Classes MANEUVER:FURY ATTACK SCATTER SHOT
At 13th level, you learn the following maneuver: Starting at 17th level, you can use your action to
When you take the Attack action on your turn, launch a volley of projectiles. Make a separate ranged
you can expend a battle die as a bonus action to weapon attack against any creatures you choose
unleash a barrage of strikes. Make up to three melee within a 15-foot cone, making a seperate attack roll
weapon attacks, instead of one. Each attack must for each target. If you target only one creature in this
target a different creature. cone, add an additional weapon damage die to the
damage roll on a hit.
VICIOUS FOCUS
Beginning at 17th level, whenever you reduce a Jolly Roger Banner
hostile creature to 0 hit points or score a critical hit
with a melee weapon attack, you enter a zen state The skulls and crossbones adorning the Banner
of battle for up to 1 minute. For the duration, your of the Jolly Roger need no introduction: it means
weapon attacks score a critical hit on a roll of 19 or thieves, brigands, treasure, and adventure on the
20. Each time during the duration that you reduce high seas. Moreover, it means the strong backs of a
another hostile creature to 0 hit points or score crew working in unison, piloting a ship from horizon
another critical hit, this critical hit range increases, to horizon, under the command of a fierce captain
first allowing your melee weapon attacks to score a and their first mate.
critical hit on a roll of 18 to 20, then on a roll of 17 to
20, then on a roll of 16 to 20. If you fall unconscious, MANEUVER:PARRYING STANCE
this effect ends early. Starting when you choose this banner at 3rd level,
you learn the following maneuver:
Eagle Banner When you use the Attack action with a finesse
weapon on your turn, you can spend one battle die
With sharp eyes and even sharper arrows, captains as a bonus action to make an additional attack with
of the Eagle seek to be lords of speed and ranged that weapon. This attack adds the battle die, instead
combat, mastering bow, sling, and ballista alike. Such of your ability score, to the weapon’s damage roll.
captains are just as dangerous in close range as they
are perched on the horizon, for they can accurately TRICKY FOOTWORK
deliver an arrow or a crossbow bolt at point blank By 7th level, your elegant swordplay lets you place
range. enemies where you want them. Whenever you hit a
creature of your size or smaller with a melee attack
MANEUVER:EAGLE SHOT on your turn, you can switch places with them. This
Starting when you choose this banner at 3rd level, movement doesn’t provoke opportunity attacks.
you learn the following maneuver:
When you make a ranged weapon attack roll UNFAIR PLAY
against a creature, you can use your bonus action and Beginning at 13th level, both you and your cohort
expend a battle die to add it to the roll. You can use can take the Use an Object action, Hide action, or
this ability before or after making the attack roll, but make a shove attempt as a bonus action. You have
before the GM says whether the attack hits or misses. advantage on Strength (Athletics) checks you make
to push another creature out of a boat.
VANTAGE POINT
By 7th level, you can quickly scale walls to gain a ALL HANDS ON DECK
perch above your foes. You have a climbing speed By 17th level, your crew works in perfect unison at
equal to your movement speed. In addition, by your directive. You can use your action on your turn
climbing at half speed, you can climb up difficult to direct each friendly creature within 60 feet that
surfaces (such as vertical walls) without making an can see or hear you to take an action of your choice,
ability check. other than the Attack, Cast a Spell, Dodge, or Use a
Magic Item actions. A creature can use its reaction to
CLOSE-QUARTERS SHOOTING take this action.
At 13th level, being within 5 feet of a hostile creature
doesn’t impose disadvantage on your ranged attack
rolls or the ranged attack rolls of friendly creatures
within 15 feet of you.
50
Lion Banner Additionally, you can force an attack targeted at Captain
your mount to target you instead.
Bravery in the face of overwhelming odds, mastery
of horsemanship, and unwavering honor are the REPOSITION
hallmarks of captains of the Lion. This banner Starting at 13th level, you and up to three friendly
represents the very ideal of gallantry and fortitude creatures of your choice can each move up to 20 feet
which knights and paladins aspire to achieve. Even when you roll initiative.
the sight of it inspires heroism in its troops, and a
captain who flies it can turn even the most poorly LION'S GAMBIT
equipped militia into a fit fighting force. Starting at 17th level, when you take damage from a
creature that is within 5 feet of you, you can use your
MANEUVER:LION'S CHALLENGE reaction to make a melee weapon attack against that
Starting when you choose this banner at 3rd level, creature and add half your level to the damage roll.
you learn the following maneuver: You can make this attack three times, and you
As a bonus action when you hit a creature regain all expended uses of it when you finish a short
with a weapon attack, you can expend one battle or long rest.
die to challenge the target to a duel. The target has
disadvantage on all attack rolls against targets other Ram Banner
than you until the end of your next turn.
Captains who brandish the banner of the Ram seek
SADDLE SURE to batter through their obstacles with overwhelming
At 7th level, you have advantage on saving throws force. Whenever possible, these captains put their
made to avoid falling off your mount. If you fall off enemies on the back foot, literally hurling their
your mount, you always land on your feet if you foes to the floor or shoving them into unfavorable
aren't incapacitated. Mounting or dismounting a ground, from which position their cohorts can make
creature costs you only 5 feet of movement, rather swift work of any resistance. The Banner of the
than half your speed. Ram sees such tactics as not only fair, but optimal,
as validity in combat should be judged only by
effectiveness.
51
Classes MANEUVER:BULL RUSH
Starting when you choose this banner at 3rd level,
you learn the following maneuver:
When you move at least 10 feet in a straight
line and immediately make a melee weapon attack
against a creature, you can use a bonus action and
expend a battle die to shove the target after the
attack. Add the battle die to the Strength (Athletics)
check you make to shove the target. On a success,
you can push the target 10 feet, instead of only 5.
SUREFOOTED
Beginning at 7th level, you ignore nonmagical
difficult terrain.
LOCK HORNS
At 13th level, you can buck your foes into harm’s
way. Whenever you shove a creature into an ally,
that creature can use its reaction to make an attack
against the shoved creature.
AND STAY DOWN
Starting at 17th level, whenever a creature stands up
from being prone while within your reach, you can
make an opportunity attack against it.
Raven Banner
The banner of the Raven signifies a clandestine
captain who prefers stealth to action and ambushes
to open fights. If pressed, a captain of the Raven
might be drawn into a direct confrontation, but they
can never be expected to play fair. These captains
might have more in common with rogues, and might
even hold a position of leadership within a Thieves’
Guild. More than one guild master and bandit leader
has flown the Raven Banner while on a raid.
MANEUVER:FLANKING STRIKE
Starting when you choose this banner at 3rd level,
you are trained in ambush tactics. You learn the
following maneuver:
If you hit a creature with a weapon attack
while one of your allies is within 5 feet of the target,
you can expend a battle die to aim for the creature’s
most vital areas. Add the battle die and half your
level (rounded down) to the attack’s damage roll.
This attack must use a finesse weapon or a light
weapon.
52
MANEUVER:EFFORTLESS DODGE MANEUVER:IRON SHELL Captain
Also at 3rd level, you learn the following maneuver: Also at 3rd level, you learn the following maneuver:
As a bonus action, you can spend a battle die to As a bonus action, you can spend a battle die
take the Dodge action. You can’t use this maneuver to fortify an ally you can see that can see you within
while wearing medium or heavy armor. 60 feet. The ally gains a bonus to their Armor Class
equal to half the number of rolled on the battle die,
COVERT rounded down (minimum 1) against the next attack
At 7th level, when you are hidden and a creature made against it within the next minute.
discovers you with a successful Wisdom (Perception)
check, you can reattempt your Dexterity (Stealth) SLOW AND STEADY
check to hide. On a success, you silently reposition Beginning at 7th level, your movement speed can't
yourself and the creature does not notice you. Once be slowed and you can't be knocked prone or moved
you use this ability, you can’t use it again until you against your will.
finish a short or long rest.
SHIELD WALL
STRIKE FIRST, STRIKE LAST By 13th level, you can shelter others behind your
Beginning at 13th level, you can intercede moments armor. You count as half cover for effects passing
before an enemy strikes. As a reaction when a through your space for allied creatures of your size
creature you can see takes the Attack action, you can and smaller within 5 feet of you.
move up to your movement speed without provoking
opportunity attacks toward the creature and make UNBREAKABLE
one attack targeting it. Starting at 17th level, you can shrug off attacks
Once you use this ability, you can't use it again which would otherwise hit you. You have a pool of
until you finish a long rest. 20 armor points. As a reaction when you’re hit by a
melee weapon attack, you can expend any number
GUERILLA WARFARE of armor points and add them to your Armor Class,
Starting at 17th level, you are a master of potentially causing the attack to miss. You regain all
unconventional combat. You have advantage on armor points when you finish a long rest.
attack rolls against any creature that hasn’t taken a
turn in the combat yet. In addition, once per turn Wmhaiyynecodcowuoh-nowocusorohamltndon?tiwtcryM,aootlaliuhn,tneithedomhvenebemseyreav'stWrrteoeenAomfmeNaxaaTupLklcIelteChnoyKtdobohaubeoebttfmdtalreeoiednnr,s;'oypattoewnhhucdhetac!yavta'rtenreaetvioner
when you attack and hit a creature on the first round
of combat, you can add two battle dice to the attack’s CUSTOMIZING COHORTS PS:
damage roll without expending them. In a pinch,
Throughout your adventure, you may wish to
Turtle Banner customize your cohort beyond the weapons, you can
armor, and spells listed in its stat block. Your legally eat
The fortified defenses of captains who fly the Turtle GM decides which equipment your cohort has your minions
banner are legendary. Turtle tactics emphasize proficiency with, in addition to those specified
endurance and survival, as well-protected soldiers in the Cohort feature, and decides if your cohort
can not only win battles, but entire wars. Thinking can exchange the spells it knows with the others
long-term is key to any defensive strategy, as captains available to a class, including new spells in this
of the Turtle know the answer is never how they shall book.
counterattack, but when. As with any character, your cohort can
attune to three magic items at a time.
BONUS PROFICIENCIES
Starting when you choose this banner at 3rd level,
you gain proficiency in heavy armor.
53
Classes COHORTS ABBOT - COHORT
Your cohort is the most steadfast of allies, is loyal to a While following the command of a captain, the
fault, and will likely be a lifelong ally and friend. But abbot gains additional abilities based on the
not all cohorts are cut from the same cloth or possess captain’s level:
the same skills—choose from the following non-
player characters when you enlist a new cohort. 2nd. Turn Undead (1/Long). As an action, the
ABBOT abbot may present its holy symbol and speak a
prayer censuring the undead. Each undead that
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT can see or hear the abbot within 30 feet must
make a Wisdom saving throw. If the creature
Armor Class 13 (chain shirt) fails its saving throw, it is turned for 1 minute or
Hit Points 11 (2d8 + 2) until it takes any damage.
