Weapon Properties........................................ 78 Chapter 4: Customization......................... 271
Armor Properties........................................... 86 Multiclassing................................................ 272
Gunslinger.................................................... 91 Auxiliary Levels............................................ 275
Class Features............................................... 92 Feats............................................................ 282
Deeds............................................................ 94 Starter Feats................................................ 286
Gunslinger’s Creeds....................................... 95 Chapter 5: Equipment............................... 291
Investigator................................................ 103 Weapons..................................................... 292
Class Features............................................. 104 Armor.......................................................... 302
Occult Specializations................................. 107 Magic Items................................................. 302
Martyr......................................................... 115 Chapter 6: Spells........................................ 321
Class Features............................................. 116 Tags............................................................. 322
Mortal Burdens............................................ 119 Spell Lists..................................................... 322
Necromancer.............................................. 127 Spell Descriptions........................................ 329
Class Features............................................. 128 Chapter 7: Appendices............................. 359
Grave Ambitions.......................................... 132 Appendix A: Variant Rules........................... 360
Undead Thralls............................................ 140 Appendix B: Familiars................................. 364
Warden....................................................... 145 Appendix C: Monstrous Grafts.................... 369
Class Features............................................. 146 Appendix D: Siegeball................................ 374
Champion’s Call........................................... 149

Credits

Lead Designer Michael Holik
Additional Design Alexander Binns, Jaron

Mortimer, Matthew Pennell, Ben Huffman,
Benjamin Richardson, Jason Sinclair, Justin
Forkner, Beniamin Ghita, Max Wartelle
Editor Michael Holik
Lead Artist Martin Kirby Jackson
Graphic Design Martin Kirby Jackson
Cover Illustrator Martin Kirby Jackson
Interior Illustrations Lucas Ferreira CM, Martin
Kirby, Mariana Livraes, Jordy Knoop, Agustín
Marceillac, Moniek Schilder, Loot Tavern (Mo)

ON THE COVER
Martin Kirby Jackson illustrates a view from the
foot of the multidimensional Spire of Secrets.
High above, arcane vortices churn into other
corners of the multiverse, while levitating stones
and crystalline mountainsides dominate the
valley. Valda, the devious lich himself, stands
cackling, staff and infernal spell in hand, to greet
his newest guests.

Valda's Spire of Secrets, Mage Hand Press and Disclaimer: Side effects may include: rolling
their associated logos are trademarks of Mage up more characters than you could ever play,
Hand Press LLC getting irrationally excited about dice, pretending
© 2021 Mage Hand Press LLC. All Rights Reserved. your GM is a warlock patron, making witch
First Printing – [DATE] noises instead of character dialogue, and telling
ISBN [NUMBER] insufferable RPG stories.

Product Identity: The following items are hereby identified as Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered
trademarks, proper names (characters, place names, deities, etc.), new rules, classes, plots, story elements,
locations, characters, races, monsters, artwork, graphics, maps, sidebars, and trade dress. (Elements that
have previously been designated as Open Game Content or are in the public domain are not included in
this declaration.)

Open Content: The Open content in this book includes material taken from the Systems Reference
Document. No other portion of this work may be reproduced in any form without permission.

MAGE HAND PRESS
[mailing address]
www.magehandpress.com

INTRODUCTION Introduction

Hello! I suppose introductions are in order since Chapter 4 contains a bevvy of customization
you've infiltrated my nigh-impenetrable spire. And options, including complete multiclassing rules for
you didn't even bother to wipe your feet. all classes, new one-level classes called Auxiliary
My name's Valda—no relation to that other Levels, feats for groups that use them, and new
lich with godlike power. I might as well do you the Starter Feats, which allow characters to play more
courtesy of a tour, seeing as how you'll never leave complex types of characters without sacrificing core
this place. parts of their builds.
I mean, really, when will you adventurers Chapter 5 explores exotic weapons and armor,
ever learn? Remote mausoleums named "Tomb of and also introduces an array of firearms throughout
Doom" or "Mount Hell" or "Spire of Secrets" mean the ages. It also includes a collection of magic items.
keep out. This whole place is a death trap! You saw Chapter 6, finally, introduces a compendium of
the manticore swarm I put outside—nothing of new spells for characters of every class.
value could possibly eclipse that! But you barged in In addition, the devious lich Valda has left his
anyway. wry observations throughout the book. As someone
I suppose that means you'll make a fine addition who has faced—and killed—countless adventurers,
to my collection. See, I've made a habit of capturing he considers himself an expert on heroic taxonomy.
you fools alive for a museum of idiocy, an exhibition
of suicidal spelunkers. I think I've nearly got you A Letter from the Creator
categorized, too. Twenty-two neat little groups,
organized by rank, age, and fatal ambition. Take a Six years of writing and game design has gone into
look around, you might even see a distant ancestor! the book before you. We never believed that we
would still be writing content for 5th Edition after
Welcome to my Spire! You’ll never escape. all these years, or that our efforts would yield such
a tome, such a monument to design and careful
—Valda iteration.
In truth, however, this book is a love letter to
Using this Book our players, to their characters, and to everyone who
has brought our content to their table. We've written
Written for both players and Game Masters, Valda’s this as a gift to you, to enrich your games from afar
Spire of Secrets builds upon the rules for 5th Edition and help you seize everything that roleplaying games
with new rules that you can use with any setting, have to offer. May your stories be the truest type of
from published campaigns to worlds of your own fiction, and may you roll 20s, just when you need
creation. Think about this book like a content them.
expansion for the core rules—it isn’t an update of Your friends,
the edition or a new core book. Everything within
is optional, and none of it changes the game’s core —Mage Hand Press
mechanics or disagrees with its design principles.
Spire of Secrets is 5th Edition to its core, but bigger I leaisrnaesdoolnon-gtoa-gboet-hraetviaveddeaaddvaednvteunrteur.rer
and better in every way. Frozen in marble,

ASSEMBLED WITHIN you’re less of a liability.
Chapter 1 presents four brand new races, and
also a new and extraordinarily diverse variant
race, the Near-Humans.
Chapter 2 brims with ten new classes, each
complete with an array of subclasses.
Chapter 3 introduces new subclasses and
occasionally new features for every class in the core
rules.

5

CHAPTER 1

PAGE 8. GEPPETTIN
PAGE 10. MANDRAKE
PAGE 12. MOUSEFOLK
PAGE 14. SPIRITHOST
PAGE 16. NEAR-HUMAN

Indeed, we, the Company of Wring, have slain as is the nature of ethereal spirithost. Our cleric,
basilisks, withstood the hoarfrost fangs of winter Aksel of the Baldrheim clan, is squat by even
wolves, and trimmed scales from dragons’ dwarven standards, but is the finest healer this
hides. But doubtless, you wish to hear of our side of the Highreach. Lastly, I, Faison the Blue,
boldest accomplishment: we once visited the am a transmuter and conjurer of much repute.
fabled Spire of Secrets and lived to tell the tale. I'd have been an archmage, if only they let me
Our adventuring company was well-suited take the exams.
to the task. We are forescouted by Blodge, the Mark this tale well, for even now we plan
mouseling thief, whose footsteps are lighter our return to the Spire of Secrets, and shall
than the winter’s first snow. When force is bring with us a hundred adventurers of every
required, our swordmaiden Priscila Borealis stripe. We expect a cold reunion with that lich
comes to bear. She is elegant as she is deadly, Valda and his infernal creations.

6

CHAPTER 1: RACES

Fantasy settings are defined perhaps most clearly This chapter presents four new races, the
by their peoples, not merely humans with the Geppettin, Mandrakes, Mousefolk, and Spirithost,
diversity of our world, but fantastic races of non- and one exceptionally diverse race, the Near-
humans, the likes of which solely exist in the realms Humans, which allow you to construct new and
of imagination. These vary from the remarkably imaginative human-adjacent races and hybrids using
humanlike, such as elves, dwarves, and halflings, feats.
to the colorful and imaginative, like dragonborn. Additionally, this chapter includes a crucial
However, fantastical settings often include more sidebar which expands all races even further by
eclectic races, drawn from the well of monstrous foes freely customizing their talents, appearance, and
with intelligence and guile. upbringing.

7

Races GEPPETTIN Geppettin Names

“As soon as he reached home, Geppetto took his Like other constructs, geppettin rarely name
tools and began to cut and shape the wood into a themselves. Typically, a construct has no conception
Marionette.” that living creatures obsessively name everything,
and have a name bestowed upon them—in this case,
—Carlo Collodi, Le Avventure di Pinocchio geppettin are normally named by children, or are
given terms of endearment by adults.
Ever a joy to children, geppettin resemble living
playthings made of wood, cloth, or porcelain. Names. Birdie, Cuddles, Desmond, Dusty, Hobbes,
Though easily mistaken for puppets, geppettin are Fluffie, Frowny, Lizzie, Patches, Princess, Pup-pup,
not manipulated by a just-out-of-sight puppeteer; Red Jacket, Teddy
they are animated, sentient, and independent.
Geppettin Traits
Diverse Oddities
As a geppettin, you have the following racial traits:
As a race, the geppettin are an oddity. Though Ability Score Increase. Your Dexterity score
rare, they are numerous enough and share enough increases by 1, and your Charisma score increases by
similarities with each other that they may be 1.
counted as an actual race of people, and not just Age. As constructs, geppettin do not age, and
freak mishaps of magic. While it may be that there are mature as soon as they become sentient.
are dedicated creators of geppettin, as there are with Alignment. Geppettin, as varied as they are,
golems, a significant number of them have come to run the gamut of alignments: Raggedies are generally
life on their own. good, bisques tend towards evil, and marionettes are
Physically, geppettin are quite small, often usually in between.
slightly shorter than halflings. Their physical features Speed. Your base walking speed is 25 feet.
vary greatly from type to type, but they are almost Size. Geppettin are Small creatures, rarely
always humanoid in shape. For simplicity, geppettin breaking 3 feet in height.
are classified by the materials by which they are Darkvision. Geppettin have superior vision
composed: bisque are porcelain, marionettes are in dim light and darkness. You can see in dim light
wood, and raggedy are made of fabric. within 60 feet of you as if it was bright light, and
Despite being made of somewhat flimsy darkness as if it was dim light. You can't discern color
materials, sentience seems to grant them an odd in darkness, only shades of gray.
hardiness. As well, due to their non-living nature, Construct Anatomy. Even though you
they never hunger, rarely tire, and are adept at were constructed, you are a living creature. You are
being innocuous. Most find some form of work or immune to nonmagical diseases. You do not need to
profession in entertainment, but a few find fantastic eat or breathe, but you can ingest food and drink if
success as spies and assassins. you wish.
Instead of sleeping, you enter an inactive state
Charming, Yet Uncanny for 4 hours each day. You do not dream in this state;
you are fully aware of your surroundings and notice
Though they bring delight to children, geppettin approaching enemies and other events as normal.
instill a cold fear in many adults: the type of fear that You can still be placed into a torpor by sleep-
accompanies the uncanny realization that something inducing magic.
inanimate is, in fact, alive. A person’s first reactions Innocuous. Geppettin are generally
to a geppettin can be most telling, and usually indistinguishable from non-living dolls of the same
fall into two camps: those that find the geppettin type. Because of that, they can be very stealthy
delightful, perhaps recalling cherished childhood when required. You have advantage on Charisma
memories, and those that are taken by an unnerving (Deception) checks you make to appear as a
phobia, feeling a sudden chill upon seeing a doll mundane toy.
move of its own impetus. Languages. Geppettin can read and write
Common as well as one other language based on
their creator's race (your choice).

8

Geppettin

Subrace. Geppettin are divided into This one is stuffed with fluff AND rage!
subraces based on material. Choose bisque,
marionette, or raggedy for your subrace. Pantomime. Fitted with strings, all marionettes
are taught to dance. You gain proficiency in the
BISQUE Performance skill, and have advantage on Charisma
Bisque geppettin are a form of porcelain doll, crafted (Performance) checks made to dance.
with exacting specification and often luxurious RAGGEDY
clothing materials. Though they are designed to look Raggedy geppettin, also commonly called plushies,
as realistic as possible, they are often thought to be are any form of stuffed or soft doll. Though
the most terrifying of geppettin, due to their lifeless they often look humanoid, they may also look
visage. Though their faces are often very fragile, their like animals, monsters, or any other form of
construction is generally much hardier than their anthropomorphic creature.
brethren. Ability Score Increase. Your Charisma score
Ability Score Increase. Your Constitution further increases by 1.
score increases by 1. Adorable. Raggedy, before coming to life, were
China Doll. Any Wisdom (Insight) check made designed to be appealing to children. As such, you
to discern your true emotions has disadvantage. gain proficiency in the Persuasion skill, and have
Surprise Attack. Bisque know that their small advantage on Charisma (Persuasion) rolls you make
size and natural stealth lead to being very efficient against children or other humanoids that are fond of
stalkers. If you surprise a creature and hit it with an cute things.
attack on your first turn in combat, the attack deals Stuffed with Fluff. Raggedy are filled
an extra 2d6 damage to it. You can use this trait only with a lightweight, soft material. When you take
once per combat. bludgeoning damage, you can use your reaction
Terrifying. Your lifeless eyes and face tend to to gain resistance to the damage, and you are also
instill fear in people, often without even trying. You knocked 5 feet away from the source of the damage.
gain proficiency in the Intimidation skill, and have
advantage on any Charisma (Intimidation) rolls in
which you are attempting to scare someone that was
not initially aware you are alive.

MARIONETTE
Marionettes are made mostly out of wood, with
painted faces and carved clothing. Due to their
construction, their jointed limbs are quite flexible,
and they are known to be fantastic dancers.
Ability Score Increase. Your Dexterity score
further increases by 1.
Clipped Strings. You can manipulate your
old strings, using them to attack. When you make a
melee attack with a light weapon on your turn, the
weapon gains the Reach property if it didn't already
have it.

9

Races MANDRAKE savaging those who enter their domain, but druids
and those who respect the old traditions of the forest
It was an ancient thing of moss-covered wood, know that such ire is seldom undeserved.
which creaked like a greatoak as it breathed, but
I’ll never forget its eyes: those glowing points Mandrake Names
were a thing of the fey, a thing of the deep-woods
forgotten to man. Taking their names from the old spirits of the forest,
which have long been forgotten by men, mandrakes
—Faizon the Blue, encountering a mandrake treat all names with great reverence.