Speed 30 ft. A turned creature must spend its turns
trying to move as far away from the abbot as it
STR DEX CON INT WIS CHA can, and it can’t willingly move to a space within
13 (+1) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0) 30 feet of the abbot. It also can’t take reactions.
Skills Medicine +4, Religion +2 For its action, it can use only the Dash action or
Saving Throws Wis +4, Cha +2 try to escape from an effect that prevents it from
Senses passive Perception 12 moving. If there’s nowhere to move, the creature
Languages any one language (usually Common) can use the Dodge action.
CHALLENGE
1/4 (50 XP) 6th. Spellcasting. The abbot’s spellcasting
Spellcasting. The abbot is a 1st-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC improves. It is a 3rd-level spellcaster which has
12, +4 to hit with spell attacks). The abbot has the the following cleric spells prepared:
following cleric spells prepared: Cantrips (at will): light, sacred flame,
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (2 slots): cure wounds, guiding bolt, thaumaturgy
1st level (4 slots): detect evil and good, cure
sanctuary
wounds, guiding bolt, sanctuary
ACTIONS 2nd level (2 slots): lesser restoration
Mace. Melee Weapon Attack: +3 to hit, reach
10th. Spellcasting. The abbot’s spellcasting
5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage. improves. It is a 5th-level spellcaster which has
the following cleric spells prepared:
Light Crossbow. Ranged Weapon Attack: +2 Cantrips (at will): light, sacred flame,
to hit, range 80/320 ft., one target. Hit: 4 (1d8) thaumaturgy
piercing damage. 1st level (4 slots): detect evil and good, cure
I ultounsverdeenehatmhadyve.imlnSoguionrkpietsoe,rnooyipnst,tl'teosbhuaateutnriorrniuntof'nayMsdicnaeEwgls!lhwwwohhoceerantnhntththitueertyyno wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual
weapon
3rd level (2 slots): revivify
14th. Spellcasting. The abbot’s spellcasting
improves. It is a 7th-level spellcaster which has
the following cleric spells prepared:
Cantrips (at will): light, sacred flame,
thaumaturgy
1st level (4 slots): detect evil and good, cure
wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual
weapon
3rd level (3 slots): beacon of hope, revivify
4th level (1 slots): divination
18th. Spellcasting. The abbot’s spellcasting
improves. It is a 9th-level spellcaster which has
the following cleric spells prepared:
Cantrips (at will): light, sacred flame,
thaumaturgy
1st level (4 slots): detect evil and good, cure
wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual
weapon
3rd level (3 slots): beacon of hope, revivify
4th level (3 slots): death ward, divination
5th level (1 slots): flame strike
54
BERSERKER ABBOT Captain
A devout adherent to the faith, an abbot can work
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT minor divine miracles with the whispering of prayers
and the waving of hands.
Armor Class 14 (unarmored defense)
Hit Points 13 (2d8 + 4) BERSERKER
Speed 30 ft. Vicious and wild, the Berserker tears across the
battlefield in a wild frenzy, devastating its enemies
STR DEX CON INT WIS CHA with boundless rage.
14 (+2) 14 (+2) 14 (+2) 9 (−1) 10 (+0) 9 (−1)
CHAMPION
Skills Athletics +4, Survival +3 A Champion is a skilled, tactical fighter, just as
Saving Throws Str +4, Con +4 comfortable in the saddle during military drills as
Senses passive Perception 10 armored on the field of battle.
Languages any one language (usually Common)
CHALLENGE CONSTRUCT
1/4 (50 XP) With the help of a tinkerer or a mage, you gain the
unwavering, mechanical loyalty of a golem, shield
Unarmored Defense. While not wearing armor, guardian, or clockwork construct. Your construct
is of a smaller variety than most golems, but can be
the berserker’s AC is equal to 10 + its Dexterity built and repaired in far less time.
modifier + its Constitution modifier. Construct Nature. A construct doesn’t
require air, food, drink, or sleep.
ACTIONS
CULTIST
Greataxe. Melee Weapon Attack: +4 to hit, Dogmatic and often unhinged, cultists draw upon
forbidden, eldritch allies for a taste of arcane might.
reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing
damage. HUNTER
A Hunter is a naturally skilled tracker and outlander,
Handaxe. Ranged Weapon Attack: +4 to hit, as comfortable in the depths of the woods as in a
tavern or or town.
reach 20/60 ft., one target. Hit: 5 (1d6 + 2)
slashing damage. MAGE
A mage is a brilliant and studious spellcaster, well-
BERSERKER - COHORT versed in the study of all things arcane.
While following the command of a captain, the STALKER
berserker gains additional abilities based on the Stealthy and subversive, the Stalker is just as adept an
captain’s level: assassin as a burglar or thief.
2nd. Rage (Recharges after a Long Rest). The TEMPLAR
A daring knight, sworn to virtue and station, a
berserker can enter a rage as a bonus action, templar knows no fear in their heart and no equal in
gaining the following benefits for 1 minute: battle.
• The berserker has advantage on Strength
UNDEAD
checks and Strength saving throws. With the help of necromancy, a commander can
• The berserker deals an additional 2 damage enlist the most loyal minion possible: a silent,
obedient undead thrall. Zombies, ghouls, and
on melee weapon damage rolls. revenants are the most common form of undead
• The berserker has resistance to bludgeoning, cohort, as they are sturdier than skeletons, and more
loyal than vampires.
piercing, and slashing damage. Undead Nature. An undead doesn't require
This rage ends early if the berserker is knocked air, food, drink, or sleep.
unconscious or if the berserker does not attack a
hostile creature or take damage on its turn. The
berserker can also end its rage on its turn as a
bonus action.
6th. Relentless (Recharges after a Long Rest).
If the berserker takes damage that would reduce
it to 0 hit points, it is reduced to 1 hit point
instead.
10th. Rage. The berserker can rage twice before
requiring a long rest and deals an additional 3
on melee weapon damage rolls while raging.
14th. Brutal Critical. The berserker deals an
additional die of damage on a critical hit.
18th. Rage. The berserker can rage three times
before requiring a long rest and deals an
additional 4 damage on melee weapon damage
rolls while raging.
55
Classes CHAMPION CONSTRUCT COHORT
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT MEDIUM CONSTRUCT, ANY LAWFUL ALIGNMENT
Armor Class 16 (scale mail, shield) Armor Class 17 (natural armor)
Hit Points 11 (2d8 + 2) Hit Points 13 (2d8 + 4)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 11 (+0) 12 (+1) 9 (−1) 14 (+2) 10 (+0) 15 (+2) 10 (+0) 10 (+0) 9 (−1)
Skills Animal Handling +3, Athletics +4 Damage Immunities poison
Saving Throws Str +4, Con +3 Condition Immunities charmed, exhaustion,
Senses passive Perception 11
Languages any one language (usually Common) poisoned
CHALLENGE
1/4 (50 XP) Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its
Martial Prowess. The champion deals an
creator (usually Common) but can’t speak
additional 2 damage on melee weapon damage
rolls (included in the damage rolls). CHALLENGE
ACTIONS 1/4 (50 XP)
Longsword. Melee Weapon Attack: +4 to hit, Death Burst. The construct explodes when it
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing drops to 0 hit points. Each creature within 5 feet of
damage, or 9 (1d10 + 4) slashing damage if used it must make a DC 12 Constitution saving throw,
in two hands. taking 7 (2d6) fire damage on a failed save, or half
as much damage on a successful one.
Javelin. Ranged Weapon Attack: +4 to hit, reach
ACTIONS
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
damage.
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
CHAMPION - COHORT
CONSTRUCT - COHORT
While following the command of a captain, the
champion gains additional abilities based on the While following the command of a captain, the
captain’s level: construct gains additional abilities based on the
captain’s level:
2nd. Ability Score Increase. The champion’s
2nd. Surveillance Protocol. The construct
Strength, Dexterity, or Constitution increases by
scores by 2, to a maximum of 20. gains blindsight out to 60 feet. It also adds the
captain’s level to its passive Perception score.
6th. Second Wind (Recharges after a Short or
Long Rest). On his turn, the champion can use a 6th. Improved Armor. The construct’s Armor
bonus action to regain hit points equal to 1d10 Class improves by 1.
+ the captain’s level.
6th. Death Burst. The construct’s Death Burst
10th. Ability Score Increase. The champion’s
improves: it deals 21 (6d6) fire damage on a
Strength, Dexterity, or Constitution increases by failed save, or half as much on a successful one.
scores by 2, to a maximum of 20.
10th. Charged Slam. The construct’s slam attack
14th. Deadly Accuracy. The champion’s weapon
deals an additional 1d8 lightning damage on a
attack rolls score a critical hit on a roll of 19 or hit.
20.
10th. Magic Resistance. The construct has
18th. Martial Advantage (1/Turn). The
advantage on saving throws against spells and
champion can deal an additional 7 (2d6) other magical effects.
damage to a creature it hits with a weapon
attack if that creature is within 5 feet of an ally of 14th. Improved Armor. The construct’s Armor
the champion that isn’t incapacitated.
Class improves by 1.
18th. Unerring Strike (1/Turn). The construct
can repeat its slam attack if it misses.
56
Captain
CULTIST - COHORT CULTIST
While following the command of a captain, the MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
cultist gains additional abilities based on the
captain’s level: Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
2nd. Agonizing Blast. The cultist adds their Speed 30 ft.
Charisma modifier to the damage it deals on a STR DEX CON INT WIS CHA
hit with eldritch blast. 11 (+0) 13 (+1) 12 (+1) 11 (+0) 9 (−1) 14 (+2)
6th. Spellcasting. The cultist’s spellcasting Skills Deception +4, Persuasion +4
Saving Throws Wis +1, Cha +4
improves. It is a 3rd-level spellcaster which Senses passive Perception 9
knows the following warlock spells: Languages any one language (usually Common)
Cantrips (at will): eldritch blast, minor illusion CHALLENGE
1st–2nd level (2 2nd-level slots): charm person, 1/4 (50 XP)
Spellcasting. The cultist is a 1st-level spellcaster.
comprehend languages, hellish rebuke, ray of
enfeeblement Its spellcasting ability is Charisma (spell save
DC 12, +4 to hit with spell attacks). It regains its
10th. Dark One’s Own Luck (Recharges after a expended spell slots when it finishes a short or
Short or Long Rest). When the cultist makes long rest. The cultist knows the following warlock
spells:
an ability check or saving throw, it can add a d10 Cantrips (at will): eldritch blast, minor illusion
to the roll. It can do this after the roll is made 1st level (1 1st-level slot): charm person, hellish
but before any of the roll’s effects occur.
rebuke
10th. Spellcasting. The cultist’s spellcasting
ACTIONS
improves. It is a 5th-level spellcaster which Dagger. Melee or Ranged Weapon Attack: +3 to
knows the following warlock spells:
Cantrips (at will): eldritch blast, minor illusion, hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3
(1d4 + 1) piercing damage.
shocking grasp
1st–3rd level (2 3rd-level slots): charm person,
comprehend languages, fear, hellish rebuke,
ray of enfeeblement, suggestion
14th. Spellcasting. The cultist’s spellcasting
improves. It is a 7th-level spellcaster which
knows the following warlock spells:
Cantrips (at will): eldritch blast, minor illusion,
shocking grasp
1st–4th level (2 4th-level slots): banishment,
charm person, comprehend languages,
fear, gaseous form, hellish rebuke, ray of
enfeeblement, suggestion
18th. Spellcasting. The cultist’s spellcasting
improves. It is a 9th-level spellcaster which
knows the following warlock spells:
Cantrips (at will): eldritch blast, minor illusion,
shocking grasp
1st–5th level (2 5th-level slots): banishment,
blight, charm person, comprehend languages,
fear, gaseous form, hellish rebuke, hold
monster, ray of enfeeblement, suggestion
57
Classes HUNTER MAGE
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Armor Class 14 (studded leather armor) Armor Class 11 (14 with mage armor)
Hit Points 11 (2d8 + 2) Hit Points 7 (2d8 − 2)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 9 (−1) 9 (−1) 12 (+1) 9 (−1) 14 (+2) 13 (+1) 13 (+1)
Skills Nature +2, Survival +4 Skills Arcana +4, History +4
Saving Throws Str +2, Dex +4 Saving Throws Int +4, Wis +3
Senses passive Perception 12 Senses passive Perception 11
Languages any one language (usually Common) Languages any one language (usually Common)
CHALLENGE CHALLENGE
1/4 (50 XP) 1/4 (50 XP)
Keen Hearing and Sight. The hunter has Spellcasting. The mage is a 1st-level spellcaster.
advantage on Wisdom (Perception) checks that Its spellcasting ability is Intelligence (spell save DC
rely on hearing or sight. 12, +4 to hit with spell attacks). The mage has the
following wizard spells prepared:
ACTIONS Cantrips (at will): fire bolt, light, mage hand,
Scimitar. Melee Weapon Attack: +4 to hit, reach
prestidigitation
5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. 1st level (2 slots): mage armor, magic missile,
Longbow. Ranged Weapon Attack: +4 to hit, shield
reach 150/600 ft., one target. Hit: 6 (1d8 + 2) ACTIONS
piercing damage. Dagger. Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3
(1d4 + 1) piercing damage.
HUNTER - COHORT 14th. Fleeting. The hunter can take the Disengage
While following the command of a captain, the hunter action as a bonus action on each of its turns.
gains additional abilities based on the captain’s level:
14th. Spellcasting. The hunter's spellcasting
2nd. Sharpshooter. The hunter adds 2 to its ranged
improves. It is a 7th-level spellcaster which knows
weapon attack rolls. the following ranger spells:
1st level (4 slots): animal friendship, hunter’s mark,
6th. Spellcasting. The hunter is a 3rd-level
longstrider
spellcaster. Its spellcasting ability is Wisdom (spell 2nd level (3 slots): pass without trace, spike growth
save DC 12, +4 to hit with spell attacks). The hunter
knows the following ranger spells: 18th. Spellcasting. The hunter's spellcasting
1st level (3 slots): animal friendship, hunter’s mark,
improves. It is a 9th-level spellcaster which knows
longstrider the following ranger spells:
1st level (4 slots): animal friendship, hunter’s mark,
10th. Spellcasting. The hunter's spellcasting
longstrider
improves. It is a 5th-level spellcaster which knows 2nd level (3 slots): pass without trace, spike growth
the following ranger spells: 3rd level (2 slots): haste (counts as a ranger spell for
1st level (4 slots): animal friendship, hunter’s mark,
the hunter)
longstrider
2nd level (2 slots): spike growth
10th. Two-Weapon Fighting. If the hunter wields
two light melee weapons, it can use a bonus action
to make an additional melee weapon attack.
58
MAGE - COHORT STALKER Captain
While following the command of a captain, the MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
mage gains additional abilities based on the
captain’s level: Armor Class 14 (studded leather armor)
Hit Points 9 (2d8)
2nd. Magic Resistance. The mage has advantage Speed 30 ft.
on saving throws against spells and other STR DEX CON INT WIS CHA
magical effects. 9 (−1) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 11 (+0)
6th. Spellcasting. The mage's spellcasting Skills Acrobatics +4, Stealth +4
Saving Throws Dex +4, Int +3
improves. It is a 3rd-level spellcaster which has Senses passive Perception 11
the following wizard spells prepared: Languages any one language (usually Common)
Cantrips (at will): fire bolt, light, mage hand, CHALLENGE
1/4 (50 XP)
prestidigitation
1st level (4 slots): mage armor, magic missile, Sneak Attack (1/Turn). The stalker deals an
shield extra 3 (1d6) damage when it hits a target with a
2nd level (2 slots): misty step, scorching ray weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of
10th. Spellcasting. The mage's spellcasting the stalker that isn't incapacitated and the stalker
doesn't have disadvantage on the attack roll.
improves. It is a 5th-level spellcaster which has
the following wizard spells prepared: ACTIONS
Cantrips (at will): fire bolt, light, mage hand, Shortsword. Melee Weapon Attack: +4 to hit,
prestidigitation reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
1st level (4 slots): detect magic, mage armor, damage.
magic missile, shield Shortbow. Ranged Weapon Attack: +4 to hit,
2nd level (3 slots): misty step, scorching ray
3rd level (2 slots): fireball reach 80/320 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
14th. Spellcasting. The mage's spellcasting
STALKER - COHORT
improves. It is a 7th-level spellcaster which has
the following wizard spells prepared: While following the command of a captain, the
Cantrips (at will): fire bolt, light, mage hand, stalker gains additional abilities based on the
captain’s level:
prestidigitation
1st level (4 slots): detect magic, mage armor, 2nd. Cunning Action. On each of its turns, the
magic missile, shield stalker can use a bonus action to take the Dash,
2nd level (3 slots): misty step, scorching ray Disengage, or Hide action.
3rd level (3 slots): counterspell, fireball
4th level (1 slots): greater invisibility 6th. Sneak Attack. The stalker’s Sneak Attack
18th. Spellcasting. The mage's spellcasting damage increases to 2d6.
improves. It is a 9th-level spellcaster which has 10th. Uncanny Dodge. When the stalker takes
the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, damage from an effect it can see, it can halve
that damage as a reaction.
prestidigitation
1st level (4 slots): detect magic, mage armor, 10th. Sneak Attack. The stalker’s Sneak Attack
magic missile, shield damage increases to 3d6.
2nd level (3 slots): misty step, scorching ray
3rd level (3 slots): counterspell, fireball 14th. Evasion. If the stalker is subjected to an
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold effect that allows it to make a Dexterity saving
throw to take only half damage, the stalker
Stalkers are like rogues on an internship. instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.
14th. Sneak Attack. The stalker’s Sneak Attack
damage increases to 4d6.
20th. Assassinate. During its first turn, the stalker
has advantage on attack rolls against any
creature that hasn't taken a turn. Any hit the
stalker scores against a surprised creature is a
critical hit.
59
Classes
TEMPLAR TEMPLAR - COHORT
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT While following the command of a captain, the
templar gains additional abilities based on the
Armor Class 16 (chain mail) captain’s level:
Hit Points 11 (2d8 + 2)
Speed 30 ft. 2nd. Divine Hands (1/Long). As an action, the
STR DEX CON INT WIS CHA templar can touch a willing creature within 5 feet
14 (+2) 9 (−1) 12 (+1) 10 (+0) 10 (+0) 14 (+2) of it, which regains 2d8 hit points.
Skills Athletics +4, Religion +2 6th. Spellcasting. The templar is a 3rd-level
Saving Throws Wis +2, Cha +4
Senses passive Perception 10 spellcaster. Its spellcasting ability is Charisma
Languages any one language (usually Common) (spell save DC 12, +4 to hit with spell attacks).
CHALLENGE The templar has the following paladin spells
1/4 (50 XP) prepared:
1st level (3 slots): command, divine favor,
Brave. The templar has advantage on saving
protection from evil and good
throws against being frightened.
6th: Divine Eminence. As a bonus action, the
ACTIONS
Longsword. Melee Weapon Attack: +4 to hit, templar can expend a spell slot to cause its
melee weapon attacks to magically deal an
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing extra 10 (3d6) radiant damage to a target on a
damage, or 9 (1d10 + 4) slashing damage if used hit. This benefit lasts until the end of the turn. If
in two hands. the templar expends a spell slot of 2nd level or
higher, the extra damage increases by 1d6 for
Javelin. Ranged Weapon Attack: +4 to hit, reach each level above 1st.
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 10th. Spellcasting. The templar’s spellcasting
damage.
improves. It is a 5th-level spellcaster which has
the following paladin spells prepared:
1st level (4 slots): command, divine favor,
protection from evil and good
2nd level (2 slots): branding smite
14th. Parry. As a reaction, the templar adds 2 to
its AC against one melee attack that would hit it.
To do so, the templar must see the attacker and
be wielding a melee weapon.
14th. Spellcasting. The templar’s spellcasting
improves. It is a 7th-level spellcaster which has
the following paladin spells prepared:
1st level (4 slots): command, divine favor,
protection from evil and good
2nd level (3 slots): branding smite, magic
weapon
18th. Spellcasting. The templar’s spellcasting
improves. It is a 9th-level spellcaster which has
the following paladin spells prepared:
1st level (4 slots): command, divine favor,
protection from evil and good
2nd level (3 slots): branding smite, magic
weapon
3rd level (2 slots): spirit guardians (counts as a
paladin spell for the templar)
60
UNDEAD COHORT fuHibsanlNieeaepnaohsbagwtriornturstihdtneiuoe!sdrlnrTeetztedhnahho'easmdercretaobbfserntotii,pgherristesgedaehseymelsapsl…attanayedkIironstlsecsudi!sautr?wenetmIrio'twgalhefellianlttttylihahla.kel e Captain
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Armor Class 9
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 9 (−1) 9 (−1) 9 (−1)
Damage Immunities poison
Condition Immunities charmed, exhaustion,
poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands any one language
(usually Common), but can’t speak
CHALLENGE
1/4 (50 XP)
Undead Fortitude. If damage reduces the
undead to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit.
On a success, the undead drops to 1 hit point
instead.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) piercing damage.
UNDEAD - COHORT
While following the command of a captain, the
undead gains additional abilities based on the
captain’s level:
2nd: Turn Resistance. The undead has advantage
on saving throws against any effect that turns
undead.
6th: Necrotizing Bite. The undead’s bite deals an
additional 1d6 necrotic damage on a hit.
10th: Regeneration. The undead regains 1
hit point at the start of its turn. If the undead
takes fire or radiant damage, this trait doesn’t
function at the start of the undead’s next turn.
The undead dies only if it starts its turn with 0 hit
points and doesn’t regenerate.