Laymen believe that mandrakes are screaming, Male Names. Akathaso, Bistonis, Cithaeron,
crying babies grown from the roots of a plant. Hathor, Nomina, Orseis, Othrys, Yggdras
However, small, wailing mandrakes are those which
are harvested too early, literally children still in Female Names. Argyra, Circe, Claea, Hadryade,
infancy. If allowed to grow for a year and a day Helike, Lauma, Moria, Thronia
before being harvested, they emerge fully-formed,
able to mature into great and powerful tree people. Mandrake Traits

Flesh from Wood Because you are neither beast nor plant, you have the
following characteristics:
With a skin of thick bark and leaves growing at their Ability Score Increase. Your Wisdom score
extremities, you could be forgiven for believing that increases by 2.
mandrakes are simply bizarre plants, treants, or Age. Mandrakes must grow undisturbed for a
animated trees. This might even be partially true: it year and a day before they are harvested. They then
seems that mandrakes originated from some plant mature in a decade and live for centuries, growing
ancestor, but through strange magic or stranger wider, with more gnarled bark as they age.
evolution, they have become something midway Alignment. Mandrakes are known to keep
between animal and plant. centuries-old concords known only to the oldest of
Mandrake anatomies are filled with paradoxes: creatures. Though they stay neutral in most matters,
they bleed a ruby ichor, reminiscent of both blood they tend to lean toward lawful alignments.
and sap. Their hearts, which look like a knot of roots, Size. Mandrakes usually stand tall and
pump this around their body, enriching it with oxygen slim, usually almost seven feet high, with spring
borne by leaves and special pores on their extremities. mandrakes being smaller and winter mandrakes
By preference, mandrakes can bask in the sunlight or being slightly larger, and often hunched over. Your
consume living things for nourishment, and can even size is Medium.
absorb nutrients through their feet, though they rarely Speed. Your base walking speed is 30 feet.
subsist by sunlight and water alone. Plant Nature. Even though you are not fully a
plant, you still possess many of the same traits as one.
Forest Envoys As long as you are within direct sunlight for at least 4
hours a day, you do not need to eat. Additionally, you
Alchemists and arcanists alike scratch their heads can breathe through your leaves and extremities and
at mandrakes, but druids know them as the green can absorb water and nutrients through your feet.
emissaries who stand between the realms of Even if you are not proficient in Stealth,
animals and plants, making peace for all parties. To you can add your proficiency bonus to Dexterity
druidic tradition, mandrakes are unique, ancient (Stealth) checks that you make to hide in natural
constructions of Mother Nature herself, intended to environments, such as forests.
act as delegates for her will. Mandrakes are credited Root Magic. You know the shillelagh cantrip
by old druids with aligning elves with the forests and and can target yourself with the spell, treating one
dwarves with the mountains; only with the rising of your limbs as a club instead of an unarmed strike.
tide of humanoids and their preponderance of gods When you reach 3rd level, you can cast the goodberry
did most creatures forget about Mother Nature and spell once with this trait and regain the ability to do so
her half-plant ambassadors. when you finish a long rest. When you reach 5th level,
Today, mandrakes are rare, and make their you can cast the barkskin spell once with this trait and
homes in the forests near where villages and cities regain the ability to do so when you finish a long rest.
meet the true wilds. Humans tell tales of mandrakes Wisdom is your spellcasting ability for these spells.

10

Languages. You can speak, read, and write Mandrake
Common. You can also communicate simple ideas
to nonmagical plants and can question plants about Abundance. You gain the ability to cast the
events that occurred nearby during the past day, goodberry spell, as per your Root Magic trait, when
gaining information about creatures that have you choose this subrace at 1st level, rather than at
passed, weather, and other circumstances. 3rd level. When you cast this spell using this trait,
Seasonal Subrace. Depending on the season each creature that consumes a berry regains hit
in which mandrakes are harvested, they take on points equal to your proficiency bonus.
vastly different characteristics when they mature. Toxin Resistance. The vibrant colors of
Pick one seasonal subrace from Spring, Summer, autumn bring with them the promise of harvests to
Autumn, and Winter. come. To protect such a harvest, you have resistance
to poison damage.
SPRING
Mandrakes harvested in the spring are limber WINTER
and flexible, with lighter bark and short Mandrakes which are harvested in winter first
green buds instead of leaves. They are by glimpse the natural world at its harshest, becoming
far the thinnest and also the most agile harsh in return. Winter mandrakes never grow
of the mandrakes. leaves and develop gnarled bark that makes them
Ability Score Increase. Your look much older than they are. In addition, they
Dexterity score increases by 1. grow large, for surviving the winter months fosters a
Sprightly Movement. Your base movement certain strength that other mandrakes rarely, if ever,
speed increases by 5 feet. develop.
Storm Resistance. Accustomed to the Ability Score Increase. Your Constitution
thunderstorms of spring, you have resistance to score increases by 1.
lightning damage. Frost Resistance. Due to the bitter frost of
the long winter months, you have resistance to cold
SUMMER damage.
Summer mandrakes grow high and strong, as they Powerful Build. You count as one size larger
are accustomed to the warm months and ever- when determining your carrying capacity and the
abundant sunlight. Their leaves almost form a weight you can push, drag, or lift.
canopy, and the roots along their feet can hold fast to
the loam when the need arises.
Ability Score Increase. Your Strength score
increases by 1.
Deep Roots. As long as your feet are on natural
ground, you have advantage on Strength saving
throws and on all ability checks you make to resist
being pushed, shoved, knocked prone, or otherwise
moved involuntarily.
Wildfire Resistance. Having withstood
the dry conditions and occasional forest fires of
midsummer, you have resistance to fire damage.

AUTUMN
Mandrakes of the autumn are more colorful than
their kin, often literally so, decorated with leaves in
a myriad of reds, purples, yellows, and all the hues
in between. They reflect the natural world at its most
bountiful and seek to share the harvest's gifts with all
who will accept them.
Ability Score Increase. Your Charisma score
increases by 1.

11

Races MOUSEFOLK exile, the most personal punishment a village of
mouselings can inflict.
"You laughed when I said I would repay you,"
said the Mouse. "Now you see that even a Mouse Mousefolk Names
can help a Lion."
Most mousefolk names are derived from Rodentia,
—Aesop, The Lion and the Mouse the mousefolk language, and are fairly squeaky when
pronounced, as a result.
Never to be looked down upon, the slight,
unassuming mousefolk are kindhearted to a fault and Male Names. Arven, Blodge, Dunfur, Frisk, Jinoree,
possess courage greater than most giants. Phrenik, Reep, Skapp

Tiny But Brave Female Names. Beeka, Constance, Juniper, Tess,
Romsca, Serena, Wincey
Though the tiny, big-eared mousefolk are often
overlooked by larger creatures, history is brimming Mousefolk Traits
with stories of gallant mouse-knights staring down
dragons, crossing blades with warlords, and charging Slight and swift, you possess the following traits:
into grand battles. It happens that few histories are Ability Score Increase. Your Dexterity score
written about the valor of mousefolk—and many increases by 2.
more should be—yet they make appearances in Age. Mousefolk mature in their teens and live
legend all the same, their bravery cementing their around 80 years.
place in history. Alignment. Most mousefolk are neutral good.
Even excluding the long and proud history of They tend to be kind-hearted and have deeply-rooted
mouse-knights, few mousefolk are apt to fear either values.
big folk or monsters. Mousefolk are good to their Size. Mouselings stand around 3 feet tall,
neighbors and rarely pick fights; after all, most folks but appear slightly taller with their large ears, and
can be reasoned with. Those who can't be reasoned normally weigh no more than 40 pounds. Ratlings,
with, however, should rightly fear mousefolk striking by contrast, stand almost 4 feet tall, but have much
at their knees. Mousefolk do not suffer bullies lightly. smaller ears. Your size is Small.
Speed. Your base walking speed is 25 feet.
Storytellers and Legend-Keepers Darkvision. Mousefolk have superior vision
in dim light and darkness. You can see in dim light
The mousefolk language, Rodentia, has no written within 60 feet of you as if it was bright light, and
form, thus mousefolk preserve their history in story darkness as if it was dim light. You can't discern color
and in song passed from elders to children through in darkness, only shades of gray.
the generations. Their oral tradition is rich, filled Lightfooted. You have proficiency in the
with stories of grand heroics, shrewd tricks, and Stealth skill.
swooning romance. Indeed, many mousefolk live Scurry. You can move through the space of any
to see themselves preserved in the legends of their hostile creature as if it were difficult terrain.
people, their deeds remembered in a grand epic for Squeeze. You suffer no penalty for squeezing
the ages. into a space that is only large enough for a creature
that is one size smaller than you.
Hooded or Disgraced Languages. You can speak, read, and write
Common. You can also speak Rodentia, a quiet and
Though ratlings have long abandoned the old ways, squeaky language that has no established written
a mouseling is never to be seen without a hood. form. Mouselings value the oral tradition highly and
Following ancient tradition, mouselings wear their only take notes in Common, or using an improvised
hoods, which they have sewn themselves, at all shorthand that approximates the sounds of Rodentia
times, except in the direst circumstances. A hood in Common script.
is a symbol of wealth and social standing, and is Subrace. Mousefolk are commonly divided
sometimes replaced with hats or other headwear, into two subraces: mouselings and ratlings. Choose
when appropriate. one of these subraces.
Where this tradition originated, none can say,
but mouselings hold to it strongly. If one is seen
without a hood, it is surely a sign of disgrace and

12

MOUSELING RATLING Mousefolk
Mouselings are smaller than their ratling cousins, Often, ratlings stand a full foot taller than their
but are all the more daring. They sport a wide variety mouseling relatives, with longer tails and more
of coats, from grey to brown to very rare whites, but pointed ears. They are tougher, more resistant to
all possess large ears and round, black eyes. Though poison, and far more stubborn than other mousefolk,
these features often make them look adorable to big but are unquestionably resourceful. When needed, a
folk, most mouselings want nothing more than to ratling can escape just about any enclosure that isn't
be taken seriously. They fancy themselves knights, constructed entirely from metal and stone, a fact
merchants, minstrels, explorers, and a wide variety of which many jailers hold in contempt.
other occupations; only humans rival mouselings for Ability Score Increase. Your Strength score
ambition. increases by 1.
Ability Score Increase. Your Charisma score Gnaw. You can use your action to chew
increases by 1. through and break a small nonmagical object
Brave. You have advantage on saving throws that isn't being worn or carried, like a rope, a
you make against being frightened. wooden rod or handle, or a length of fabric.
Nimble Escape. When a creature you can see If you chew on a wooden wall or floor for 1
makes an opportunity attack against you, you can use minute, you can gnaw a hole large enough for a
your reaction to impose disadvantage on the attack Tiny creature. You can't chew through materials
roll. You can't use this trait when wearing medium or that are harder than your teeth, such as metal,
heavy armor. stone, or crystals.
Rat Resilience. You have advantage on saving
throws against poison, and you have resistance
against poison damage.

There once was a mouse
with a fiddle

She liked bees and
telling of riddles

But during a break,
She made a mistake
And broke it right

down the middle!

A limerick from Valda!

13

Races SPIRITHOST Despite this, most spirithosts are wrongfully
believed to be undead, their eerie, spectral forms
Hers was a kind of unearthly beauty that resisted too similar to ghosts for the layman to differentiate.
the very confines of reality—her hair so airy that it Many a well-meaning but ignorant cleric has tried
flowed in defiance of gravity, her skin so fair that to turn or banish a spirithost, to no avail. To avoid
it could be seen right through. I knew not if she such conflict, spirithosts often avoid large, unfamiliar
was alive—or if I was, given the circumstances— towns, or disguise their ethereality from others.
but very little of that mattered for the first few
moments, which seemed to stretch on for eons. Spirithost Names

—Jethro Meddlitt, gnome wizard, Spirithost names are gentle and sibilant, sounding
meeting a spirithost as if they are whispered. They sound strange in most
tongues, for they originate in an old, now forgotten,
Half-immaterial and half-flesh, spirithosts are the dialect of Common, practiced by the spirithost in
eerie, spectral, humanlike residents of the Border days long past.
Ethereal. Though often confused for specters, ghosts,
and other incorporeal undead, spirithosts are very Male Names. Astras, Boreas, Cin'nilas, Cusnon,
much alive, as much as their shifting, partly-material Fesim, Mesaron, Senvas, Servalas, Sesirops, Yalsin
bodies allow.
Female Names. Amias, Belias, Heathimis, Lethreas,
Spectral Sons and Daughters Nix'silia, Priscilla, Sayu, Shavaras, Sunda, Wishnas

The Ethereal Plane is generally thought to be lifeless, Spirithost Traits
exclusively the domain of restless, incorporeal
undead and other transient souls. While it is true Your borderline ethereal body grants you the
that there are no creatures native to that plane, following traits:
the Border Ethereal has its fair share of adopted Ability Score Increase. Your Dexterity score
inhabitants, such as the blink dog, phase spider, and increases by 1, and any other ability score of your
spirithost. The latter is the only humanoid to hail choice increases by 2.
from this desolate plane, and might be considered its Age. Spirithost do not experience time in the
only true descendant. same way as most mortal creatures. As a result, even
Though most spirithosts reside on the Material though they mature in their teens, their lives can
Plane, they can step sideways into the Ethereal stretch on for hundreds of years.
naturally, allowing them to bypass physical obstacles, Alignment. Though some spirithosts are evil,
and can see into the Ethereal effortlessly, allowing most are simply chaotic, harboring a deep distrust
them to navigate both planes at once. They can for institutions that so readily brand them as undead.
even communicate with the dead directly, a feat few Size. Spirithost stand as tall as humans, usually
mediums take lightly. around 5 to 6 feet tall. However, their slightly
ethereal form is only loosely affiliated with gravity,
Branded Undead weighing half as much as a similarly-sized human.
Your size is Medium.
Though their bodies resemble those of ghosts— Speed. Spirithosts move gracefully, as if drifting
slightly translucent, glowing from inside with a pale, through water. Your base walking speed is 30 feet.
white light—spirithosts are not undead. Far from it: Ethereal Vision. Your supernatural nature
they are born, grow old, and die, and can even raise grants you superior vision. While you are on the
children. Material Plane, you can see 60 feet into the Ethereal
Plane.
ANCESTRY Incorporeal Movement. You can move
through other creatures as if they were difficult
5th Edition inherits some problematic terrain. You can also move through solid objects, but
terminology for "race" as a game concept. We your partially-material form cannot pass through
prefer the term"ancestry" as an alternative and more than one foot of stone, one inch of common
encourage you to use it in your campaigns, but metal, a thin sheet of lead, or 3 feet of wood or dirt.
have opted to use the old terminology in this
book for compatibility with the core rules.