14th: Improved Necrotizing Bite. The undead’s
bite deals an additional d6 necrotic damage
(2d6) on a hit, and the undead regains hit points
equal to the necrotic damage dealt.
18th: Undead Horde. A humanoid slain by the
undead’s bite attack rises 24 hours later as a
zombie under the captain's control, unless
the humanoid is restored to life or its body is
destroyed. The captain can have no more than
six zombies under its control at one time. The
zombies remain under the captain’s control
for 24 hours, after which the captain must cast
the animate dead or similar magic to reassert
control over them.
61
62 Classes
CRAFTSMAN tIertmhinisk"tfhoerggeenmdoenrk-enye"utral Craftsman
A burly dwarf brings her hammer down on a can attain legendary works. Each type of craftsman,
glowing hunk of steel, launching a shower of sparks from the practical to the wildly eccentric, have their
into the air. The air resonates with the sound of metal place, but no craftsman can specialize in everything.
impacting metal, while the bright, hot piece of steel Moreover, few craftsmen are self-taught. Most
in her tongs begins to take shape. learn the finer points of their craft under the tutelage
An elf threads a needle with an impossibly thin of a master artisan (whether or not their master was
metallic wire, preparing to set the stitches into what a craftsman, in the conventional sense.) Did you
looks to be leather armor, but made of dragon's hide. study under a master, and if so, what drove you to
Once satisfied with the measurements, he proceeds apprentice underneath them?
with a flurry of dexterous needlework. Lastly, consider how you view your work. Are
A gnome with an intricate set of goggles you pragmatic, viewing your creations as tools to
examines the stock for her latest work, a portable serve a purpose? Are you artistic, striving to craft
ballista. She examines the gearing and loading crank, pieces of unrivalled beauty and perfection? Or are
ensures the tension on the bowstring, and scans the you experimental, tinkering and building with wild
bolt rail for imperfections. She smiles, for she knows abandon to break new ground and innovate on
her work is without flaw. established norms?
Craftsmen are virtuoso artisans and genius QUICK BUILD
inventors. Not merely content merely to create You can make a craftsman quickly by following these
masterwork pieces of weapons and armor, they suggestions. Make Strength or Dexterity your highest
invent and engineer ingenious devices and singularly ability, followed by Intelligence. Next, select Athletics
deadly weapons. and Investigation as your skills.
Master of Craft
Artisans of all types are an integral part of every
culture: buildings must be erected, pots must be
set to the kiln, tools must be forged. Despite their
pervasiveness, master craftsmen are still as rare
as they are prized. These artisans, creators, and
inventors can smith items of mythic quality, and can
solve most any problem simply by using the right
tool and the appropriate amount of force.
Secret of Steel
Adventuring craftsmen come in many varieties,
but nearly all leverage their advanced knowledge of
metallurgy, smelting, and construction to forge arms
and armor rarely seen, even by other adventurers.
The smiths test their schematics and designs
themselves, building prototypes and experimental
gear that can later be refined into mass-production
items.
Creating a Craftsman
When you create your craftsman, the most important
thing to consider is your crafting expertise. Though
all craftsmen of adventuring stock can stitch leather
armor, forge weapons, and tinker with magic items,
only those who dedicate themselves to a single craft
63
Classes CRAFTSMAN
PROFICIENCY ACTIVE
LEVEL BONUS FEATURES CRAFTING
1st +2 Exotic Proficiencies, Active Crafting 25 gp
25 gp
2nd +2 Masterwork (Apprentice properties), Tool Belt 50 gp
75 gp
3rd +2 Artisans’ Guild 100 gp
125 gp
4th +2 Ability Score Improvement 150 gp
175 gp
5th +3 Extra Attack, Masterwork (Journeyman properties) 200 gp
225 gp
6th +3 Folded Steel 250 gp
275 gp
7th +3 Artisans’ Guild feature 300 gp
325 gp
8th +3 Ability Score Improvement 350 gp
375 gp
9th +4 Eye for Quality 400 gp
425 gp
10th +4 Artisans’ Guild feature 450 gp
500 gp
11th +4 Masterwork (Master properties)
12th +4 Ability Score Improvement
13th +5 Flawless Construction
14th +5 Artisans’ Guild feature
15th +5 Uncanny Tool Belt
16th +5 Ability Score Improvement
17th +6 Masterwork (Legendary properties)
18th +6 Artisans’ Guild feature
19th +6 Ability Score Improvement
20th +6 Magnum Opus
CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As a craftsman, you gain the following class features. the equipment granted to you by your background:
• A set of craftman’s tools
HIT POINTS • A shield and (a) chain mail, (b) leather armor, or
Hit Dice: 1d10 per craftsman level
Hit Points at 1st Level: 10 + your Constitution (c) scale mail
• A dagger and (a) a warhammer or (b) any simple
modifier
Hit Points at Higher Levels: 1d10 (or 6) + your weapon
• (a) a light crossbow and 20 bolts or (b) a
Constitution modifier per craftsman level after 1st
shortbow and 20 arrows
PROFICIENCIES • A dungeoneer's pack
Armor: All armor, shields
Weapons: Simple weapons, martial weapons CRAFTSMAN'S TOOLS
Tools: All artisan’s tools
Saving Throws: Constitution, Intelligence As a craftsman, you carry a set of craftsman’s
Skills: Choose two from: Arcana, Athletics, tools, a combined toolkit which covers a broad
range of applications. You can use a set of
History, Investigation, Medicine, Perception, and craftsman’s tools for any ability check you would
Persuasion make with any set of artisan’s tools. A set of
craftsman’s tools costs 75 gp.
64
Exotic Proficiencies MASTERWORK PROPERTIES Craftsman
Masterwork weapons and armor can be modified
Starting at 1st level, you gain proficiency in with masterwork properties, advanced modifications
exotic weapons and exotic armor, which are which transform them into truly unique weapons
unconventional, yet effective items in which no other and armor. Masterwork properties are separated
class gets proficiency. If a feature or effect grants into 4 levels: Apprentice, Journeyman, Master,
proficiency with a weapon or suit of armor, it does and Legendary. You can apply any number of
not grant proficiency with exotic weapons or exotic Apprentice properties to a masterwork weapon, or
armor, unless otherwise stated. three Apprentice properties to a masterwork suit of
armor. Additionally, you can apply one Journeyman,
Active Crafting one Master, and one Legendary property to each
masterwork item.
Also at 1st level, you can craft one item each day If you add a Master or Legendary property to an
when you take a long rest, without losing the benefits item, only you can use it.
of a long rest. You pay half the item’s gold piece
cost in materials, up to 25 gp. If an item costs more MODIFYING EQUIPMENT
than 25 gp in materials, you can finish the item by Using the Active Crafting feature, you can modify a
working on it for multiple days, spending 25 gp each weapon or suit of armor when you take a long rest.
day until the item is completed. This allows you to do the following:
As you gain levels in this class, your crafting Improving Equipment. You can make any
speed increases, allowing you to spend more on nonmagical weapon or suit of armor masterwork for
materials for each day of crafting, as shown in the a cost of 50 gp in materials.
Active Crafting column of the Craftsman table.
Items you craft using this feature are worth half
their gold piece cost when sold. This means that you
can sell an item to refund its cost in materials, but
not to make a profit.
Masterwork
At 2nd level, you begin to learn the deeper intricacies
of weapon and armor craftsmanship.
MASTERWORK EQUIPMENT
As a craftsman, you are capable of creating weapons
and armor of the utmost quality; such creations are
known as masterwork items. To create a masterwork
version of an item, add 50 gp to the cost in materials
you pay to craft the item. Masterwork weapons
you create have a +1 bonus to attack rolls. A magic
weapon that adds a bonus to your attack and damage
rolls doesn’t add this bonus to attack rolls.
Masterwork Properties
Craftsman
Properties Level Cost
Apprentice 2nd —
Journeyman 5th 100 gp
Master 11th 250 gp
Legendary 17th 400 gp
65
Classes DOWNTIME CRAFTING CRAFTING ABILITY
Intelligence is the primary ability you use when
Any character can craft an item in their crafting items. You use your Intelligence modifier
downtime, the craftsman is simply better at it. To when setting the saving throw DC for items which
craft an item, a character requires three things: you craft.
• Materials. In most cases, the raw materials Masterwork save DC = 8 + your proficiency
bonus + your Intelligence modifier
for an item can be obtained for half the
item’s gold piece cost. This cost can Tool Belt
fluctuate depending on the character's
current circumstances, contacts, or access to By 2nd level, you always have the right tool at
materials. hand. You can use your action to retrieve a piece of
nonmagical gear from your belt, apron, pack, cart,
• Tools. You must have a set of appropriate or wherever you keep your tools, even if you didn’t
have it in your inventory before. The item’s gold piece
artisan’s tools and proficiency in their use to cost can be up to 50 gp. You can’t use this feature to
craft an item. Occasionally, an item might produce a weapon, suit of armor, shield, or potion.
call for an entire workshop or other special An item retrieved this way becomes lost in your
tools. inventory and vanishes when you take a long rest.
You can use this ability a number of times equal to
• Time. The time required to craft an item is your Intelligence modifier and regain all expended
uses when you finish a long rest.
measured against its cost in materials. A
character makes progress toward crafting Artisans’ Guild
an item equal to 5 gp for each day of
downtime, completing their work when this At 3rd level, you join an Artisans’ Guild. Select one
amount exceeds the item’s cost in materials. of the Guilds from those listed below; you gain the
As a craftsman, you work faster than a 3rd level ability of that guild. You gain an additional
normal character, and make progress equal Guild ability at 7th, 10th, 14th and 18th level.
to 10 gp progress each day.
You can sell any item you craft during your Ability Score Improvement
downtime for its total gold piece cost. As such,
if you run a shop or craft items during your When you reach 4th level, and again at 8th, 12th, 16th,
downtime purely to make profit, you can make 5 and 19th level, you can increase one ability score of
gp per day, assuming you sell all of your items. your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can’t increase an
Adding Masterwork Properties. Adding ability score above 20 using this feature.
masterwork properties of Journeymen level or higher
requires a cost in gold pieces and also requires you Extra Attack
to be of a high enough level in this class, as shown in
the Masterwork Properties table. When you learn a Beginning at 5th level, you can attack twice, instead
new level of masterwork properties, you can apply a of once, whenever you take the Attack action on your
property from that level to a masterwork item at no turn.
cost.
Check the Weapons Exceptions sidebar in Folded Steel
Chapter 5 before adding masterwork properties to a
weapon. At 6th level, you discover or create new processes for
Whenever you modify the properties of a making your masterwork gear even stronger than
masterwork weapon, you can change its damage type before. Masterwork weapons crafted or modified by
to bludgeoning, piercing, or slashing damage, if its you count as magical for the purposes of overcoming
damage was already one of these types. damage resistance and immunity.