14

If you end your movement occupying the Spirithost
same spot as a solid object or creature, you are
immediately shunted to the nearest unoccupied
space that you can occupy and take force damage
equal to twice the number of feet you are moved.
Ethereal Nature. You can go twice as long
without eating, drinking, or breathing, without
penalty.
Spirit Speech. You can cast the spell speak
with dead, without using spell slots or material
components. You can only ask one question of a
corpse when you cast this spell in this way. Once you
use this trait, you can't use it again until you finish a
long rest.
Translucence. As a bonus action, you can
magically turn invisible until the start of your next
turn or until you attack, make a damage roll, or force
someone to make a saving throw. Creatures which
can see into the Ethereal Plane can see you normally.
Once you use this trait, you can’t use it again until
you finish a short or long rest.
Languages. You can speak, read, and write
Common and one other language of your choice.

TALENTS, APPEARANCE, UPBRINGING

The races presented in 5th edition present broad, Appearance. No matter what the official
monolithic portraits of what it is like to be a dwarf, descriptions say, there's no one canonical way an
an elf, a halfling, and so on. These illustrations elf, dwarf, gnome, or tiefling should look. Your
and descriptions, however, are often unhelpful for character can have any skin color, nose, eyes, hair,
understanding any particular member of a race, and build you want. To put an even finer point on
and are, at worst, dangerously reductive. If you it: your character can look like a person of any real
want to play a more nuanced character, work with world ethnicity, no matter what race you choose.
your GM to customize the following areas. Upbringing. Certain racial abilities, such as
Talents. Dwarves get a bonus to Constitution the Dwarven Combat Training trait, are the result
because the typical dwarf has a short, brawny build. of growing up in a traditional dwarven society with
However, your dwarf might favor academic pursuits its particular values and expectations. Naturally, an
or have an obsession with opera. Think of these adopted or orphaned dwarf won't have these skills.
ability scores as your natural talents, rather than as For example, a dwarf who was adopted by high elf
fixed inborn advantages parents might instead have learned to cast a cantrip.
When you choose your race and subrace, Work with your GM to determine which traits
you can assign your Ability Score Increase traits owe to your upbringing; if in doubt, remember that
to ability scores that you choose, instead of most racial traits, with the exception of perhaps a
those specified in the traits. You can’t assign two dragonborn's breath weapon, can be attributed to
increases (a +2 and a +1, for example) to the same your upbringing. You can exchange any such trait
ability score, and you can’t increase a score above with any roughly equivalent racial trait that better
20. reflects your upbringing.

15

Races NEAR-HUMAN AQUATIC
Prerequisites: 1st level only, near-human variant
Humans are known for being ambitious, diverse, One of your parents is a merfolk or you are distantly
and extremely short-lived, but also have the dubious descended from the Elemental Plane of Water;
honor of being associated with an abundance of consequently, you have aquatic features, like gills,
near-human offshoots, for it seems humans can webbed fingers and toes, and fishlike scales, which
breed with just about anything. Near-humans are grant you the following racial traits:
still basically humans, bearing subtly different traits • Increase one ability score of your choice by 1, to a
from a wide variety of sources, and are individually
rare, but make up a surprisingly large portion of any maximum of 20.
human population. • You can breathe water as well as air.
If you choose a human for your race, you can • You have a swimming speed equal to your
use the Near-Human variant traits, which replaces
the human’s Ability Score Increase trait: movement speed.
Ability Score Increase. Two different ability
scores of your choice increase by 1. BEASTMAN
Skills. You gain proficiency in one skill of your Prerequisites: 1st level only, near-human variant
choice. With a short tail, coarse fur covering your face,
Feat. You gain one feat of your choice. This feat and long teeth and claws, you appear more like a
must have Near-Human variant as a prerequisite. ferocious beast than a man. Perhaps your parentage
includes a werecreature or an intelligent beast,
Near-Human Feats granting you the following racial traits:
• Increase one ability score of your choice by 1, to a
Near-humans come in all shapes and sizes and from
all walks of life. They are the barest expression of maximum of 20.
human diversity; human offshoots from all corners • You have advantage on Wisdom (Perception)
of the world. Each near-human must take one the
following feats at 1st level, which helps define their checks made to smell.
heritage and grants them new racial traits. • You possess sharp claws, which are natural

ABOLETH SPAWN weapons that you can use to make unarmed
Prerequisites: 1st level only, near-human variant strikes. On a hit with them, you deal slashing
Somehow, you were created by an aboleth, and damage equal to 1d4 + your Strength modifier,
you suffer from strange and hideous mutations as instead of the bludgeoning damage normal for an
a result. As a result of these changes, you have the unarmed strike.
following racial traits:
FIREBRAND
• Increase one ability score of your choice by 1, to a Prerequisites: 1st level only, near-human variant
maximum of 20. Either born imbued with, or later marked by, the
powers of Elemental Fire, these near-humans have
• You have uncanny psychic resistances. You have an affinity for fire magic. Their heritage makes them
advantage on saving throws you make against dangerous adversaries in combat, as does the volatile
being charmed. nature of their innate powers. Firebrands are human
in shape, but have deep red skin and flames behind
• At least one of your limbs is muscular, rubbery, their eyes. You have the following racial traits:
and pliant, acting more as a tentacle than a limb • Increase one ability score of your choice by 1, to a
in its own right. You can use this limb as a natural
weapon to make unarmed strikes. On a hit with maximum of 20.
it, you deal bludgeoning damage equal to 1d4 • You have resistance to fire damage.
+ your Strength modifier instead of the normal • You know the produce flame cantrip. At 3rd level,
damage for an unarmed strike.
you can also cast the burning hands spell once
with this trait and regain the ability to do so when
you finish a long rest. Your spellcasting ability for
these spells is Charisma.

16

GREEN SKIN HOBBIN Near-Human
Prerequisites: 1st level only, near-human variant Prerequisites: 1st level only, near-human variant
Your people metabolize by basking in the sunlight, The foul-smelling hobbins are half-human and half-
aided by your tough, photosynthetic skin, gaining hobgoblin. With great, flat noses, orange-tanned
the following racial traits: skin, coarse hair, and three knuckles on each finger,
• Increase one ability score of your choice by 1, to a they don't quite resemble either of their parents, and
may go to great lengths to resemble a normal human
maximum of 20. or hobgoblin in everyday life. You retain much of the
• You have advantage on saving throws against being talent for war enjoyed by hobgoblins, and have the
following racial traits as a result:
poisoned and have resistance to poison damage. • Increase one ability score of your choice by 1, to a
• While you are not wearing armor, your AC equals
maximum of 20.
12 + your Dexterity modifier. • You gain proficiency with flails, javelins,

GRENDEL shortswords, slings, war picks, and whips.
Prerequisites: 1st level only, near-human variant • When you roll initiative and you are neither
With their green-tinted and boil-ridden skin, spindly
fingers, and pointed teeth, few people will mark a surprised nor unconscious, you can move up to
grendel as half-human. Grendels exclusively favor 10 feet and can make one melee weapon attack
the look of their troll parentage and have immense against a creature within your reach.
difficulty in human society. You have the following
racial traits: MUL
• Increase one ability score of your choice by 1, to a Prerequisites: 1st level only, near-human variant
Though one of your parents was a human, the other
maximum of 20. was a dwarf. Such a pairing is unlikely to have
• You retain some of the regenerative properties of produced offspring, but you have defied the odds
to join the ranks of the few, and exclusively sterile,
your troll parentage. Whenever you have fewer muls. You have the following racial traits:
than one-fourth of your maximum hit points • Increase one ability score of your choice by 1, to a
(rounded down), you regain 1 hit point each
minute. maximum of 20.
• You have darkvision, the ability to see in dim
GRUE
Prerequisites: 1st level only, near-human variant light within 60 feet of you as if it were bright light,
One of your parents was a creature of darkness, and in darkness as if it were dim light. You can’t
such as a shadow or a native to the Plane of Shadow. discern color in darkness, only shades of gray.
Grues, such as yourself, have blackened skin and • Your hit point maximum increases by 1, and it
cast a shadow in all directions, even when directly in increases by 1 every time you gain a level.
light. In shadows, you are nearly invisible. You have • You can read, speak, and write Dwarven.
the following racial traits:
• Increase one ability score of your choice by 1, to a OGRE-BLOODED
Prerequisites: 1st level only, near-human variant
maximum of 20. Your coarse features and monstrous build betray the
• You have darkvision, the ability to see in dark and foul blood that runs through your veins, evidence
that one of your parents is an ogre. You have the
dim conditions. You can see in dim light within following racial traits:
60 feet of you as if it were bright light, and in • Increase one ability score of your choice by 1, to a
darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray. maximum of 20.
• When you are hidden and a creature discovers • You gain proficiency in the Intimidation skill.
you with a successful Wisdom (Perception) • You count as one size larger when determining
check, you can reattempt your Dexterity
(Stealth) check to hide. On a success, you silently your carrying capacity and the weight you can
reposition yourself, and the creature does not push, drag, or lift.
notice you. Once you use this trait, you can't use
it again until you finish a short or long rest.

17

Races OWLBEARMAN • Increase one ability score of your choice by 1, to a
Prerequisites: 1st level only, near-human variant maximum of 20.
You are a hulking thing of feathers, flesh, and fur;
half-man, half-bear, and half-owl, none can say for • You always add your proficiency bonus to saving
sure what you are, other than the result of some mad throws against being frightened.
wizard meddling in the gods' domain. You have the
following racial traits: • When you take a short rest, you can automatically
• Increase one ability score of your choice by 1, to a regain 1 hit die and can choose to spend it
immediately. You can't use the ability again until
maximum of 20. you finish a long rest.
• You can attempt to grapple creatures two size
REPTILOID
categories larger than yourself, and you have Prerequisites: 1st level only, near-human variant
advantage on grappling checks you make on your You bear the abrasive skin, slitted eyes, and split
turn against creatures that are at least one size tongue of a reptile—perhaps due to a dragonborn or
category smaller than you. kobold parent—which grant you the following racial
• You have a long, hooked beak, normally only traits:
possessed by owlbears and birds of prey, which • Increase one ability score of your choice by 1, to a
you can use to make unarmed strikes. On a hit
with it, you deal piercing damage equal to 1d6 + maximum of 20.
your Strength modifier instead of the bludgeoning • You can go twice as long as other humans without
damage normal for an unarmed strike.
eating or drinking.
PORTERLING • You can use your action to spit acid from your
Prerequisites: 1st level only, near-human variant
You are a porterling, parented both by a human and mouth. When you do so, make a ranged weapon
one of the little folk, either a gnome or a halfling. You attack roll against a creature within 30 feet. On
stand about as tall as a dwarf, but are far leaner—and a hit, the target takes 1d8 acid damage for each
if fathered by a gnome, are also somewhat top- point of your proficiency bonus. Once you use
heavy. Though they are often confused for dwarves, this trait to spit acid, you can’t do so again until
porterlings can only rarely grow large or thick you finish a short or long rest.
beards. You have the following racial traits: • You can speak, read, and write Draconic.
• Increase one ability score of your choice by 1, to a
ROGUEAN
maximum of 20. Prerequisites: 1st level only, near-human variant
• Porterlings are unnaturally flexible. You have You hail from an icy, desolate land, prone to dramatic
swings in temperature. Surviving the interminable
advantage on checks you make to escape grapple harshness of your home gives you the following
or to slip bindings. racial traits:
• You suffer no penalty for squeezing into a space • Increase one ability score of your choice by 1, to a
that is only large enough for a creature that is one
size smaller than you. maximum of 20.
• You can roll a d8 whenever you make a long • You have resistance to cold damage.
or high jump, adding the number rolled to the • You can tolerate temperatures as low as -100
number of feet you cover, even when making
a standing jump. This extra distance costs degrees Fahrenheit and as high as 300 degrees
movement as normal. Fahrenheit.
• You have darkvision, the ability to see in dark and
PROTO-MAN dim conditions. You can see in dim light within
Prerequisites: 1st level only, near-human variant 60 feet of you as if it were bright light, and in
You come from a place of massive flora and ancient darkness as if it were dim light. You can’t discern
creatures; your people are hearty and robust, much color in darkness, only shades of gray.
like very early humans. You gain the following racial
traits: STONEBORN
Prerequisites: 1st level only, near-human variant
With cracked and abrasive skin, stoneborn appear
as if they were roughly hewn from granite and have

18

similarly rigid personalities. These near-humans are WINDSWEPT Near-Human
proud of their connection to Elemental Earth and Prerequisites: 1st level only, near-human variant
believe themselves conquerors, fated to rule over Carefree and constantly possessed of wanderlust,
every stone. You have the following racial traits: the extraordinarily pale windswept embody their
• Increase one ability score of your choice by 1, to a connection to Elemental Air. Windswept humans are
never likely to sleep in the same bed for two nights
maximum of 20. in a row; they are always moving, always exploring,
• Your Armor Class increases by 1. and always following the wind. You are lighter than
• You have advantage on ability checks and saving a normal human, capable of floating gently on the
breeze, and have faint inborn power over the winds,
throws you make to resist being knocked prone which grant you have the following racial traits:
or moved against you will.
• By placing your hand on natural stone and using • Increase one ability score of your choice by 1, to a
your action to focus, you can feel the presence of maximum of 20.
any natural gems or metals within 100 feet of you.
• When you fall and aren’t incapacitated,you
TAURAN can subtract up to 100 feet from the fall when
Prerequisites: 1st level only, near-human variant calculating falling damage, and you can move
Your large nose, strong jaw, and wide head do up to 2 feet horizontally for every 1 foot you
much to reveal your distantly bovine nature, but the descend.
prominent bull-horns atop your head reveal to all
that you are half-minotaur. Taurans tower over most • Your movement speed increases by 5 feet.
people, and can solve mazes with ease, but typically • Your whispers carry on the wind. You know the
possess a shadow of their minotaur parent's might.
You have the following racial traits: message cantrip.
• Increase one ability score of your choice by 1, to a

maximum of 20.
• You can perfectly recall any path you have

traveled.
• On any turn in which you only move in a straight

line, your movement speed increases by 10 feet.
• You have two horns that you can use to effectively

gore your enemies. The horns are a natural melee
weapon that you can use to make unarmed
strikes. On a hit with them, you deal piercing
damage equal to 1d6 + your Strength modifier,
instead of the bludgeoning damage normal for an
unarmed strike.

19

Happenstance brought us to an old haunt: a a metaphoric dungeon of unfathomable peril.
rowdy tavern named the Bruised Rooster which Gresher assured us otherwise.
keeps a boxing ring in the common room. The He told us where the Spire stood and how
night's main attraction was Gresher the Mighty, to reach it. Concealed by illusions, the Spire can
a bugbear pugilist of impressive build, squaring be seen only if you approach it from the right
off against Kin-Din, a squirrely kobold. Gresher angle; if we so much as stepped off the path,
didn't land a single blow, and the kobold it would vanish behind a tree or hill. Stranger
eventually wore him down for a knock-out still, the journey would take a fortnight, though
punch. it could be no more than two day's ride on the
As we nursed Gresher back to health, he map. Unsettling magic brewed in that place,
deliriously told of his former adventuring party, and a sense of foreboding grew within our
who vanished while seeking the Spire of Secrets, company as we resolved to seek it out.
a lich's tower of unimaginable treasures. I His last warning was simply: "Beware Valda.
believed the Spire to be an urban legend, Never has there been a more diabolic lich."

20

CHAPTER 2: CLASSES

The beating heart of 5th Edition is its character Spire of Secrets builds on this core pillar with
classes. Of the three choices that define your ten brand new classes, many of which are radically
character at first level—Background, Race, and different to the twelve offered in the core rules.
Class—your class carries the most significance, For example, the captain class lets you control two
influencing every aspect of how you play the game, characters at once, while the warmage lets you play
from your outlook on the world to the way you a powerful spellcaster using only cantrips. Each new
survive life-or-death combat. Your class is your class also includes at least seven subclasses, as well all
calling, the truest embodiment of how your character supplemental rules necessary for play.
lives, and provides a platform for feats and subclasses
which further refine your vision.

21

Classes NEW CLASSES Craftsman

This book presents 10 new classes to complement Invention, the class
the existing 12 in the core rules. Each of these new Master artisans and inventors, craftsmen can forge
classes embodies a new way to play and represents masterwork equipment and devise entirely new
common types of adventurers which will be present weapons on the fly. Play a craftsman if you want to
in most, if not all, settings. experiment with a comprehensive array of weapon
You can choose from among the 10 new classes properties to invent entirely new weapons and armor.
and the 12 core classes in any campaign, unless the
GM decides that some of the classes, such as the Gunslinger
gunslinger, are not in the campaign.
You could assemble a sensible party entirely Critical, the class
out of classes from this book—an alchemist, martyr, Narrowed eyes, smoking barrels. Gunslingers live on
warden, and witch, for example—or pick only one the edge, brandishing a special resource called risk
or two of these classes alongside a party of core class dice to keep them alive by the skin of their teeth. Play
adventurers. Using the multiclassing rules in Chapter a gunslinger if you enjoy scoring powerful critical
4, you can even mix-and-match any number of hits and having an entire arsenal of guns at your
these classes together to achieve new combinations. disposal.
Perhaps you can try an alchemist rogue to use
explosive Sneak Attacks, or maybe you could play a Investigator
craftsman monk that specializes in exotic gauntlet
weapons. Utility, the class
You can find options for further customizing Supernatural researchers and monster hunters,
these classes in Chapter 4. With a combination of investigators use a few silver-tipped crossbow bolts
new feats, auxiliary levels, and multiclassing, the and a tome brimming with rituals to banish monsters
potential for new characters is endless. that stalk the night. Play an investigator if you want
The following summaries highlight each new access to boundless utility options and the ability to
class’s core features and why you might enjoy playing go toe-to-toe with a vampire or werewolf.
them. Additionally, each Mage Hand Press class can
generally be described by a single word, which is Martyr
listed before the class’s summary.
Sacrifice, the class
Alchemist Chosen by the gods to complete a task, martyrs
are set upon a harsh, predestined path, requiring
Alchemy, the class constant sacrifice. Martyrs use their hit points to fuel
Using half-science, half-magic concoctions, their divine abilities, but supernaturally resist death's
alchemists brew up explosives and transmutative embrace. Play a martyr if you want to experience the
potions on the fly. Play an alchemist if you want to push and pull of sacrificing hit points for massive
experiment with a wide array of scientific discoveries damage, only to heal moments later.
and lethal bombs!
NOTE FOR THE GM
Captain
The craftsman, captain, and necromancer are
Leadership, the class not recommended for first-time players. The
Brave commanders and savvy tacticians, captains captain and necromancer command more than
control a second character in the form of a cohort one character at once, while the craftsman
and enhance their allies in combat with dice-fueled requires careful reading and understanding of
maneuvers. Play a captain if you want to lead your their properties.
allies to victory! Furthermore, discuss with the players
before the campaign how best to approach
martyrs, which have strong religious themes
and references to blood, and necromancers,
which are often overtly evil and might pose a
challenge to roleplay.

22

NEW CLASSES New Classes

NAME HIT PRIMARY STARTING SAVING THROW
DIE ABILITY GOLD PROFICIENCIES ARMOR AND WEAPON PROFICIENCIES
4d4 × 10 gp
Mage Hand Press Classes 5d4 × 10 gp

Alchemist d6 Intelligence, 5d4 × 10 gp Dexterity, Light armor, simple weapons,
Dexterity Intelligence bombs
4d4 × 10 gp Constitution, Light and medium armor, shields,
Captain d8 Charisma, 4d4 × 10 gp Charisma simple and martial weapons
Strength or
Dexterity 3d4 × 10 gp
4d4 × 10 gp
Craftsman d10 Strength or 2d4 × 10 gp Constitution, All armor (including exotic), shields,
Dexterity, 4d4 × 10 gp Intelligence all weapons (including exotic)
Intelligence 3d4 × 10 gp

Gunslinger d8 Dexterity Dexterity, Light armor, simple weapons,
Charisma martial firearms
Investigator d8 Intelligence, Dexterity, Light armor, simple weapons,
Strength or Intelligence hand crossbows, heavy crossbows,
Dexterity longswords, rapiers, shortswords
Strength, Light and medium armor, shields,
Martyr d12 Wisdom, Wisdom simple and martial weapons
Constitution Constitution, Simple weapons
Intelligence
Necromancer d6 Intelligence Strength, Light and medium armor, shields,
Constitution simple and martial weapons
Warden d10 Strength Constitution, Light armor, simple weapons
Intelligence
Warmage d8 Intelligence Wisdom, Light armor, simple weapons,
Charisma blowguns, shortswords, and whips
Witch d8 Charisma

Necromancer Warmage

Minionmancy, the class Cantrips, the class
Necromancy, the grim magic of death, is laden with The undisputed masters of cantrips, warmages turn
forbidden secrets and unquestionably evil spells. the most humble spells into deadly weapons via an
Its practitioners, therefore, are a unique breed, array of tricks. Play a warmage if you want to be a
possessing a well of dark energy and an edge for high-damage spellcaster with deep customization
scoring critical hits with spells, to say nothing of and few spells to learn.
their armies of undead thralls. Play a necromancer to
balance ethics against ambition and manage multiple Witch
monsters at the table.
Debuff, the class
Warden Afflicted by a sinister curse, witches can spin dark
magic into hexes, which they use to debilitate foes.
Tank, the class They are also accompanied by their familiars, loyal
Wardens are tanks of the battlefield that refuse to magical companions which they use to deal the
give an inch. When overwhelming enemies bear killing blow. Play a witch if you want to hobble your
down, wardens hold the line for the party and single enemies and cackle while doing so.
out targets from the crowd until the tide turns in
their favor. Play a warden if you want to be a tough-
to-kill warrior with a focus on crowd control.

23

CAPTAIN CRAFTSMAN
Page 44 Page 62

ALCHEMIST INVESTIGATOR
Page 26 Page 102

GUNSLINGER
Page 90

24

MARTYR NECROMANCER
Page 114 Page 126

WARDEN
Page 144

WITCH
Page 172

WARMAGE
Page 156

25

26 Classes

ALCHEMIST Alchemist

A grinning gnome cackles with glee as he hurls a researching and discovering new compounds
bomb into a group of charging goblins, blasting them composed of the elements. The pinnacle of alchemy
into scorched chunks. He produces another, throws is the philosopher’s stone, which is rumored to grant
it at his feet, and disappears, still laughing, into the its bearer supreme elemental power. Few alchemists
ensuing cloud of smoke. have succeeded in creating a philosopher’s stone, and
A slender elf quickly mixes liquids and herbs fewer still remain alive to divulge its secrets.
in a small bowl. She applies the mixture to an
arrow wound on an injured dwarf ’s side, which Creating an Alchemist
immediately stops bleeding.
Whether their methods are explosive, When you create an alchemist, consider why you
transformative, or restorative, alchemists live to study alchemy. Are you attracted to its dangerous
transmute the world around them to their liking. power or its ability to help others? Do you desire to
use magic, but lack the aptitude or inborn ability?
Chemical Reactions Why do you adventure? Are you searching for
new alchemical formulae or rare ingredients? Do
One of the first things an alchemist learns is how you, like so many, seek the philosopher’s stone?
to mix chemicals that react explosively with each Be sure to understand alchemy’s place in your
other. Ostensibly, this is taught to students to campaign world. You might have learned your
prevent deadly accidents, but adventuring alchemists trade from a master or studied alongside artificers
regularly apply this knowledge to create bombs. and wizards in a university. Your trade might be
An alchemical bomb is a 1-pound, apple-sized, commonplace or an oddity. Depending on the
spherical glass or clay flask filled with a reactive setting, you might be respected for your knowledge
chemical. A smaller vial of thin glass containing a or feared for your destructive potential.
reagent is suspended in the liquid, and the whole
thing is sealed with a cork or wax seal. The chemicals QUICK BUILD
violently explode when mixed. This occurs when You can make an alchemist quickly by following
the inner vial breaks, usually after the bomb impacts these suggestions. First, make Intelligence your
a solid surface or a fuse sets off a small explosive highest ability score, followed by Dexterity. Choose
detonator within the vial. Bombs are primarily any background.
used to fend off enemies, but creative alchemists
may find more practical uses for explosives, such as
demolishing obstacles.

Serums and Tinctures

More experienced alchemists learn to mix less
volatile substances into potions, alchemical
concoctions which replicate magical effects.
These potions range from the medicinal, such as
potions of healing, to the transformative, such as
potions of gaseous form, to the downright deadly,
such as potions of poison. Undisputed masters of
potions, alchemists constantly innovate with new
formulations and preparations, improving their
potions into magic items in their own right.

Elemental Sciences

The primary source of alchemy’s power comes
from the elemental planes. It is no surprise, then,
that alchemists strive to tap deeper into that power,

27

Classes THE ALCHEMIST

PROFICIENCY FORMULAE REAGENT DISCOVERIES FEATURES
LEVEL BONUS KNOWN DICE KNOWN

1st +2 — — — Bombs, Natural Philosopher
2nd +2 3 — — Bomb Formulae, Field of Study
3d10
3rd +2 3 4d10 — Reagent
5d10
4th +2 3 6d10 2 Ability Score Improvement, Discoveries
5th +3 4 7d10 2 Flashbang
6th +3 4 8d10 3 Field of Study feature
7th +3 5 9d10 3 Improved Potions
10d10
8th +3 5 11d10 3 Ability Score Improvement
9th +4 6 12d10 4—
10th +4 6 13d10 4 Field of Study feature
11th +4 7 14d10 4 Evasion
12th +4 7 15d10 4 Ability Score Improvement
13th +5 8 16d10 5—
14th +5 8 17d10 5 Improved Potions
18d10
15th +5 9 19d10 5 Blast Coating
16th +5 9 20d10 5 Ability Score Improvement
17th +6 10 6—
18th +6 10 6 Field of Study feature

19th +6 11 6 Ability Score Improvement
20th +6 11 6 Philosopher’s Stone

CLASS FEATURES EQUIPMENT
You start with the following equipment, in
As an alchemist, you gain the following class features. addition to the equipment granted to you by your
background:
HIT POINTS
Hit Dice: 1d6 per alchemist level • (a) a light crossbow and 20 bolts or (b) any simple
Hit Points at 1st Level: 6 + your Constitution weapon

modifier • (a) an explorer’s pack or (b) a scholar’s pack
Hit Points at Higher Levels: 1d6 (or 4) + your • Alchemist’s supplies and (a) a vial of acid, (b) a

Constitution modifier per alchemist level after 1st vial of alchemist’s fire, or (c) a vial of basic poison
• Leather armor and a dagger
PROFICIENCIES
Armor: Light armor Natural Philosopher
Weapons: Simple weapons, bombs
Tools: Alchemist’s supplies, herbalism kit You have learned many things about alchemy during
Saving Throws: Dexterity, Intelligence your studies. Starting at 1st level, you can add half
Skills: Choose three from Arcana, History, Insight, your proficiency bonus, rounded up, to any ability
check you make to identify herbs, potions, poisons,
Medicine, Nature, Perception, Sleight of Hand, and or other alchemical substances. This bonus stacks
Survival with your normal proficiency bonus, if you would
add that already.

28

BOMB Alchemist

Bombs are exotic ranged weapons with the following statistics:

Name Cost Damage Weight Properties

Bomb 2 sp 1d10 fire 1 lb. Finesse, special, thrown (range 30/90)

SPECIAL PROPERTY
Bomb. When a bomb hits a target, it explodes in a 5-foot radius and is destroyed. The bomb can be
thrown at an unoccupied space within its range. Each creature other than the target within the blast
radius must succeed on a DC 11 Dexterity saving throw, taking half the damage rolled on a failed save or
no damage on a successful one.
Additionally, as a bonus action, you can empty some of the bomb’s explosive material to
permanently remove the blast radius from this bomb, dealing damage only to the bomb’s target.