Removing Properties. You can remove any
properties of a masterwork item, including those Eye for Quality
a weapon had when you first created it. You can’t
remove a property from an item that is a prerequisite Starting at 9th level, you can cast the spell identify at
for another of the item’s properties. If you replace will, without using a spell slot or spell components.
a property of Journeyman level or higher with a Additionally, when you cast the spell, you also
property of the same level over the same long rest,
you can do so without an additional cost in materials.
66
appraise the target item, learning its market value in ARTISANS’ GUILDS Craftsman
gold pieces.
All master craftsmen learn the basics of smithing,
Flawless Construction leatherworking, woodworking, and other necessary
disciplines on the path to mastery, either on their
Beginning at 13th level, masterwork items you create own or under tutelage of another master artisan.
do not rust, pit, fray at the edges, or otherwise show However, as they hone their skills, they invariably
signs of aging. Additionally, they have resistance to find themselves drawn to gatherings of other like-
all damage. An effect which would destroy an item minded craftsmen. These groups, formalized as
you have created only does so if it could destroy a Guilds, provide a means for craftsmen to compare
magic item. notes and schematics, acquire resources, and provide
a means for craftsmen to ply their trade.
Uncanny Tool Belt
Arcane Maesters’ Guild
By 15th level, you have a knack for finding the most
useful things buried away in your cart. You can While most seasoned spellcasters will enchant a
produce a single common or uncommon magic item handful of magic items over the course of their
from your tool belt. The item becomes lost in your careers, artisans belonging to the Guild of Arcane
inventory and vanishes when you finish a long rest. Maesters seek to become true masters of magic item
Once you use this ability, you can’t use it again until creation. They rightly take seriously the forging
you finish a long rest. of such powerful relics: each creation must be a
masterwork in its own right to contain the potent
Magnum Opus magic woven into them. Despite laboring for months
or even years to perfect their creations, seasoned
At 20th level, you complete an object of unparalleled maesters are always seen to be laden with dozens
majesty. You work feverishly for a period of 30 of magic items, attuned to a handful of rings, and
days to create a single magic item of very rare or carrying a wand of magic missiles, just in case.
legendary rarity. This item is tied to your very soul:
regardless of type, you are always considered attuned MAGIC ITEM CRAFTING
to it, and no other creature can attune to it while When you join this guild at 3rd level, you unlock
you are alive. This item does not count against your the secrets of crafting items infused with magical
maximum number of attuned items, and you ignore energy. The Magic Item Crafting sidebar details the
all attunement requirements for the item. As long as magic items you can create, specifies the level you
you are on the same plane of existence as your item, must have in this class to create each magic item,
you can call it to your hand or onto your body (as and shows the cost in materials an item will require.
appropriate). You can only craft a Magnum Opus You can craft a magic item by spending multiple days
once. working on it, as per the Active Crafting feature.
ARTISAN'S GUILDS
NAME DESCRIPTION
Arcane Maesters' Guild Magical craftsmen that forge mundane steel into magic items
Armigers’ Guild Armorsmiths of great renown that wear reinforced steel
Bladeworkers' Guild Weaponsmiths who build innovative implements of war and train in their use
Calibarons’ Guild Gunsmiths who develop advanced firearms and attachments
Forgeknight’s Guild Wields a portable forge to heat their weapons and armor to explosive limits
Mechanauts’ Guild Pilots a modified apparatus of the crab, a walking construct of fearsome power
Thunderlords’ Guild An electric innovator that uses lightning-charged equipment
Trapper’s Guild A mechanical tinkerer that deploys lethal booby traps during combat
67
Classes MAGIC ITEM CRAFTING 7th level, 250 gp Periapt of wound closure
Ring of feather falling
The following lists show which Boots of elvenkind Ring of mind shielding
magic items you can create, the Circlet of blasting Slippers of spider climbing
craftsman level you must have, Cloak of elvenkind Winged boots
and the cost in materials each Efficient quiver
item requires. Eyes of charming 14th level, 1,000 gp
Pipes of haunting
3rd level, 100 gp Portable hole Belt of dwarvenkind
Ring of jumping Boots of levitation
Bag of holding Ring of water walking Boots of speed
Decanter of endless water Wand of magic missiles Cape of the mountebank
Eyes of minute seeing Wind fan Cloak of the bat
Folding boat Gem of seeing
Handy haversack 10th level, 500 gp Horn of blasting
Goggles of night Instant fortress
Helm of comprehending Boots of striding and springing Iron bands of binding
languages Eversmoking bottle Ring of free action
Immovable rod Eyes of the eagle Ring of the ram
Lantern of revealing Gloves of missile snaring Ring of X-ray vision
Periapt of health Hat of disguise Wand of enemy detection
Rope of climbing Helm of telepathy Wand of fear
Wand of secrets Periapt of proof against poison
No sword is "too big" From among those you can craft at 3rd level, you
can craft 5 magic items. You can craft 3 from among
… probably. those you can craft at 7th, 3 from among those at
10th, and 2 from among those you can craft at 14th.
MAGIC ITEM BLUEPRINTS In the process of creating a new magic item, you can
dismantle a magic item you have created in order to
If you wish to craft an item not included on the build a new one from the same category.
Magic Item Crafting sidebar, you might find a
blueprint for such an item on your travels. The APPRENTICE PROPERTY
GM will determine the craftsman level and cost Also at 3rd level, you learn to apply the following
in materials required for a magic item created masterwork property to your equipment:
from a blueprint. Unless otherwise stated, a
blueprint can only be used to create one magic ENCHANTED
item. Apprentice weapon property
Components Masterwork weapon
This weapon is interwoven with strong magical
enchantments. You use your Intelligence, instead of
Strength or Dexterity, for this weapon’s attack and
damage rolls.
INSTANT ATTUNEMENT
Beginning at 7th level, your experience in creating
magic items allows you to quickly bond with them.
You can use your action to attune to a magic item,
and can end an attunement to an item as part of the
action. You can use this ability a number of times
equal to your Intelligence modifier, and regan all
expended uses when you finish a short or long rest.
68
EPHEMERAL ENCHANTMENT Defense. While you are wearing armor, you Craftsman
Starting at 10th level, you can spend 10 minutes gain a +1 bonus to AC.
to lay an enchantment on a nonmagical weapon, Protection. When a creature you can see
enchanting up to 6 during a short or long rest. For attacks a target other than you that is within 5
the next 8 hours, this weapon counts as magical for feet of you, you can use your reaction to impose
the purposes of overcoming damage resistance and disadvantage on the attack roll. You must be wielding
immunity. a shield.
SEVER CONNECTION SHINING STEEL
By 14th level, you can break the connection that Starting at 7th level, your imposing, shining armor
binds you to your magic items and repurpose that makes you a clear target for your foes. When you roll
magic to protect yourself. As a reaction when a initiative and are not surprised, you can challenge
creature you can see makes an attack against you or any creature with 60 feet that can see you to battle.
when you make a saving throw, you can end your Each affected creature must make a Wisdom
attunement to one magic item. Until the start of your save against your Masterwork save DC or have
next turn, you gain a bonus to your Armor Class and disadvantage on any attack roll that doesn’t target
saving throws equal to your Intelligence modifier. you on the first round of combat. A creature with
The total number of magic items you can attune to is Intelligence 3 or less automatically succeeds this
reduced by 1 until you finish a short or long rest. saving throw.
Once you use this ability, you can’t use it again
until you finish a short or long rest. ARMOR REINFORCEMENT
Starting at 10th level, you can spend 10 minutes
LEGENDARY PROPERTY to reinforce a suit of armor, or reinforce up to 6
At 18th level, you reach the peak of your craft. You during a short or long rest. This armor retains its
learn the following Legendary masterwork property, reinforcement until the creature wearing it is hit,
which you can immediately apply to a suit of after which it is no longer fortified. Reinforced armor
masterwork armor: gains one of the following properties of your choice:
Adamant. When a creature wearing this armor
RESONANT takes damage, it reduces the amount it takes by 1d8.
Legendary armor property Banded. A creature wearing this armor has a +1
Components Suit of exotic masterwork armor bonus to armor class.
By spending a short rest focusing on a magic item
while wearing this armor, you can attune the item FORTIFY
directly to the armor. You can use the magic item as Starting at 14th level, as a bonus action, you can gain
though you were attuned to it while you are wearing resistance to all damage until the end of your next
the armor. You can attune up to two items to the turn. Once you use this ability, you can't use it again
armor, and can end an item’s attunement to the until you finish a short or long rest.
armor by spending another short rest focused on the
item. LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You
Armigers’ Guild learn the following Legendary masterwork property,
which you can immediately apply to a suit of
The Armigers devote their skills to the art of armor masterwork armor:
smithing, with the firm belief that the right plate in
the right place can make a warrior invincible. INVINCIBLE
Legendary armor property
FIGHTING STYLE Components Suit of exotic masterwork armor
Beginning at 3rd level, you not only learn to forge While you are wearing this armor, bludgeoning,
powerful armor, but can wear it with skill. Choose piercing, and slashing damage that you take from
one of the following options. You can’t take a nonmagical weapons is reduced by 5.
Fighting Style option more than once, even if you
later get to choose again.
69
Classes Bladeworkers’ Guild HONED WEAPONS
Starting at 10th level, you can spend 10 minutes to
Blade and bow, axe and mace: these are the tools with fortify a weapon, or fortify up to 6 during a short or
which the Bladeworkers try to change the world. long rest. This weapon retains its fortification until
They believe that the right blade, in the right hand it hits a target, after which it is no longer fortified.
can make a warrior unstoppable. A fortified weapon gains one of the following
properties of your choice:
FIGHTING STYLE Honed. This weapon has a +2 bonus on attack
Starting when you choose this guild at 3rd level, you rolls.
not only forge great weapons, you fight with them as Sharpened. This weapon deals an 1d8
well. Choose one of the following options. You can’t additional damage on a hit.
take a Fighting Style option more than once, even if
you later get to choose again. VERSATILE WEAPON MASTER
Dueling. When you are wielding a melee At 14th level, you can wield all manner of weapons
weapon in one hand and no other weapons, you gain in rapid successions. Once on each of your turns
a +2 bonus to damage rolls with that weapon. when you attack with a weapon you have drawn on
Great Weapon Fighting. When you roll a 1 the same turn, you can gain advantage on the attack
or 2 on a damage die for an attack you make with a roll. You can't use this ability with a weapon if you
melee weapon that you are wielding with two hands, have disadvantage, you can't see the target, or you
you can reroll the die and must use the new roll, even have used this ability with the weapon within the
if the new roll is a 1 or a 2. The weapon must have last minute. You can use this ability once each with
the Two-Handed or Versatile property for you to a ranged weapon, once with a two-handed melee
gain this benefit. weapon, once with a one-handed melee weapon, and
Hand-and-a-Half. While wielding a versatile once with a thrown weapon.
weapon in two hands, you gain a +1 bonus to attack
and damage rolls with that weapon. LEGENDARY PROPERTY
Two-Weapon Fighting. When you engage At 18th level, you reach the peak of your craft. You
in two-weapon fighting, you can add your ability learn the following Legendary masterwork property,
modifier to the damage of the second attack. which you can immediately apply to a masterwork
weapon:
SABOTAGING STRIKE
Beginning at 7th level, you can use your knowledge DEVASTATING
of armament construction to disarm your foes and Legendary weapon property
crush their armor. Once on each of your turns, when Components Masterwork exotic weapon
you take the Attack action, you can replace one of This weapon scores a critical hit on a roll of 18, 19,
your attacks with one of the following special melee or 20.
attacks.