Bombs class, you can choose one of the formulae you know
and replace it with another formula.
At 1st level, you can create volatile alchemical bombs
using your alchemist’s supplies. Whenever you take a Field of Study
short or long rest, you can create a number of bombs
equal to 10 plus twice your alchemist level. For While all alchemists share a common knowledge
you the cost of materials necessary to create these base, most alchemists specialize into a particular
bombs is negligible. After 24 hours, an unused bomb field of study. When you reach 2nd level, you select
becomes inert. The statistics of a bomb are shown in your field of study, which grants you features at 2nd,
the Bomb sidebar above. 6th, 10th, and 18th level.
Instead of making an attack with a bomb A formula granted by your field of study does
using the Attack action, once per turn you can take not count against the total number of formulae you
the Use an Object action to prime a bomb with know.
explosive reagents and throw it, increasing the
bomb’s explosive potential and allowing you to deal Reagent
additional damage. When you do so, you can add
your Intelligence modifier, instead of Dexterity, to Starting at 3rd level, you have a collection of
the bomb’s damage roll. Additionally, when you powerful alchemical reagents, represented by a pool
throw a bomb in this way, its damage increases by of reagent dice, that you can spend to brew potions
1d10 when you reach 5th level (2d10), 11th level or magnify the power of your explosives.
(3d10), and 17th level (4d10).
Saving Throws. When your bombs call for a REAGENT DICE
saving throw, its save DC is calculated as follows: You start with three reagent dice, which are d10s, and
you gain additional reagent dice as you gain levels in
Bomb save DC = 8 + your proficiency bonus this class, as shown in the Reagent Dice column of
+ your Intelligence modifier the Alchemist table. You regain all expended reagent
dice when you finish a long rest.
Bomb Formulae When you take the Use an Object action to
prime and throw a bomb, you can expend a number
By 2nd level, your research has granted you insight of reagent dice up to your proficiency modifier and
into new alchemical formulations for your bombs. add the dice to the bomb’s damage roll.
Select three bomb formulae from the Bomb
Formulae section below. Once per turn, when you BREWING POTIONS
take the Use an Object action to throw a bomb, you You can spend 10 minutes and expend any number
can apply a formula to it. of reagent dice to brew potions. These potions retain
When you gain certain levels in this class, you potency for 24 hours, after which they become inert.
learn additional formulae of your choice, as shown in If a potion calls for a saving throw, it uses your bomb
the Bomb Formulae Known column of the Alchemist save DC.
table. Additionally, when you gain a level in this The number of reagent dice and the alchemist
level required to brew a potion are given on the
Potions table:

29

Classes Potions Cost Alchemist Flashbang
Level
Potion Beginning at 5th level, you carry a supply of
concussive explosives which help you escape from
Potion of Climbing 1 reagent die 3rd perilous situations. As a bonus action, you can throw
one of these explosives at your feet, disorienting and
Potion of Growth 1 reagent die 3rd distracting nearby foes. Each creature within 5 feet of
you can’t take reactions until the start of its next turn.
Potion of Healing 1 reagent die 3rd
Evasion
Potion of Water Breathing 1 reagent die 3rd
Beginning at 11th level, when you are subjected to
Universal Solvent 1 reagent die 3rd an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no
Cure-All 2 reagent dice 7th damage if you succeed on the saving throw, and only
half damage if you fail.
Potion of Greater Healing 2 reagent dice 7th
Blast Coating
Potion of Heroism 2 reagent dice 7th
Starting at 15th level, you automatically succeed on
Potion of Resistance 2 reagent dice 7th saving throws against your own bombs and never
take damage from them.
Sovereign Glue (1 ounce) 2 reagent dice 7th
Philosopher’s Stone
Potion of Diminution 3 reagent dice 14th
At 20th level, you unlock the crowning achievement
Potion of Flying 4 reagent dice 14th of all alchemy: a philosopher’s stone, a dynamo of
alchemical energy in a fist-sized glowing jewel. You
Potion of Hill Giant Strength 4 reagent dice 14th can construct your philosopher’s stone using your
alchemist supplies, 1,000 gp worth of materials, and
Potion of Invisibility 4 reagent dice 14th 7 days of work. You can only have one philosopher’s
stone at a time and only you can gain the stone’s
Potion of Superior Healing 4 reagent dice 14th benefits. As long as you possess the stone, you gain
the following benefits:
REAGENT SYNTHESIS
Once per day when you finish a short rest, you can • Whenever you finish a short rest, you regain all
regain all of your expended reagent dice that you expended reagent dice.
have not used to brew potions.
• You can brew potions as an action, instead of in
Discoveries 10 minutes.

In the course of your research, you have made • You age 10 times slower than normal, and your
a number of discoveries regarding the nature of age cannot be magically changed.
alchemy. At 4th level, you gain two discoveries of
your choice. When you gain certain alchemist levels, Additionally, you learn the following formula, which
you gain additional discoveries of your choice, as doesn’t count against the total number of formulae
shown in the Discoveries Known column of the you know:
Alchemist table.
Additionally, when you learn a new discovery, FORMULA:NUCLEAR BOMB
you can choose one of the discoveries you know and By replacing your bomb’s explosive contents with
replace it with another discovery that you could learn your philosopher’s stone, you can change it into a
at that level. nuclear bomb. A nuclear bomb deals 10d10 + 100
force damage instead of its normal fire damage, has
Ability Score Improvement a blast radius of 1 mile, and completely destroys
the philosopher’s stone. Additionally, each creature
When you reach 4th level, and again at 8th, 12th, within the blast radius that fails its saving throw
16th, and 19th level, you can increase one ability takes the full bomb damage rolled, or half on a
score of your choice by 2, or you can increase two successful save. Creatures within 60 feet can’t avoid
ability scores of your choice by 1. As normal, you can’t this damage with Evasion or other features or spells.
increase an ability score above 20 using this feature.
Alternatively, as an alchemist, when you gain an
ability score improvement, you can instead choose
to learn a new Discovery for which you meet the
prerequisites.

30

BOMB FORMULAE MISSED BOMBS Alchemist

Bomb formulae are summarized on the following As bombs are explosive projectiles, it makes
table. If a bomb is exclusively available to one field sense to ask what happens if a thrown bomb
of study, it will be marked with an asterisk. Unless fails to hit its target. For simplicity, we assume
otherwise stated, all bombs produce a loud boom, that missed bombs explode harmlessly in the
audible out to one mile. Bombs are presented in background or fail to detonate altogether,
alphabetical order. but do not explode in the target’s space and
deal damage with its blast radius. The GM can
Bomb Formulae Saving decide which of these two outcomes happens or
Throw can determine the outcome randomly.
Formula Damage Dexterity
Dexterity BRAMBLE BOMB
Acid Bomb d4 acid — By adding a potent fertilizer to your bomb’s explosive
Constitution contents, you can change it into a bramble bomb. A
Arcano Bomb* d12 force Dexterity bramble bomb deals no damage, and instead causes
Dexterity tough, thorny brambles to sprout from any area of
Bramble Bomb — Dexterity natural ground within the bomb’s blast radius, which
Constitution becomes difficult terrain. Additionally, if a creature
Cryo Bomb d8 cold Dexterity in the blast radius is prone when the bomb detonates,
Dexterity it is enveloped by the brambles and must make a
Holy Bomb d8 radiant — Strength (Athletics) check opposed by your bomb
Wisdom save DC in order to move or stand. The brambles
Impact Bomb d8 force Varies shrivel and die after 1 minute.
— CRYO BOMB
Incendiary Bomb d6 fire Wisdom By replacing your bomb’s explosive contents with
Dexterity a piece of ice nine, you can change it into a cryo
Laughing Gas Bomb d6 poison Dexterity bomb. A cryo bomb deals cold damage instead of
Dexterity fire damage, has d8 damage dice, and requires a
Lightning Bomb d8 lightning — Constitution saving throw instead of a Dexterity
— save. Additionally, the target, as well as each creature
Nonlethal Bomb d8 bludg. Constitution within the blast radius that fails its saving throw, has
Constitution its speed decreased by 10 feet until the end of its next
Oil Bomb d6 fire — turn.
Dexterity HOLY BOMB
Pheromone Bomb* — Constitution By adding a few drops of holy water to your bomb’s
Constitution explosive contents, you can change it into a holy
Prismatic Bomb Varies bomb. A holy bomb deals radiant damage instead
of fire damage and has d8 damage dice, unless the
Painkiller Bomb* — target is a celestial, fiend, or undead. The bomb’s
damage dice are d6s against celestials and d12s
Psionic Bomb d6 psychic against fiends and undead.
IMPACT BOMB
Quiet Bomb d8 fire By replacing your bomb’s explosive contents with a
more reactive one, you can change it into an impact
Seeking Bomb d6 fire bomb. An impact bomb deals force damage instead
of fire damage and has d8 damage dice. Additionally,
Shrapnel Bomb* d8 piercing the target, as well as each creature within the blast
radius that fails its saving throw, is pushed 5 feet
Slime Bomb* — away from the center of the blast.

Smoke Bomb —

Sonic Bomb d6 thunder

Stink Bomb d8 poison

Teleportation Bomb —

Thermobaric Bomb d6 fire

Venom Bomb* d8 poison

Withering Bomb d8 necrotic

ACID BOMB
By mixing your bomb’s explosive contents with a
few drops of ardenflotic acid, a highly corrosive
chemical, you can change it into an acid bomb. An
acid bomb deals acid damage instead of fire damage
and has d4 damage dice. Additionally, the target, as
well as each creature within the blast radius that fails
its saving throw, takes the same amount of damage
again at the end of its next turn.

31

Classes INCENDIARY BOMB LIGHTNING BOMB
By adding a thickening agent to your bomb’s By replacing your bomb’s explosive contents with a
explosive contents, you can change it into an charged arcane capacitor, you can change it into a
incendiary bomb. An incendiary bomb has d6 lightning bomb. A lightning bomb deals lightning
damage dice. Additionally, the area of the blast damage instead of fire damage and has d8 damage
radius is engulfed in flames which persist until the dice. Additionally, the target, as well as each creature
beginning of your next turn. Flammable objects in within the blast radius that fails its saving throw, can’t
this area that aren’t being worn or carried ignite. Any take reactions until the end of its next turn.
creature that ends its turn in this area takes half the
bomb’s damage. NONLETHAL BOMB
LAUGHING GAS BOMB By replacing your bomb’s explosive contents
By mixing your bomb’s explosive contents with with a pouch of rubber pellets, you can change it
a drop of jesterate, a highly euphoric chemical, into a nonlethal bomb. A nonlethal bomb deals
you can change it into a laughing gas bomb. A bludgeoning damage instead of fire damage and has
laughing gas bomb deals poison damage instead d8 damage dice. If damage from this bomb drops a
of fire damage, has d6 damage dice, and requires creature to 0 hit points, it knocks the creature out,
a Constitution saving throw instead of a Dexterity rather than dealing a killing blow, rendering the
save. Additionally, the target, as well as each creature creature unconscious and stable. Additionally, this
within the blast radius that fails its saving throw, falls bomb’s rubber projectiles bounce around corners,
prone in a fit of laughter. Once a creature falls prone ignoring half and three-quarters cover for targets
due to this bomb's effects, it is immune to this effect within the blast radius.
(but not the bomb's poison damage) for 24 hours.
OIL BOMB
A bomb for every occasion! By mixing your bomb’s explosive contents with a few
drops of a super-surfactant, you can change it into
an oil bomb. An oil bomb does not deal damage, but
coats each creature within the blast radius in a sticky,
flammable oil. The next time a creature coated in oil
takes fire damage, it takes an additional d6 damage
for each die of fire damage rolled, up to a maximum
of half your alchemist level, rounded up. Oil can be
removed by dousing a creature with a gallon of water.

PRISMATIC BOMB
By adding an ounce of polyjuice, an unpredictable,
multicolored chemical, to your bomb’s explosive
contents, you can change it into a prismatic bomb. A
prismatic bomb deals damage randomly-determined
instead of fire damage, has d8 damage dice, and
requires a randomly-determined type of saving
throw. Roll on each of the following tables.

d6 Damage d6 Saving Throw
1 Acid 1-2 Dexterity
2 Cold 3-4 Constitution
3 Fire 5-6 Wisdom
4 Lightning
5 Poison
6 Radiant

32

PSIONIC BOMB Alchemist
By mixing your bomb’s explosive contents with
dust from a psionic crystal, you can change it into STINK BOMB
a psionic bomb. A psionic bomb deals psychic By adding a single drop of skunkanide, a chemical
damage instead of fire damage, has d6 damage dice, too unholy to expound upon, you can change it into
and requires a Wisdom saving throw instead of a a stink bomb. A stink bomb deals poison damage
Dexterity save. Additionally, the target, as well as instead of fire damage, has d8 damage dice, and
each creature within the blast radius that fails its requires a Constitution saving throw instead of a
saving throw, has disadvantage on Constitution Dexterity save. Additionally, the target, as well as
saving throws it makes to maintain concentration on each creature within the blast radius that fails its
spells until the end of its next turn. saving throw, has disadvantage on ability checks it
makes before the end of its next turn.
QUIET BOMB
By replacing your bomb’s explosive contents with TELEPORTATION BOMB
a wad of thermal cotton, you can change it into a By replacing your bomb’s explosive contents with
quiet bomb. A quiet bomb has d8 damage dice. a glowing etherite crystal, you can change it into a
When this bomb detonates, it makes only a low thud, teleportation bomb. A teleportation bomb deals no
audible out to 10 feet, and releases a puff of smoke to damage and instead opens a rift in space, instantly
mask the light given off by its blast. Creatures have teleporting you to its point of detonation, if it
disadvantage on ability checks to detect that this explodes within 30 feet of you.
bomb was detonated nearby.
THERMOBARIC BOMB
SEEKING BOMB By replacing your bomb’s explosive contents
By replacing your bomb’s explosive contents with a with a delayed explosive, you can change it into a
powerful lodestone, you can change it into a seeking thermobaric bomb. A thermobaric bomb deals has
bomb. A seeking bomb has d6 damage dice. You d6 damage dice and explodes in a 10-foot radius
don’t suffer disadvantage from making a ranged sphere.
attack using this bomb while you are within 5 feet of
a hostile creature. WITHERING BOMB
By mixing your bomb’s explosive components with
SMOKE BOMB a powerful desiccating agent, you can change it into
By removing your bomb’s explosive contents entirely, a withering bomb. A withering bomb deals necrotic
you can change it into a smoke bomb. A smoke damage instead of fire damage, has d8 damage dice,
bomb deals no damage but fills a 10-foot radius and requires a Constitution saving throw instead
sphere with smoke. This fog spreads around corners of a Dexterity save. Additionally, the target, as well
and its area is heavily obscured. It lasts for a number as each creature within the blast radius that fails its
of rounds equal to your Intelligence modifier or until saving throw, can’t regain hit points until the end of
a wind of moderate or greater speed (at least 10 miles its next turn.
per hour) disperses it. Once you throw one of these
bombs, you can’t throw another for 1 minute.

SONIC BOMB
By mixing your bomb’s explosive contents with a
few drops of air elemental essence, you can change
it into a sonic bomb. A sonic bomb deals thunder
damage instead of fire damage, has d6 damage dice,
and requires a Constitution saving throw instead
of a Dexterity save. Additionally, the target, as well
as each creature within the blast radius that fails its
saving throw, is deafened until the end of its next
turn.