Disarm. You attempt to disarm a target within Calibarons’ Guild
your reach. The target makes a Strength saving throw
against your Masterwork save DC. On a failed save, The Calibarons know, better than most, that
it drops an item of your choice that it is holding or gunpowder is the single greatest invention ever
carrying. The object lands at its feet. created by mortals. A sword may let a skilled wielder
Sunder. You attempt to shatter the defenses of lay a giant low and magic may let the savvy and the
a target within your reach that is wearing armor or blessed stand up to the gods, but only a gun will let a
carrying a shield. The target must make a Dexterity common man put a dragon in its place.
saving throw against your Masterwork save DC.
On a failed save, the target’s armor or shield takes a FIGHTING STYLE
permanent and cumulative −1 penalty to the AC it Starting at 3rd level, you adopt a particular style of
offers. Armor reduced to an AC of 10 or a shield that gunfighting as your specialty. Choose one of the
drops to a +0 bonus is destroyed. If a creature’s armor following options. You can’t take a Fighting Style
or shield is damaged but not destroyed, it can repair option more than once, even if you later get to
it over the course of a short or long rest. choose again.
70
Akimbo. When you engage in two-weapon You can use your action to fire the launcher at Craftsman
fighting with firearms, you do not take a penalty to a point you can see within 60 feet. Each creature
the damage of the second attack. in a 10-foot radius sphere centered on that point
Bullseye. You gain a +2 bonus to ranged attack must make a Dexterity saving throw against your
rolls you make using firearms. The weapon must Masterwork save DC, taking 8d6 fire damage, or half
have the Sighted property or have a normal range of as much on a successful save.
80 feet or longer to gain this effect. This effect does Once you fire the launcher, you can’t do so again
not stack with the Archery fighting style. until you finish a short or long rest.
Duelist. While you are wielding a firearm in
one hand and nothing in the other, if you make a LEGENDARY PROPERTY
ranged weapon attack and exceed the target's AC At 18th level, you reach the peak of your craft. You
by 5 or more, you deal an additional die of weapon learn the following Legendary masterwork property,
damage. You can only use this ability once per round. which you can immediately apply to a masterwork
Shotgunner. When you hit with a ranged weapon:
weapon attack using a firearm that has the Scatter
property, you can reroll the lowest damage die, and BURST FIRE
you must use the new roll, even if the new roll is Legendary weapon property
worse than the original. Components Masterwork exotic firearm with the
APPRENTICE PROPERTY Automatic property
Starting at 7th level, you can add the following When you take the Attack action to make an attack
special property to your firearms: with this firearm, you can use your bonus action to
make a single additional attack with it.
SUPPRESSOR
Apprentice weapon property Forgeknight’s Guild
Components Martial masterwork ranged weapon
To a forgeknight, heat is not merely integral to
with the Firearm property forging, curing, and welding gear, it is a weapon in
Attacks with this weapon make only a low thud or a its own right, for the swing of a white-hot blade bites
quiet clink, audible out to 10 feet, and release a puff not only with steel, but with flame. A forgeknight
of smoke to mask the light given off by the blast. carries the intensity of a forge with them, storing it
in their armor and building it up in their weapons,
BALLISTIC CALIBRATION before unleashing it in a scorching blast.
Starting at 10th level, you can spend 10 minutes to
calibrate and reinforce a ranged weapon, or calibrate PORTABLE FORGE
up to 6 during a short or long rest. This weapon When you join this guild at 3rd level, you construct
retains its calibration until it hits a target, after which a portable forge which allows you to heat objects you
it is no longer calibrated. A calibrated ranged weapon are forging without a specially-constructed shop or
gains one of the following properties of your choice: foundry. When you gain this forge, you are assumed
Ballistic. This weapon deals an additional die to have been working on it in your spare time, only
of damage on a hit. bringing it to full functionality when you take this
Calibrated. This weapon deals a critical hit on subclass. If your forge is ever lost or damaged, you
a roll of 18–20. can repair or replace it over the course of a long rest
with 100 gp of materials.
UNDERBARREL GRENADE LAUNCHER While you are carrying your furnace, you gain
Beginning at 14th level, you construct the ultimate the following benefits:
firearm attachment: an underbarrel grenade
launcher. You can use your action to attach this • Weapons you wield can deal fire damage instead
launcher to a two-handed ranged weapon with of their normal damage type.
the Firearm property or remove it from one. If the
launcher is ever lost or stolen, you can construct a • You have resistance to fire damage.
new one over the course of a long rest with 100 gp in • You can cast the cantrips mending and produce
materials.
flame. Intelligence is your spellcasting ability for
each of these spells.
71
Classes FORGEFIRED ARMORY FIRE BURST
Starting at 7th level, you can add the Explosive Beginning at 14th level, you can release the heat of
and Heat properties to your melee weapons. When your portable forge in a colossal burst. You can cast
you hit a target with an explosive melee weapon, it the spell fireball, without using a spell slot or material
creates an explosion at the point of impact, as per the components, centered on yourself, using your
Explosive property, which doesn’t harm you or the Masterwork spell save DC. You take no damage from
weapon. this spell.
Once you use this ability, you can’t use it again
SUPERHEATED WEAPONS until you finish a short or long rest.
Starting at 10th level, you can plunge a number of
melee weapons or pieces of ammunition into an LEGENDARY PROPERTY
active forge or your forge, heating them to white-hot At 18th level, you reach the peak of your craft. You
temperatures. Weapons and ammunition placed in learn the following Legendary masterwork property,
the forge must be made of metal, and remain heated which you can immediately apply to a suit of
for 10 minutes. You can heat one weapon or 2 pieces masterwork armor:
of ammunition in the forge as an action, or up to 10
weapons or 20 pieces of ammunition over the course FORGE PLATE
of a minute. Legendary armor property
A heated weapon or piece of ammunition deals Components Suit of exotic masterwork heavy
fire damage instead of its normal type and ignites
flammable objects it hits, if the object isn’t being armor
worn or carried. The first time a heated weapon You build a miniature furnace into this suit of armor,
or piece of ammunition hits a target, it deals an as well as layers of heat dispersing materials. While
additional 1d6 fire damage. wearing this armor, you have immunity to fire
damage.
Additionally, as an action, you can take the Dash
action and cast the spell wall of fire without using a
spell slot or spell components. The wall appears at
the end of your turn. Instead of creating a straight
or ringed wall of fire, the wall follows the path along
the ground over which you moved on your turn, up
to a distance of 60 feet. Once you use this ability, you
can’t use it again until you finish a short or long rest.
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your shoulders.
72
Craftsman
Mechanauts’ Guild Customizing the Apparatus. Your apparatus
comes with two installed masterwork melee
For centuries, the pinnacle of mechanized vehicles weapons, which you can modify with masterwork
was the apparatus of the crab, a singular device properties or replace with different melee weapons
capable of exploring inhospitable environments, when you finish a long rest. Your apparatus is always
from the sea floor to lava-strewn volcanic fields. proficient with its installed weapons, and can use
However, ambitious craftsmen from the Mechanauts’ masterwork weapons with Master and Legendary
Guild have drawn up designs for a new vehicle, properties.
mightier and more customizable than the old Repairing the Apparatus. When your
apparatus. This device is a walking tank, equipped apparatus drops to 0 hit points, it can't move or act,
with savage fists, scuttling legs, and climate control but can be repaired. You can spend 1 minute restoring
enhancements—a vehicle to dwarf all others, a true the apparatus's ability to move at half speed, which it
feat of engineering. loses if it takes damage again before it is repaired.
You can repair your apparatus at the end of a
MECHANAUT'S APPARATUS short rest by spending Hit Dice, causing it to regain
At 3rd level, you complete the frame of a hit points as if it has taken a short rest. When you
Mechanaut's Apparatus, with ample room for finish a long rest, you can repair your apparatus to
upgrades and improvements. Its blueprints are based full hit points. You are always considered to have
on the apparatus of the crab, but you can model your enough material to repair your apparatus. If your
apparatus to appear as any beast or as a humanoid apparatus is lost, you can build a new one for 400 gp.
figure. Entering and Exiting the Apparatus. A
Apparatus Statistics. The statistics of your creature that is not wearing armor can use half its
apparatus are given in the Mechanaut’s Apparatus movement to enter or exit the apparatus. While
statblock. The apparatus's armor class is based on within the apparatus, a creature has total cover from
your Intelligence modifier and its hit points is based effects originating outside of it. Only one Medium or
on your craftsman level. Small creature can be in the apparatus at one time.
73
Classes MECHANAUT’S APPARATUS COCKPIT UPGRADE
At 3rd level, you can customize your apparatus by
LARGE CONSTRUCT, UNALIGNED upgrading its piloting compartment. Choose one of
the following upgrades:
Armor Class 13 + its creator’s Intelligence Comfortable Amenities. The interior of
the apparatus is particularly cozy, perhaps even
modifier including a warm blanket and pillow. You can sleep
while within the apparatus without ill effect.
Hit Points 30 (10 × its creator’s craftsman level) Ejector Seat. This apparatus comes equipped
Speed 35 ft. with an emergency ejection system, allowing
for quick escape. Exiting this apparatus costs no
STR DEX CON INT WIS CHA movement.
17 (+3) 17 (+3) 18 (+4) 1 (−5) 3 (−4) 1 (−5) Loudspeaker. The apparatus comes equipped
Damage Immunities poison, psychic with a system that magnifies your voice up to three
Condition Immunities blinded, charmed, times as loud as normal.
deafened, frightened, paralyzed, petrified, LIMB UPGRADE
poisoned By 7th level, you have redesigned your apparatus’s
legs to achieve better mobility. Choose one of the
Senses blindsight 120 ft. (blind beyond this following upgrades:
Arachnotron Legs. The apparatus can move
radius), passive Perception 6 up, down, and across vertical surfaces and ceilings,
and it gains a climb speed equal to its movement
Languages — speed.
CHALLENGE Heavy Suspension. The apparatus’s jump
— distance triples, and it takes no damage from falling a
Cockpit Cover. Any creature inside the apparatus distance of less than 100 feet.