33

Classes DISCOVERIES ALCHEMY OF INFLUENCE
Prerequisite: 13th level
If a discovery has prerequisites, you must meet them Your alchemical research has revealed many of the
to learn it. You can learn the discovery at the same basic chemicals which govern emotions. You can
time that you meet its prerequisites. You can only brew the following potions:
learn a discovery once, unless otherwise specified.
Potion Cost
Advanced Poisoner
Potion of Animal Friendship 1 reagent die

Prerequisites: 13th level, Venomsmith Field of Study Philter of Love 2 reagent dice
Your morbid research into the most vicious, exotic
poisons has revealed how to synthesize the following Potion of Clairvoyance 3 reagent dice
poisons when you brew potions:
Potion of Mind Reading 3 reagent dice

Potion Cost ALCHEMY OF TRANSFORMATION
Prerequisite: 13th level
Burnt Othur Fumes 3 reagent dice You have mastered the alchemical secrets of shifting
matter, which allow you to brew the following
Crawler Mucus 3 reagent dice potions:

Drow Poison 3 reagent dice

Midnight Tears 5 reagent dice Potion Cost

Pale Tincture 4 reagent dice Oil of Slipperiness 2 reagent dice
Sandstone Solution 2 reagent dice
Wyvern Poison 6 reagent dice Aqua Fortis 3 reagent dice
Chameleon Concoction 3 reagent dice
ALCHEMY OF ASCENDANCY Potion of Gaseous Form 3 reagent dice
Prerequisite: 17th level
A breakthrough in your alchemical studies has ARCANE STUDY
revealed the formulation of several potent elixirs. You learn three cantrips of your choice from the
You can brew the following potions: wizard spell list. Intelligence is your spellcasting
ability for your wizard spells.
Potion Cost
BALLISTICS RESEARCH
Necromantic Draught 4 reagent dice You learn two additional bomb formulae.
Oil of Etherealness 4 reagent dice
Potion of Speed 4 reagent dice BATTLE TRAINING
Potion of Stone Giant Strength 4 reagent dice You gain proficiency with martial weapons and
shields.

BEGUILING HAZE
Prerequisites: 13th level, Amorist Field of Study
When you charm a creature, you can
choose to place it in a dreamy state,
from which it regards everyone it

34

sees as close friends. While the creature is charmed, EXPLOSIVE MISSILE Alchemist
it is nonhostile and acts as though it is charmed As a bonus action, you can load one of your bombs
equally by each creature it sees. Once you use this onto the head of a crossbow bolt. Instead of its
ability, you can’t use it again until you finish a short normal damage, this bolt deals damage as if the bomb
or long rest. had been primed with the Use an Object action, but
does not have a blast radius. Only one of your bombs
BUFFERED METABOLISM can be loaded onto a bolt at a time, and you can’t fire
Prerequisites: 13th level, Xenoalchemist Field of Study an explosive bolt on the same turn you throw a bomb.
As a reaction when you take damage, you can expend
any number of reagent dice up to your proficiency FIRE BRAND
bonus to reduce the amount of damage taken by the You can mix your bomb’s contents together and
total rolled on the dice. apply the fiery concoction to a melee weapon you are
holding as a bonus action. Until the end of your turn,
CLOTTING AGENT this melee weapon deals an additional 1d6 fire damage
You have developed a serum that thickens your on a hit. This bonus damage increases by 1d6 at 5th
blood. Your hit point maximum increases by your level (2d6), 11th level (3d6), and 17th level (4d6).
alchemist level + your Constitution modifier, and
increases by 1 again whenever you gain a level in this FIRE EATER
class. Instead of throwing a bomb, you use an action to
drink its contents and spit them out in a 15-foot
CRAFT HOMUNCULUS cone. Each creature within the cone must make a
Using a special alchemical process requiring 8 hours Dexterity saving throw against your bomb save DC.
of work, which can be performed over the course On a failed save, a creature takes fire damage as if the
of a long rest, you can create a homunculus. A bomb had been primed and thrown with the Use an
homunculus functions as a familiar summoned by Object action, or half as much on a successful save.
the find familiar spell, with several differences: When you use this ability, you take 1d4 points of fire
damage each of your bomb’s damage dice.
• The telepathic link between you and your
homunculus functions at any distance, provided FIRE IN THE HOLE
you and your homunculus are on the same plane Prerequisite: 9th level
of existence. You have tweaked your bomb’s formula to increase
its explosive yield. Your bomb save DC increases by
• You cannot dismiss your homunculus as you half your proficiency bonus, rounded down.
would a familiar.
FORTIFIED SERUM
• Your homunculus is a construct and cannot Prerequisites: 13th level, Apothecary Field of Study
assume a different form. Whenever a creature regains hit points by
drinking one of your potions, it gains resistance to
• Your homunculus can take the Attack action on bludgeoning, piercing, and slashing damage from
its turn. nonmagical weapons until the end of its next turn.

When your homunculus dies, its body remains, and GRENADIER
can be reanimated in a procedure requiring 1 hour of When you take the Use an Object action to prime
work, which can be performed over the course of a and throw a bomb, you can use your bonus action to
short or long rest. make an attack with a weapon that isn’t two-handed.

DEMOLITION SPREE DYNAMO CHARGER
Prerequisite: 13th level, Mad Bomber Field of Study Prerequisites: 13th level, Dynamo Engineer Field of
When you take the Use an Object action to prime
and throw a bomb, you can throw a number of Study
bombs equal to the number of the bomb’s damage You’ve invented a device which rapidly recharges
dice, instead of only one. Each bomb you throw your spell dynamos. Once per day when you finish
deals 1d10 damage plus your Intelligence modifier a short rest, you can regain 2 expended spell slots
and can’t target the same creature or space. You must stored in dynamos. You can configure these dynamos
spend reagent dice separately on these bombs and immediately.
can apply a bomb formula to only one of them.

35

Classes HEMOREAGENT Potion Cost
Prerequisite: 17th level 2 × Basic Poison 1 reagent die
When you take the Use an Object action to throw a 2 × Antitoxin 1 reagent die
bomb, you can convert a measure of your own blood Potion of Poison 2 reagent dice
into reagents. You can add five or fewer reagent dice Oil of Taggit 2 reagent dice
to the bomb’s damage roll, and you take 1d6 necrotic Serpent Venom 2 reagent dice
damage for each reagent die added. This damage Truth Serum 2 reagent dice
can’t be avoided or reduced.
PRECISION EXPLOSIVES
LAZARUS BOLT You have modified your bombs to have narrow
Prerequisite: 9th level gaps in their explosions, perfect for keeping some
You’ve discovered a radical necromantic workaround: creatures safe from the blast. You can choose one
restoring life with direct electricity to the heart. As an creature in the blast radius of a bomb other than
action, you can drive a bolt into the torso of a creature the target to automatically succeed its saving throw
within 5 feet of you that has died within the last against the bomb and take no damage from it.
minute and shock it back to life. That creature returns
to life with 1 hit point. This feature can’t return to life REACTIONARY GULP
a creature that lacks a heart, a creature that has died of Prerequisite: 17th level
old age, or a creature that is missing vital organs. By keeping your potions organized on a bandolier
Once you use this ability, you can’t use it again or in a series of pouches, you can quickly draw them
until you finish a short or long rest. in a moment’s notice. Immediately after you take
damage from a creature you can see, you can use
MAGNIFIED BLAST your reaction to drink a potion.
Prerequisite: 17th level
Thanks to a new internal design for your bombs, you RECYCLED POTIONS
have expanded their blast radius and magnitude. Prerequisite: 9th level
Whenever you add reagent dice to your bomb’s When you brew potions, you can distill those you
damage, you can also choose to expand the bomb’s have already brewed, recovering the reagents stored
blast radius by a distance of up to 5 feet per two within. You can convert brewed potions into reagent
reagent dice spent. dice and you can choose to expend those dice to
create new potions. You can’t gain more than your
OOZE COWBOY maximum number of reagent dice using this ability.
Prerequisites: 13th level, Ooze Rancher Field of Study
Tired of waiting for your oozes to catch up with you, SYRINGE
you’ve modified your formula to make extra fast Using a sophisticated hypodermic needle, you can
slimes! All slimes you make have a movement speed more quickly administer potions and poisons. As a
of 30 feet, if it were lower. Additionally, you can ride bonus action, you can inject a potion into yourself or
any ooze you make of Medium size or larger as a a willing creature within 5 feet of you, granting the
mount. You and your equipment suffer no ill effect benefits of the potion as if it were drank normally.
from touching your oozes directly. Lastly, your oozes You can inject a potion into an unwilling creature
add your proficiency modifier to their damage rolls with a successful melee attack.
and initiative rolls.
TRI-MUTATION
POISONER Prerequisites: 13th level, Mutagenist Field of Study
Your research into poisonous compounds has You’ve developed a powerful, but fleeting way of
taught you how to concoct lethal toxins. You gain blending your mutagens together. When you inject
proficiency with the poisoner’s kit. Additionally, yourself with a mutagen, you can choose to inject a
you can craft the following poisons when you brew tri-mutagen, which grants you the benefit of all your
potions, which use your bomb save DC instead of mutagens at once. This benefit lasts for 1 minute, or
their normal save DC: until you use your bonus action to inject yourself
with a different mutagen. Once you use this ability,
you can’t use it again until you finish a long rest.

36

FIELDS OF STUDY Alchemist

All alchemists learn the basics of their science: Never underestimate the power of blowing things up
the elements, chemical reactions, and alchemical
formulae. Beyond that, alchemists pick up a
specialty which they practice and research in depth.
Some focus on the healing arts, and some focus
on destruction, where others focus on research or
potion-brewing. Fields of study are as varied as
the alchemists which research them and have
applications equally as diverse.

Amorist

The study of mind-affecting alchemy is a
delicate one, practiced only by a small number of
alchemists, known as amorists. Often called “love
doctors” by their clientele, amorists specialize in the
brewing of potions that produce strong emotional
responses in their drinkers. While love potions are
by far their most popular product, amorists can also
craft pungent pheromone bombs which can even
soften the hearts of terrible monsters.

BONUS PROFICIENCIES
When you choose this field of study at 2nd
level, you gain proficiency in the Deception and
Persuasion skills.

FORMULA:PHEROMONE BOMB
Starting at 2nd level, you can craft pheromone
bombs. By replacing your bomb’s explosive contents
with a potent pheromone, you can change it into a
pheromone bomb. A pheromone bomb requires a
Wisdom saving throw instead of a Dexterity save.
The bomb deals no damage, and instead causes the
target, as well as each creature within the blast radius
that fails its saving throw, to be charmed by you until
the end of its turn or it takes damage.

FIELDS OF STUDY

NAME DESCRIPTION

Amorist Brewers of love potions and practitioners of mind-affecting alchemy

Apothecary Alchemical healers and herbalists

Dynamo Engineer Casts spells by preparing them in devices known as spell dynamos

Mad Bomber Pyromaniacs who fashion particularly devastating bombs

Mutagenist Transmutes their body with experimental injected mutagens

Ooze Rancher Breeds and commands all manner of oozes and slimes

Venomsmith Poison expert and assassin

Xenoalchemist Modifies their body and the bodies of others with monster surgery

37

Classes MAGNETIC PERSONALITY turn. This bomb has no effect on constructs and
Starting at 6th level, you can add your Intelligence undead.
modifier to Charisma checks that you make.
POTION TOSS
ALCHEMICAL PERFUME Starting at 6th level, you’ve developed a chemical
Beginning at 10th level, you wear an aromatic mechanism to deliver potions more effectively to
mind-altering perfume which endears others to you. distant allies. You can use your action to hurl a
When a hostile creature within 5 feet of you makes potion at a willing or unconscious creature within 20
an attack roll against you, it must make a Wisdom feet of you. The target gains the benefit as if they had
saving throw against you bomb save DC or have drank the potion normally.
disadvantage on the attack roll. Once a creature
succeeds on this saving throw, it is immune to this SELF-MEDICATION
effect for 24 hours. Creatures which are immune to By 10th level, you’ve tested out your own tolerances
being charmed automatically succeed this save. to painkillers such that you can take a small measure
regularly without ill effect. Whenever you drink a
ALCHEMICAL ROMANCE potion that has the effect of restoring your hit points
Starting at 18th level, during a long rest, you can (even if you already have all of your hit points), you
spend 4 reagent dice to make an extremely potent gain advantage on saving throws until the end of
potion of true love. This potion acts much like a your next turn.
philter of love, except that when you make the potion,
you choose the creature the target regards as its ALCHEMICAL RESURRECTION
true love, provided the target knows the creature or Starting at 18th level, your medicines are potent
meets it within 24 hours of consuming the potion. enough to rouse the dead. By using your action to
Additionally, this effect lasts indefinitely, ended only mix 500 gp worth of diamond dust into a potion of
when you make a new potion of true love, or the superior healing or a potion of supreme healing, you
effect is removed with a remove curse spell or similar create a potion of raise dead. Pouring this concoction
magic. When this potion’s effects are ended on a on a humanoid corpse that has been dead no longer
target, it regards the creature it once loved with total than 10 days as an action causes the effect of the raise
disgust, and can never love that creature again. dead spell.

Apothecary Dynamo Engineer

Many practically-minded alchemists assume the role As an early alchemical thesis states, if the
of the apothecary, for adventuring parties always fundamental energy of magic could be captured
needs a healer, and clerics might be in short supply. within physical substance, there would be no need
During their downtime, such alchemists have a for magic-users. Some alchemists have founded
marketable skill to depend upon for income and their careers on this notion, inventing and iterating
can do an indisputable amount of good with their upon small devices known as spell dynamos, which
knowledge. Apothecaries are constantly at work can store and manipulate arcane energy. These
studying potions and herbology, preferring to learn dynamos can be configured to store their energy at
how to mend the body, rather than destroy it. a specific resonance, such that, when it is released, it
perfectly replicates the effect of a spell. Indeed, these
BONUS PROFICIENCIES few alchemists have begun to brave the frontier of
When you choose this field of study at 2nd level, you spellcasting without an ounce of arcane talent; just a
gain proficiency in the Medicine skill. knack for tinkering and endless inventiveness.

FORMULA:PAINKILLER BOMB SPECTRUM ANALYZER
At 2nd level, you can create painkiller bombs. By Starting at 2nd level, you have invented a small
mixing your bomb’s explosive contents with a slurry device shaped like a monocle capable of rendering
of analgesic oil, you can change it into a painkiller magical auras visible to the naked eye. You can cast
bomb. A painkiller bomb deals no damage, and the spell detect magic once without using a spell slot
instead grants each creature within its blast radius or spell components, and regain the ability to do so
temporary hit points equal to 1d8 plus half your when you finish a short or long rest.
alchemist level, which last until the end of your next

38

SPELLCASTING DYNAMO ENGINEER SPELLCASTING Alchemist
Also at 2nd level, you’ve learned to cast spells by
storing and releasing energy in spell dynamos. ALCHEMIST SPELLS SPELL SLOT
Spell Dynamos. You power your spells LEVEL KNOWN DYNAMOS LEVEL
through handheld arcane devices called spell
dynamos, which each hold a single spell slot. The 2nd 3 2 1st
Dynamo Engineer Spellcasting table shows how
many spell slots you have. The table also shows what 3rd 3 2 1st
the level of those slots is; all of your spell slots are
the same level. To cast one of your wizard spells of 4th 4 3 1st
1st level or higher, you must expend a spell slot. You
regain all expended spell slots when you finish a long 5th 4 3 1st
rest.
Preparing Spells. Unlike other spells, you 6th 4 3 1st
must prepare spell dynamos in advance. When
you finish a long rest, you configure each of your 7th 5 4 2nd
dynamos to cast a particular wizard spell you know.
You can only use a spell dynamo to cast a spell to 8th 6 4 2nd
which it is configured. When you finish a short or
long rest, you can reconfigure your unexpended spell 9th 6 4 2nd
dynamos to hold different spells.
Spells Known of 1st-Level and Higher. You 10th 7 5 2nd
know three 1st-level wizard spells of your choice, two
of which you must choose from the evocation and 11th 8 5 2nd
transmutation spells on the wizard spell list.
The Spells Known column of the Dynamo 12th 8 5 2nd
Engineer Spellcasting table shows when you learn
more wizard spells of 1st level or higher. Each of 13th 9 5 3rd
these spells must be an evocation or transmutation
spell of your choice, and must be of a level for which 14th 10 5 3rd
you have spell slots.
The spells you learn at 8th, 14th, and 20th level 15th 10 5 3rd
can come from any school of magic.
Whenever you gain a level in this class, you 16th 11 6 3rd
can replace one of the wizard spells you know with
another spell of your choice from the wizard spell 17th 11 6 3rd
list. The new spell must be of a level for which you
have spell slots, and it must be an evocation or 18th 11 6 3rd
transmutation spell, unless you’re replacing the spell
you gained at 3rd, 8th, 14th, or 20th level from any 19th 12 7 4th
school of magic.
Spellcasting Ability. Intelligence is your 20th 13 7 4th
spellcasting ability for your wizard spells, since you
cast them using cutting-edge arcane technology. Spell attack modifier = your proficiency
You use your Intelligence whenever a spell refers to bonus + your Intelligence modifier
your spellcasting ability. Use your bomb save DC
when setting the saving throw DC for a wizard spell FORMULA:ARCANO BOMB
you cast, and use your Intelligence modifier when Starting at 6th level, you can use craft arcano bombs.
making an attack roll with one. By adding an unexpended dynamo to the bomb
(and thus expending its spell slot), you can change
it into an arcano bomb. An arcano bomb deals force
damage instead of fire damage, has d12 damage dice,
and deals an additional die of damage, as if a reagent
die were added to it.

COUNTER-DISCHARGE
Beginning at 10th level, when a creature you can
see casts a spell which affects you, you can use your
reaction to expend a spell dynamo to release a wave
of disruptive magical energy. If the spell requires
you to make a saving throw to resist its effects, you
have advantage on the saving throw. If the spell deals
damage, you have resistance against it. Once you use
this ability, you can’t use it again until you finish a
long rest.

39

Classes BLAST SHIELD
Starting at 10th level, you have developed an
ARCANE RECYCLER elemental plating to protect you from hazardous
By 18th level, you can convert otherwise wasted energies. You gain resistance to your choice of acid,
magical energy into a usable form. When you miss cold, fire, or lightning damage and can change your
with an arcano bomb, you can recycle the spell slot selection whenever you finish a long rest.
stored in the dynamo and transfer it to one of a
number waiting empty dynamos on your person. FORMULA:BLACK POWDER BOMB
Beginning at 18th level, you can craft the dreaded
Mad Bomber black powder bombs. By replacing your bomb’s
explosive contents with a charge of black powder,
While many “mad bombers” aren’t actually mad, it you can change it into a black powder bomb. A black
takes a special kind of crazy to devote one’s life to powder bomb has d12 damage dice.
studying explosives. Most alchemists who specialize
in this field are incorrigible pyromaniacs who take Mutagenist
great pleasure in burning, blasting, and blowing
things up. Mad bombers are always working to The study of alchemy is fundamentally the study of
improve their bombs’ effectiveness. transformation. All alchemists transmute mundane
materials into magical substances: potions, elixirs,
BLASTING SPECIALTY and bombs, yet some take it one step further. You
Starting when you choose this field of study at 2nd have discovered the secrets of the mutagen, the
level, your bombs deal double damage to objects and very keystone of transmutation, which allows you
structures. to transform your very body, gaining supernatural
strength or speed, sprouting additional limbs or
FORMULA:SHRAPNEL BOMB claws, or thickening your skin into a stony aegis.
At 2nd level, you can create shrapnel bombs. By
augmenting your bomb’s explosive contents with BONUS PROFICIENCIES
metal bearings, you can change it into a shrapnel Starting when you choose this field of study at 2nd
bomb. A shrapnel bomb deals piercing damage level, you gain proficiency in your choice of the
instead of fire damage, has d8 damage dice, and Acrobatics or Athletics skill, as well as with shields.
explodes in a 10-foot radius.
MUTAGEN
TIMED DEMOLITION Also at 2nd level, you can use your bonus action to
Starting at 6th level, when you take the Use an inject yourself with a powerful transmutative potion
Object action to prime a bomb and throw it, you can known as a mutagen. You gain one of the following
set a duration for its detonation, which can be any benefits of your choice for 1 minute, or until you use
number of rounds (any increment of 6 seconds) up your bonus action to inject yourself with a different
to one minute. Following this duration, the bomb mutagen:
detonates at the end of your turn. No matter how Strength. Your Strength score increases by 3,
many bombs detonate at once, a creature in more to a maximum of 20.
than one blast radius is affected only once. Additionally, you sprout claws, fangs, spines,
horns, or a different natural weapon of your choice.
You can use this natural weapon to make unarmed
strikes. On a hit, you deal damage equal to 1d4 +
your Strength modifier instead of the bludgeoning
damage normal for an unarmed strike. The damage
of this attack is bludgeoning, piercing, or slashing, as
appropriate for the natural weapon.
Dexterity. Your Dexterity score increases by 3,
to a maximum of 20. Additionally, your movement
speed increases by 5 feet.
Constitution. Your Constitution score
increases by 3, to a maximum of 20. As a result,

40

your current and maximum hit points increase form together and rise up in a moving, hungry mass. Alchemist
accordingly with your new Constitution score, The answer to this question may very well be at the
but when this effect ends, both your current and heart of alchemy itself. Alchemists who choose to
maximum hit points decrease by the same amount. research slimes in depth are called ooze ranchers, for
they breed and keep numerous slimes to experiment
SHARED MUTAGEN upon.
At 6th level, you’ve created a mutagen formulation
generic enough to safely be injected into others. You OOZE EMPATHY
can use your action and spend a reagent die to inject Starting when you choose this field of study at 2nd
a willing creature within 5 feet of you with a mutagen level, you’ve developed a pheromone mix which
of your choice. A creature can only be under the engenders all kinds of slime to you. Whenever an
effect of one mutagen at a time. Once you have ooze tries to attack you, it must make a Wisdom
injected another creature with a mutagen, you can’t saving throw against your bomb save DC. On a failed
do so again until the original mutagen ends. save, its attack misses. On a successful save, the ooze
is immune to this feature for the next 24 hours.
ADVANCED MUTATION
Starting at 10th level, whenever you inject yourself FORMULA:SLIME BOMB
with a mutagen, you can choose one of the following At 2nd level, you can create slime bombs. By mixing
additional mutations: your bomb’s explosive contents with the remnants
Hyperelastic. Your flesh takes on a rubbery of an ooze, you can change it into a slime bomb. A
quality, allowing you to bend and stretch with ease. slime bomb deals no damage, but coats each creature
Your melee weapon attacks gain the Reach property, within the blast radius in a viscous, green slime. No
if they did not already have them. Additionally, you creature coated in slime can take the Dash action
have advantage on ability checks you make to escape or the Disengage action. Slime can be removed by
grapple or slip binds. dousing a creature with a gallon of water or by taking
Mucilaginous. Your skin secretes a thick, an action to remove most of it.
extremely sticky substance which helps you adhere to
objects. You can move up, down, and across vertical BOTTLED OOZES
surfaces and upside down along ceilings, while Starting at 6th level, you’ve learned a clever
leaving your hands free. You also have a climbing alchemical trick for condensing oozes into denser
speed equal to your walking speed. states and storing them in stasis for later use.
Additionally, creatures have disadvantage on Whenever you brew potions, you can spend 2
ability checks made to escape grapple with you. reagent dice to create an ooze bottle (see Chapter 5).
Polybrachia. You grow a pair of additional
arms. These arms are fully functional and can be LIQUID ANATOMY
used to hold weapons and shields (allowing you By 10th level, your experiments with ooze alchemy
to hold 2 two-handed weapons, or 4 one-handed has resulted in injecting yourself with a measure
weapons), perform somatic components of spells, of ozoplasm, a fundamental substance which
and perform other actions, though the arms composes oozes and slimes. As a result, you can
themselves don’t grant you any additional actions. move through any space as narrow as 1 inch wide
without squeezing (though your equipment does
MUTATED BLOOD not similarly compress). Moreover, you take no
By 18th level, your mutagens have permanently additional damage from critical hits.
altered your biology. Choose Strength, Dexterity, or
Constitution. This ability score increases by 2 and OOZE JUG
its maximum becomes 22. Once you have chosen an Beginning at 18th level, you’ve solved the major
ability score, this selection can’t be altered. problem preventing large oozes from being bottled:
you just needed a much larger bottle. You have one
Ooze Rancher ooze jug, which functions like an ooze bottle, but
contains a larger ooze. You can only have one ooze
Unsurprisingly, oozes, jellies, and slimes are a jug at a time and it can only contain one ooze at a
fascinating subject of subject for alchemists who time. You can fill it with the following oozes when
wish to piece together how inanimate chemicals can you brew potions:

41

Classes Ooze Cost immunity to their ravages. You have immunity to
Ochre Jelly 4 reagent die poison damage and to being poisoned.
Gelatinous Cube 8 reagent die
Black Pudding 10 reagent dice TOXIC RECOMPENSE
Starting the 18th level, whenever a creature within
Venomsmith 5 feet of you hits you with a melee attack, you can
use your reaction to unleash a spray of poisonous
For every alchemist that has devoted his or her life vapor. The attacker must make a Constitution saving
to healing the sick and infirm, there is another with throw against your bomb save DC or be poisoned for
a darker calling. Commonly called poisoners or 1 minute. While poisoned, the creature takes 1d10
venomsmiths, these alchemists are masters in the art poison damage at the start of each of its turns. A
of crafting deadly and debilitating poisons. Whether poisoned creature can repeat the saving throw at the
employed by an assassin’s guild or performing end of each of its turns, ending the effect on itself on
assassinations themselves, a venomsmith’s presence is a success.
usually accompanied by untimely death.
Xenoalchemist
POISONER
Beginning when you choose this field of study at A small number of renegade alchemists elect to
2nd level, you gain the Poisoner discovery. Until you experiment on themselves, modifying their anatomy
reach 3rd level, you have 2 reagent dice which can or even outright attaching new body parts. These
spend only on crafting poisons using this discovery. experiments are often considered unethical and
You can’t later replace this discovery with a different dangerous, even by other alchemists, and those that
one when you gain a level in this class. practice them are branded xenoalchemists for their
Additionally, when you deal poison damage to a efforts. As xenolchemists progress in their studies,
creature, you ignore resistance to poison damage and they invariably stumble upon the dangerous practice
you treat immunity to poison damage as resistance of alchemical necromancy, which allows them to
instead, dealing half damage. imbue unlife upon amalgamations of body parts.

FORMULA:VENOM BOMB XENOBIOLOGY
At 2nd level, you can create venom bombs. By Starting when you choose this field of study at 2nd
mixing a few drops of a fast-acting toxin into your level, you have advantage on all ability checks you
bomb’s explosive components, you can change it make to identify or research monsters.
into a venom bomb. A venom bomb deals poison
damage instead of fire damage, has d8 damage dice, MAD SCIENTIST
and requires a Constitution saving throw instead By 2nd level, you’ve learned the finer points of
of a Dexterity save. Additionally, the target, as well reanimating dead appendages and stitching them
as each creature within the blast radius that fails to things. You gain two monstrous grafts of your
its saving throw, have disadvantage on the next choice. Additionally, you don’t lose hit points or hit
Strength, Dexterity, or Constitution saving throw it dice from installing or removing grafts, and it takes
makes before the end of its next turn. you no time to recover after the attachment of a new
graft. See Appendix C for monstrous grafts.
ALCHEMICAL ASSASSIN
Beginning at 6th level, you are adept at applying SURGICAL ATTACK
poisons without being seen. You have advantage on Beginning at 6th level, whenever you take the Attack
Dexterity (Sleight of Hand) checks you make to add or Use an Object action on your turn, you can make
ingested poisoned to food or drink, to apply poison an unarmed strike. You can only use this ability if
to a weapon you are holding without being seen, or your unarmed strike is improved by a graft, such as
to place a vial of poison on another person without Bestial Features.
them noticing.
NECROMANTIC ORGANS
MITHRIDATISM By 10th level, you’ve learned how to tinge your own
By 10th level, by administering yourself small doses biology with necromancy through reanimated organs
of various poisons and toxins, you have developed that will persist after your death. If you drop to 0 hit
points and don’t die outright, you drop to 1 hit point
instead.

42

ALCHEMY GOLEM of a long rest. To complete this process, you must Alchemist
have a healer’s kit, alchemist’s supplies, and a knife
MEDIUM CONSTRUCT, NEUTRAL (or a facility with access to such tools), as well as at
least three recently deceased humanoid corpses.
Armor Class 13 (natural armor) Your alchemy golem acts independently on its
Hit Points 76 (9d8 + 36) own turn, but always obeys your commands. On
Speed 30 ft. each of your turns, you can use a bonus action to
mentally command your golem if it is within 60
STR DEX CON INT WIS CHA feet of you. You decide what action the golem will
17 (+3) 9 (–1) 18 (+4) 6 (–2) 10 (+0) 5 (–3) take and where it will move during its next turn, or
you can issue a general command, such as to guard
Damage Resistances bludgeoning, piercing, and a particular chamber or corridor. If you issue no
commands, the golem only defends itself against
slashing from nonmagical weapons that aren’t hostile creatures. Once given an order, the golem
adamantine continues to follow it until its task is complete.
When the alchemy golem drops to 0 hit points,
Condition Immunities charmed, exhaustion, it dies. You can restore your alchemy golem’s hit
points and reanimate it over the course of a short or
frightened, paralyzed, petrified, poisoned long rest.
You can attach up to three grafts to your
Senses darkvision 60 ft., passive Perception 13 alchemy golem. You can only have one alchemy
Languages understands the languages of its golem at a time.

creator but can’t speak

CHALLENGE

5 (1,800 XP)

Aversion to Fire. Whenever the alchemy golem

takes fire damage, it has disadvantage on ability
checks and attack rolls until the end of its next
turn.