Telescopic Frame. While no one is inside
is granted total cover from outside effects, but the apparatus, you can use your bonus action to
takes half the damage taken by the apparatus. command it to collapse down to Medium size or
return to Large size. While reduced in this way, the
Double Two-Handed. The apparatus has two apparatus cannot be entered.
mechanical arms, each of which can hold one PASSENGER SEAT
installed weapon. Each mechanical arm is powerful Starting at 10th level, you have installed a second
enough to wield weapons as if with two hands. seat inside the cockpit. A character can’t pilot the
The apparatus can only use melee weapons. apparatus or command it to move from this second
seat, but they do benefit from total cover from
ACTIONS outside effects and take half the damage taken by the
Maul (right hand). Melee Weapon Attack: +5 apparatus.
to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) ATTACHMENT UPGRADE
bludgeoning damage. Beginning at 14th level, you have installed an
external attachment to your apparatus. Choose one
Maul (left hand). Melee Weapon Attack: +5 of the upgrades below. Once you use the installed
upgrade, you must finish a short or long rest before
to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) using it again.
bludgeoning damage. Abjuration Generator. You have installed
a magical shield generator on the outside of your
While inside the apparatus, a creature takes half apparatus. You can activate it as a bonus action,
the damage the apparatus takes. granting your apparatus temporary hit points equal
Piloting the Apparatus. Your apparatus acts to your craftsman level.
on your turn, though it doesn't take actions unless
you are piloting it. Any creature inside the apparatus
can command it to move (no action required), but
only you can use your action to pilot the apparatus,
commanding it to take the Attack, Dash, Disengage,
or Dodge action. When you command the apparatus
to take the Attack action, the apparatus makes the
same number of attacks you would make using the
Attack action, and uses your Dexterity or Intelligence
modifier (your choice) for its attack and damage
rolls, as if you were making the attack.
While you are outside the apparatus, you can
command the apparatus to wait or follow you. While
following, it moves on its turn to remain within 30
feet of you.
74
Flak Cannon. On the front of your Craftsman
apparatus, you have installed a single-shot
shrapnel cannon, which you can fire at a creature your craftsman level, rounded up. You can spend
you can see within 120 feet. This creature must these points to generate various electrical effects
make a Dexterity saving throw against your through your power cell. You regain all expended
Masterwork save DC, taking 6d6 slashing damage charge points when you finish a short or long rest.
on a failed save, or half as much on a success. Using Charge Points. Once per turn when
Rocket Engine. You can use your bonus action you hit a creature with an attack that deals lightning
to light the apparatus’s installed rocket engine, damage, you can spend 1 or more charge points, up
propelling you up to 30 feet in a straight line in any to a maximum of your proficiency bonus, to enhance
direction you choose. If you make a melee attack the power of the attack. When you do so, choose one
immediately after this movement, the attack has of the following effects:
advantage. This attack knocks the target prone or Arc. Lightning arcs to nearby targets. Choose a
pushes the target up to 10 feet away from you (your
choice) on a hit. number of creatures within 15 feet of the
creature you hit, up to the number of charge
LEGENDARY PROPERTY points expended, to make a Dexterity saving
At 18th level, you reach the peak of your throw against your Masterwork save DC. On a
craft. You learn the following Legendary failed save, a creature takes lightning damage
masterwork property, which you can equal to 1d6 + your Intelligence modifier.
immediately apply to a masterwork weapon: Discharge. Deal an additional 1d6 lightning damage
to the target for each charge point expended.
PNEUMATIC Jolt. The creature you hit cannot take reactions until
Legendary weapon property the start of your next turn.
Components Masterwork exotic melee weapon
If this weapon is installed in a mechanaut’s apparatus
and it deals more than one die of damage on a hit,
whenever you roll damage, you can maximize one of
the weapon’s damage dice instead of rolling it.
Thunderlords’ Guild
From the earliest days of life, storms (and
particularly, lightning) have struck the creatures
caught in them with awe and terror. The
Thunderlords, by contrast, draw wild inspiration
from the majesty of nature, and seek to, quite
literally, capture lightning in a bottle.
POWER CELL
Starting when you join this guild at 3rd level, you
construct a lightning-generating power cell, which
comes connected to a set of conduit gauntlets.
When you gain these items, you are assumed to
have been working on them in your spare time, only
bringing them to full functionality when you take
this subclass. If these pieces of equipment are lost or
damaged, you can replace them over the course of a
long rest with 100 gp of materials.
Charge Points. Your power cell gives you
a number of charge points, which represent the
electrical energy stored within your power cell. Your
maximum number of charge points is equal to half
75
Classes SHOCK LEGENDARY PROPERTY
At 3rd level, while you are carrying your power cell At 18th level, you reach the peak of your craft. You
and it has at least 1 unspent charge point, you gain learn the following Legendary masterwork property,
the following benefits: which you can immediately apply to a masterwork
• Weapons you wield can deal lightning damage weapon:
instead of their normal damage type. ELECTROSHOCK
• You know the cantrips shocking grasp and Legendary weapon property
Components Masterwork exotic weapon
spare the dying. Intelligence is your spellcasting When you hit a creature with this weapon, you can
modifier for these spells. expend the weapon’s built-in power cell to shock the
LIGHTNING ROD target, which must make a Constitution saving throw
Starting at 7th level, while you’re carrying your against your Masterwork save DC. On a failed save,
power cell, you gain resistance to lightning damage. the target is stunned until the end of your next turn.
Additionally, whenever you take lightning damage Once you use this property, you can’t use it again
from a hostile creature while wearing your gauntlets, with this weapon until you finish a short or long rest.
you can regain 2 expended charge points as a
reaction. Trappers' Guild
STATIC CHARGE
Starting at 10th level, you can spend 10 minutes Craftsmen are no strangers to turrets, bombs, and
to store an electric charge in a weapon or suit of clockwork mechanisms, but the craftsmen of the
armor, or store up to 6 charges in different weapons Trappers’ Guild raise this to a level of artistry. Given
and suits of armor during a short or long rest. enough time and resources, a trapsmith can veritably
Unexpended charges dissipate after 1 hour. A blanket a room in dangerous implements, setting the
charged weapon or suit of armor gains the following stage to slay an intruder in a half-dozen unique ways.
appropriate property: While the traps do the dirty work, the trapsmith is
Charged Armor. When you take damage free to lounge about some distance away, enjoying
from a melee attack, you can use your reaction to a cold beverage and dreaming up new, dangerous
expend the charge, dealing 1d8 lightning damage to designs.
the creature that struck you.
Charged Weapon. When you hit a creature DANGER SENSE
with an attack using this weapon, you can expend Starting when you join this guild at 3rd level, your
the charge to deal an additional 1d6 lightning experience with traps gives you an edge when
damage to the target. escaping danger. You have advantage on Dexterity
HIGH VOLTAGE saving throws against effects that you can see, such
Starting at 14th level, while carrying your power as traps and spells. To gain this benefit, you can’t be
cell, you can spend 5 charge points to cast the spell blinded, deafened, or incapacitated.
lightning bolt without using a spell slot or material
components. This spell uses your Masterwork save TRAPS
DC. You are an expert in designing ingenious and lethal
traps. Starting at 3rd level, you can craft traps
I love traps! designed for quick deployment, which are detailed in
the Traps section below.
Eighty percent of my tower is traps. When you take the Attack action, you can forgo
one or more of your attacks to deploy a trap. You can
It's just weird when THEY use traps. deploy a number of traps equal to your Intelligence
modifier (minimum of 1), and regain all expended
deployments when you finish a short or long rest.
You can use an action to disarm and recover a trap
that has not been triggered, which also restores one
use of your trap deployments.
76
BOOBY TRAP long line extending from the front of the trap. When Craftsman
Starting at 7th level, you take 1 minute to conceal one it triggers, the ballista fires automatically, making a
of your traps from an unsuspecting target. A creature ranged attack with a bonus equal to your Intelligence
can detect a concealed trap by using its action to modifier + your proficiency bonus. On a hit, the
make an Intelligence (Investigation) or Wisdom target takes 2d8 piercing damage.
(Perception) check against your Masterwork save
DC, or by having a passive Perception score higher MAN-TRAP
than that DC. The first time this trap activates, it You affix this oversized hunting trap to the ground
deals twice as many damage dice. in an unoccupied 5-foot square area with 5 feet of
you. When a creature of Small size or larger moves
AMBUSH MODIFICATION within the trap’s area, the trap clamps down on the
Starting at 10th level, you can spend 10 minutes to creature’s legs. The creature must make a Dexterity
modify a ranged weapon, or modify up to 6 ranged saving throw against your Masterwork save DC or
weapons during a short or long rest, each of which take 2d8 slashing damage and be trapped, unable to
gains the following property: move. On a successful save, the creature takes half
Hair-Trigger. This weapon has advantage on this slashing damage and is not trapped. The trapped
the first attack it makes using the Readied action. creature or another creature within 5 feet of it can
use its action to make a Strength check against your
RAPID SETUP Masterwork save DC to free the trapped creature.
At 14th level, as an action, you can deploy up to four Trapped creatures of Huge size and larger can move
traps. Once you use this ability, you can’t use it again normally, ripping the trap from its mounting when
until you finish a short or long rest. they move.
LEGENDARY PROPERTY RAZOR WIRE
At 18th level, you reach the peak of your craft. You You deploy a tangle of razor-sharp wire into up to
learn the following Legendary masterwork property, four unoccupied, contiguous 5-foot square areas
which you can immediately apply to a masterwork you choose within 10 feet of you. Each of these areas
weapon: becomes difficult terrain. When a creature moves
into or within the area, it takes 2d4 piercing damage
NET for every 5 feet it travels. Once deployed, the razor
Legendary weapon property wire can’t be recovered.
Components Masterwork exotic ranged weapon
TRIGGER BOMB
that doesn’t have the Firearm property You toss this explosive device to an unoccupied
When you hit a Large or smaller creature with this space with 30 feet. As a reaction when a creature
weapon’s projectile, it also deploys a net which moves within 5 feet of the bomb, you can press the
automatically hits the creature. detonator, causing the bomb to explode in a 15-foot
diameter sphere. Each creature within that area
Traps must make a Dexterity saving throw against your
Masterwork save DC, taking 2d6 fire damage on
Craftsmen of the Trappers' Guild can build the a failed save, or half as much on a successful one.
following traps: Flammable objects in this area that aren’t being worn
or carried ignite.
BALLISTA TRAP
You load this compact ballista-like device in an
unoccupied space within 5 feet of you and aim it in
a direction you choose. The trap triggers whenever
a creature enters the area of a 5-foot wide, 30-foot
77
Classes MASTERWORK WEAPON
PROPERTIES PROPERTIES
Masterwork properties can be applied to any The following masterwork weapon properties are
masterwork weapon or suit of armor, provided you organized by crafting level. If a masterwork property
can spare the time and gold cost required to apply it. adds a weapon property which is new to this class, it
Each property entry details the property’s level and includes that property in its description.
the type of equipment it can be applied to. Generally, Apprentice properties can be used to
Unless otherwise noted, a piece of gear cannot fashion nearly any type of simple, martial, or exotic
have the same property more than once; for weapon, though some weapons might require one
example, you cannot apply the Heavy property to a Journeyman property as well. Master and Legendary
greatsword, or the Martial property to a longbow. properties, by contrast, are used almost exclusively
by master craftsmen on their personal equipment.