Immutable Form. The alchemy golem is immune

to any spell or effect that would alter its form.

Lightning Absorption. Whenever the alchemy

golem is subjected to lightning damage, it takes
no damage and instead regains a number of hit
points equal to half the lightning damage dealt.

Magic Resistance. The alchemy golem has

advantage on saving throws against spells and
other magical effects.

Monstrous Grafts. The alchemy golem’s

weapon attacks, including monstrous grafts added
by its creator, are magical. Monstrous grafts have
a +6 attack bonus, deals twice the normal number
of damage dice, and add 5 to damage rolls. The
alchemical golem can only have 1 graft in each
slot.

ACTIONS
Multiattack. The alchemy golem makes two

melee weapon attacks.

Slam. Melee Weapon Attack: +6 to hit, reach

5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning
damage.

Once you use this ability, you can’t use it again
until you finish a long rest.
IT'S ALIVE!
Beginning at 18th level, your research into the field
of necromancy has culminated in an alchemical
golem stitched together from discarded body parts.
You can create an alchemy golem in an 8-hour long
procedure, which can be conducted over the course

43

44 Classes

CAPTAIN Moreover, captains lead by example. They stand Captain
shoulder-to-shoulder with knights, creep through
A half-elf, adorned in the ribbons and medals of a the night alongside rogues, and study arcane texts
high-ranking commander, sits astride an armored with mages, even when they barely understand what
warhorse. To her right, a powerfully built orcish man they’re reading. Captains are at the front line with
in more pedestrian attire sits atop his own horse, their allies, not barking orders from afar.
shouldering a hefty greataxe. They set down the
road together, accompanied by blaring trumpets and Cohort and Commander
banging drums, which announce their approach.
Puffing on a pipe and eyeing the room, a halfling A captain is only as good as their second in
guildmaster in a fitted suit twirls a dagger between command, their cohort, who stands by them at every
his fingers. A crowd of thieves, crooks, and bandits step and safeguards their plan’s success. Far more
are arrayed before him, all studying blueprints laid than a simple ally, a captain’s cohort is a confidant,
out on a candlelit table. Tonight, their chapter of the an advisor, and a trusted friend. Cohorts see their
Thieves’ Guild becomes rich, and their guildmaster captain as a wellspring of information, and will
goes down in history. follow them to the ends of the earth.
Kobolds swarm left and right, scampering across
piles of gold pieces, only to be met by the dwarf ’s Creating a Captain
greataxe. Arrow after arrow, a human archer looses
shots that merely plink off the enraged dragon’s The ideal captain—a consummate leader—can be
crimson scales. A gnomish mage gathers crackling realized in many different ways. Your captain could
arcane might in his hands for a devastating magical be a head of an adventuring company, an officer in
blast. Across the chamber, amidst the chaos, a plan an army, the president of a corporation, the chief of
crystallizes in the adventuring company’s leader. a tribe, the admiral of a fleet, or any other type of
She begins shouting orders, and the party sets into leader. The only commonalities amongst captains are
motion. their positions of authority and natural inclinations
Decisive leaders and brilliant strategists, captains towards leadership.
inspire their allies to greatness. Invariably, they stand You should consider how your captain chooses
alongside their cohorts—their devoted lieutenants, to lead: not simply what banner they fly, but how
whom they entrust with their lives. Captains out- they treat their followers and how they give orders.
strategize their enemies, ensuring that, while they Do you rally others to your side with a magnetic
rarely deal the killing blow, they’re always on the personality or a stoic facade? How would you deal
winning side. with a dilemma that offers only losing strategies?
How do you treat your opponents once you’ve
Fearless Leaders secured victory?
You should also think of previous victories or
Many people aspire to command, but few inspire defeats that have defined your captain in the past.
loyalty as a captain does. Captains rally allies to Has your story been that of a meteoric rise or a
their side through confidence and determination, disgraceful fall? What event first thrust you into
but gain long-term friends through wisdom and leadership, and how did you first take to it? Which
accountability. success or defeat led you to the life of an adventurer?
A good captain thinks a little bigger than their
compatriots, planning one step further and fitting QUICK BUILD
their allies like puzzle pieces to the challenges ahead. You can make a captain quickly by following these
To their eyes, there are few defeats; only setbacks, suggestions. First, make Charisma your highest
diversions, and detours. Success is always on the path ability score, followed by Strength. Next, select
ahead. History and Persuasion as your skills, and take the
Dueling Fighting Style.

45

Classes THE CAPTAIN

PROFICIENCY FEATURES BATTLE COHORT FEATURE
LEVEL BONUS Born Leader, Fighting Style DICE —
1st +2 Cohort — Cohort feature
2nd +2 Banner, War Tactics — —
3rd +2 Ability Score Improvement 2d8 —
4th +2 Blitz 2d8 —
5th +3 — 2d8 Cohort feature
6th +3 Banner feature 3d8 —
7th +3 Ability Score Improvement 3d8 —
8th +3 Advanced Tactics 3d8 —
9th +4 — 3d8 Cohort feature
10th +4 Coordinated Strike 3d10 —
11th +4 Ability Score Improvement 3d10 —
12th +4 Banner feature 3d10 —
13th +5 — 3d10 Cohort feature
14th +5 Lead by Example 4d10 —
15th +5 Ability Score Improvement 4d10 —
16th +5 Banner feature 4d10 —
17th +6 — 4d10 Cohort feature
18th +6 Ability Score Improvement 4d12 —
19th +6 Warlord 4d12 —
20th +6 4d12

CLASS FEATURES • (a) scale mail, or (b) leather armor
• A dagger and (a) a warhammer, (b) a longsword,
As a captain, you gain the following class features.
or (c) any simple weapon
HIT POINTS • (a) a light crossbow and 20 bolts, (b) a shortbow
Hit Dice: 1d8 per captain level
Hit Points at 1st Level: 8 + your Constitution and 20 arrows, or (c) 5 javelins
• An embroidered standard and (a) an explorer's
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your pack or (b) one kit you're proficient with

Constitution modifier per captain level after 1st Born Leader

PROFICIENCIES By 1st level, your competence and commanding
Armor: Light armor, medium armor, shields personality lend you a knack for leadership.
Weapons: Simple weapons, martial weapons Common folk defer to your authority and influence,
Tools: None especially in times of crisis. As a result, you have
Saving Throws: Constitution, Charisma advantage on any Charisma (Persuasion) check you
Skills: Choose two from Animal Handling, make to convince someone to let you take charge of
a situation or to give someone orders in a dangerous
Athletics, Deception, History, Insight, situation.
Intimidation, Perception, and Persuasion Additionally, you can use your Charisma
modifier, instead of your Intelligence modifier, for
EQUIPMENT any ability check you make related to planning,
You start with the following equipment, in addition to strategy, or tactics.
the equipment granted to you by your background:

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Fighting Style Your cohort obeys your commands as best it Captain
can. Your cohort takes its turn immediately before
At 1st level, you adopt a style of fighting as your or after your turn each round (your choice), and you
specialty. Choose one of the following options. You determine its actions, decisions, attitudes, and so on.
can’t take a Fighting Style option more than once, If you are incapacitated or absent, your companion
even if you later get to choose again. acts on its own.

ARCHERY COHORT FEATURES
You gain a +2 bonus to attack rolls you make with At 2nd, 6th, 10th, 14th, and 18th levels, your cohort
ranged weapons. gains new abilities based on its archetype.

DEFENSE HIT POINTS
While you are wearing armor, you gain a +1 bonus For each captain level you gain after 2nd, your
to AC. cohort gains an additional hit die and increases its
hit points accordingly.
DUELING
When you are wielding a melee weapon in one ABILITY SCORES
hand and no other weapons, you gain a +2 bonus to Whenever you gain the Ability Score Improvement
damage rolls with that weapon. class feature, your cohort’s abilities also improve.
Your cohort can increase one ability score of your
PROTECTION choice by 2, or it can increase two ability scores of
When a creature you can see attacks a target other your choice by 1. As normal, your companion can’t
than you that is within 5 feet of you, you can use increase an ability score above 20 using this feature,
your reaction to impose disadvantage on the attack unless its description specifies otherwise.
roll. You must be wielding a shield. When you improve a cohort’s ability scores,
remember to also increase other relevant statistics,
Cohort such as skill bonuses, bonuses to hit and damage,
and spell save DCs.
Starting at 2nd level, you gain a loyal cohort
who carries your banner and follows your
lead.

INITIATING A COHORT
Select a companion from the Cohort section;
following an 8-hour initiation period, that
creature becomes your cohort. You can have
only one cohort at a time.
If your cohort is ever slain, you can raise
them from the dead by the usual methods,
such as the raise dead spell, or you can spend
8 hours initiating a new cohort. If you do so,
your previous cohort loses all abilities granted
by this ability, even if it is later returned to life.

You're not a "hireling" if I don't pay you!

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Classes special maneuvers in combat. You begin with 2 battle
dice, which are d8s. You regain all expended battle
PROFICIENCIES dice when you finish a short or long rest, or when
Your cohort gains proficiency in skills listed in you roll initiative.
its statistics. It also gains proficiency with simple Your battle die changes and more battle dice
weapons, martial weapons, light armor, medium become available when you reach certain levels in
armor, heavy armor, or shields if its statistics contain this class, as shown on the Battle Dice column of the
weapons or armor from that category. Captain table.
Your cohort uses your proficiency bonus rather
than its own. Because cohort statistics already SAVING THROWS
include a +2 proficiency bonus, you need only adjust If one of your maneuvers calls for a saving throw to
the attack bonus and skill proficiency bonus starting resist its effects, the saving throw DC is calculated as
at 5th level. follows:

ALIGNMENT Maneuver save DC = 8 + your proficiency
Your cohort’s alignment is within one step of your bonus + your Charisma modifier
own, and has a personality trait and flaw determined
by the GM. Its bond is always, “I will follow my MANEUVERS
commander into any fray, and I will gladly fight by You can spend battle dice to use the following
their side until my death.” maneuvers:
Brace. As a bonus action on your turn, you can
Banner expend a battle die to bolster your allies. Each allied
creature within 30 feet of you that can see or hear
Starting at 3rd level, you adopt a banner which you you adds the battle die to all saving throws it makes
fly in combat, emblazon on your armor, and fix to until the end of your next turn.
your seal. You can select from the banners which Rally. As a bonus action on your turn, you can
are detailed at the end of the class description. Your expend a battle die to choose one allied creature
choice grants you features at 3rd level, and again at within 60 feet of you who can see or hear you. That
7th, 13th, and 17th level. creature regains hit points equal to the number rolled
+ your Charisma modifier. You can't use this ability
War Tactics to heal a creature who has 0 hit points.
Staggering Strike. As a bonus action when
Starting at 3rd level, you have a pool of battle dice you make a weapon attack against a creature, you can
that you can use to bolster your allies or perform expend a battle die to attempt to stun a humanoid
target. On a hit, the target must succeed on a
Constitution saving throw or be incapacitated until
the start of your next turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature.

Blitz

Starting at 5th level, as a bonus action on your turn,
you can direct your cohort or a friendly creature
within 60 feet of you that can see or hear you to
fight alongside you. The chosen creature can use its
reaction to move up to its speed or make a single
weapon attack.

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Advanced Tactics BANNERS Captain

At 9th level, your maneuvers improve in the Captains adopt emblems that denote their virtues,
following ways: skills, and command styles, which they fly upon
Brace. Allies can also add the battle die to their their banners to rally allies to their side. A symbolic
ability checks until the beginning of your next turn. statement, this heraldry speaks volumes about what a
Rally. Whenever you spend a battle die to cause captain prizes in the world, be it knowledge, allies, or
a creature to regain hit points, that creature also personal gain.
gains temporary hit points equal to your captain
level. Dragon Banner
Staggering Strike. When you hit with a
staggering strike, you add the battle die to the Captains under the banner of the Dragon are among
damage roll. the most formidable warriors to grace the battlefield.
Armed with an array of lethal maneuvers, these
Coordinated Strike captains cut through lesser combatants with ease,
turning the tides of battle on their own, if needed.
By 11th level, you and your cohort fight as a perfect The visage of the dragon banner inspires fear and
fighting unit. Whenever you attack a creature that loyalty on equal measure, for the carnage and
your cohort hit with an attack since the end of your bloodshed left in a dragon warrior’s wake speaks
last turn, you deal an additional 2d8 damage on a hit. volumes of their skill.

Lead by Example BONUS BATTLE DIE
Starting when you choose this banner at 3rd level,
Starting at 15th level, whenever you roll a 20 on your total number of battle dice increases by 1.
an attack roll, ability check, or saving throw, each
friendly creature within 30 feet of you has advantage MANEUVER:CLEAVE
when it makes the same type of roll (attack roll, Also at 3rd level, you learn the following maneuver:
ability check, or saving throw) before the beginning When you reduce a hostile creature to 0 hit
of your next turn. points or score a critical hit with a melee weapon
attack on your turn, you can spend a battle die to
Warlord move up to 15 feet and make an additional melee
weapon attack. You add the battle die to the attack’s
At 20th level, when a friendly creature you can see damage roll.
within 30 feet misses an attack against a creature
within its range, you can turn the miss into a hit. MANEUVER:WADE INTO BATTLE
Alternatively, if it fails a saving throw, you can treat At 7th level, you learn the following maneuver:
the d20 roll as a 20. You can expend a battle die to take the Dash and
Once you use this ability, you can’t use it again Disengage actions as a bonus action.
until you finish a short or long rest.

BANNERS DESCRIPTION

NAME Uses maneuvers to annihilate their foes on the battlefield
A master of the bow who uses precision shots to strike foes from a high vantage
Dragon Banner A duelist and swashbuckler, trained with a cutlass and the unfair tactics of brigands
Eagle Banner A knightly leader who challenges their foes to honorable combat
Jolly Roger Banner Shoves their foes and knocks them prone to gain an advantage in combat
Lion Banner A stealthy master of guerilla warfare and covert tactics
Ram Banner Emphasizes defense above all else, using heavy armor and shield wall tactics
Raven Banner
Turtle Banner

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