Damage Steps Masterwork properties applied to ranged
weapons apply their effects to their ammunition, if
If a masterwork property increases or decreases a applicable.
weapon’s damage, it is moved up and down one step
on the following scale, down to a minimum of 1d4: Apprentice Weapon Properties
1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6 You can apply any number of Apprentice properties
to a masterwork weapon.
Further increases add a +1 bonus to the weapon’s
damage roll. AERODYNAMIC
If the weapon being modified has 2 damage Apprentice weapon property
dice (such as a greatsword or a firearm), the scale is Components Masterwork weapon with the Thrown
instead:
property
2d4 → 2d4 + 1 → 2d6 → 2d6 + 1 → 2d8 → The weapon’s normal range increases by 40 feet and
2d8 + 1 → 2d10 → 2d10 + 1 → 2d12 its long range increases accordingly.
AUTOMATIC
Apprentice weapon property
Components Masterwork ranged weapon with the
Reload property
This weapon gains the Automatic property and its
damage decreases by 1 step. The weapon’s normal
range decreases by 20 feet and its long range
decreases accordingly.
Automatic. When you make an attack with
this weapon on your turn, you can choose to
make two attacks with disadvantage instead. These
attacks always have disadvantage, regardless of
circumstance. These attacks use twice the normal
amount of ammunition.
BALANCED
Apprentice weapon property
Components Masterwork exotic weapon with the
Heavy property
This weapon can be wielded by Small creatures
without disadvantage.
78
CONCEALABLE VARIANT DAMAGE DICE Craftsman
Apprentice weapon property
Components Masterwork weapon with the Light With the GM's permission, you can exchange
your exotic weapon's damage dice for an
property equivalent variant. Sets of dice are equivalent
This weapon gains the Concealable property. when the sum of the largest numbers of each
Concealable. While stowed, you have advantage set of dice are equal. For example, you can
on Dexterity (Stealth) checks made to conceal this replace a weapon that deals 1d8 with 2d4 or a
weapon. weapon that deals 2d12 with 4d6 or 3d8.
ELEGANT CHANGING WEAPON RANGES
Apprentice weapon property
Components Masterwork exotic melee weapon with A ranged weapon’s long range is either three
times its normal range or four times its normal
the Light property or masterwork exotic ranged range, depending on the type of projectile it
weapon with the Light and Thrown properties fires. When a masterwork property changes
This weapon gains the Elegant property and its a weapon’s normal range, change the long
damage die increases by one step. range by three or four times the amount, as
Elegant. This weapon requires exceptional appropriate to the weapon.
skill to use. You must have a Dexterity score of 16 or You can’t apply a weapon property if it
higher to wield an elegant weapon. would reduce a ranged weapon’s range to 0
feet, and you can’t remove the Ammunition or
EXOTIC Thrown property of a ranged weapon.
Apprentice weapon property
Components Masterwork martial or exotic weapon FIST
This weapon becomes an exotic weapon and its Apprentice weapon property
damage die increases by 1 step. Components Masterwork melee weapon with the
No class, other than the craftsman, gains
proficiency with exotic weapons. Light property
This weapon gains the Fist property.
EXTENDED MAGAZINE Fist. Attacks made with this weapon are treated
Apprentice weapon property as unarmed strikes.
Components Masterwork martial or exotic weapon FOREGRIP
Apprentice weapon property
with the Reload property Components Masterwork ranged weapon with the
The Reload capacity of this weapon is doubled.
Ammunition property that does not have the Two-
FINESSE Handed property
Apprentice weapon property This weapon gains the Foregrip property.
Components Masterwork melee weapon that Foregrip. This weapon can be used with one
or two hands. If used in two hands, its normal range
does not have the Two-Handed property or a increases by 50 feet and its long range increases
masterwork ranged weapon that has the Thrown accordingly.
property HEAVY
This weapon gains the Finesse property. Apprentice weapon property
Components Masterwork martial or exotic weapon
FIREARM with the Two-Handed property that does not have
Apprentice weapon property the Double property
Components Masterwork ranged weapon with the This weapon gains the Heavy property. If it is a melee
weapon, its damage die increases by 1 step.
Loading or Reload property that does not have the If it is ranged, its normal range increases by 20
Tension property feet and its long range increases accordingly.
This weapon becomes a firearm and gains the
Firearm property. Its damage die increases by four
steps, and moves to two damage dice, if possible.
Firearm. You don’t add your ability score to
this weapon’s damage rolls. Firearm ammunition
can’t be recovered once used.
79
Classes BLASTER LIGHT
Apprentice weapon property
In high-tech settings, such as the Dark Matter Components Masterwork weapon that does not
campaign setting, many weapons release blasts
of energy instead of conventional projectiles. have the Two-Handed or Versatile properties
The Blaster property replaces the Firearm This weapon gains the Light property and its damage
property in such settings. All rules which apply die decreases by 1 step.
to firearms apply to blasters as well.
For the purpose of applying masterwork LOADING
properties, blasters count as ranged weapons Apprentice weapon property
with the Ammunition and Reload properties. Components Masterwork ranged weapon with
You can also apply the Overheat and Variable
properties listed below to blasters. the Ammunition property that does not have the
Reload property
BLASTER This weapon gains the Loading property. Its damage
Apprentice weapon property die increases by one step.
Components Masterwork ranged weapon with
MARTIAL
the Loading or Reload property that does not Apprentice weapon property
have the Tension property Components Masterwork simple weapon
This weapon loses the Ammunition, Loading, This weapon becomes a martial weapon, and its
and Reload properties, as well as any damage damage die increases by 1 step.
die increases associated with these properties.
It gains the Blaster property and deals radiant PARRYING
damage instead of its normal type. If this Apprentice weapon property
weapon was not previously a firearm, its Components Masterwork exotic melee weapon
damage die increases by four steps, and moves
to two damage dice, if possible. The weapon’s with the Finesse or Light property
normal range increases by 20 feet and its long This weapon gains the Parrying property and its
range increases accordingly. damage die decreases by 1 step.
Parrying. While wielding this weapon and not
Blaster. A weapon with the Blaster wielding a shield, you gain a +1 to your AC against
melee attacks.
property is a ranged weapon that requires no
ammunition. Blasters are considered firearms REACH
for the purpose of class features and abilities. Apprentice weapon property
Like firearms, you don’t add your ability score Components Masterwork martial or exotic melee
modifier to blasters’ damage rolls.
weapon with the Finesse or Two-Handed property
VARIABLE This weapon gains the Reach property and its
Apprentice weapon property damage die decreases by 1 step.
Components Masterwork exotic ranged
RETURNING
weapon with the Blaster property Apprentice weapon property
This blaster has a variable power cell. As a Components Masterwork martial or exotic weapon
bonus action, you can change the damage type
of the blaster to cold, fire, lightning, radiant, with the Light and Thrown properties
thunder, or back to its normal damage type. This weapon gains the Returning property.
Returning. After being thrown, this weapon
OVERHEAT returns to your hand at the end of your turn.
Journeyman weapon property
Components Masterwork martial or exotic RELOAD
Apprentice weapon property
weapon with the Blaster and Heavy properties Components Masterwork ranged weapon with
This weapon gains the Overheat property and
its damage die increases by 2 steps. the Ammunition property that does not have the
Loading property
Overheat. Once you make an attack with
Probably not important.
this weapon, it can't be used again to make an
attack until the end of your next turn.
Pew-pew-pew! Found these in a crashed metal disk.
80
The weapon gains the Reload (5) property. If you Superheavy. This weapon is unusually large Craftsman
apply the Reload property to a martial or exotic for its type. You must have a Strength score of 16 or
weapon with the Mounted property, you can choose higher to wield a superheavy weapon.
to give it the Reload (1, 2 actions) property, and
increase its damage by three steps. SWITCH
Reload. This weapon can be used to make a Apprentice weapon property
number of attacks before it must be reloaded. If you Components Two masterwork exotic weapons
are proficient with the weapon, reloading it takes a This weapon gains the Switch property and its
bonus action; otherwise, reloading it takes an action. damage die decreases by 1 step. You can integrate
Some weapons require an action or longer to reload, together two weapons with the Switch property,
even if you have proficiency, which is specified in forming a single unit in which each weapon is one
the Reload property. If reloading a weapon requires of the unit’s two forms. You can choose to use two
longer than one action, the weapon can’t be used to identical weapons with the Light property for one of
make attacks until reloading is finished. the weapon’s forms.
Switch. This weapon has two forms. You can
SCATTER swap between which weapon is being used at any
Apprentice weapon property time, even between attacks.
Components Masterwork ranged weapon with the
THROWN
Ammunition and Two-Handed properties that Apprentice weapon property
does not have the Sighted property Components Masterwork melee weapon that does
This weapon gains the Scatter property and its
damage die decreases by one step. The weapon’s not have the Two-Handed property
damage die increases by two steps when an attack This weapon gains the Thrown property with a range
with it is made against a target within half of its of (20/60).
normal range.
The weapon’s long range becomes three times TRIP
the weapon’s normal range. The weapon’s normal Apprentice weapon property
range decreases by 70 feet and its long range Components Masterwork martial or exotic melee
decreases accordingly.
Scatter. If you make an attack against a target weapon
that is within half this weapon’s normal range, you This weapon gains the Trip property.
deal the damage value listed in parentheses instead of Trip. You can make a shove attempt against any
the weapon’s normal damage dice. creature within this weapon's reach. Furthermore,
you have advantage on ability checks you make to
SIGHTED shove a creature using this weapon.
Apprentice weapon property
Components Masterwork martial or exotic ranged TWO-HANDED
Apprentice weapon property
weapon with the Ammunition property that does Components Masterwork weapon that does not
not have the Scatter property
This weapon gains the Sighted property. Additionally, have the Finesse, Foregrip, Light, Thrown, or
its normal range increases by 50 feet and its long Versatile properties
range increases accordingly. This weapon gains the Two-Handed property and its
Sighted. This weapon has disadvantage on damage die increases by 1 step. Additionally, if it is a
attack rolls made against targets within 20 feet. ranged weapon, its normal range increases by 50 feet
and its long range increases accordingly.
SUPERHEAVY
Apprentice weapon property VERSATILE
Components Masterwork exotic melee weapon Apprentice weapon property
Components Masterwork melee weapon that
with the Heavy property
This weapon gains the Superheavy property and its doesn’t have the Light or Two-Handed properties
damage die increases by 1 step. This weapon gains the Versatile property. While
being wielded in two hands, its damage die increases
by 1 step.
81
Classes Journeyman Weapon Properties Each creature other than the target within the blast
radius must succeed on a Dexterity saving throw,
You can apply only one Journeyman property to taking half the damage rolled on a failed save or no
a weapon at a time. You can’t apply a Journeyman damage on a successful one.
property to a weapon which already has one.
HEAT
COUNTERWEIGHTED Journeyman weapon property
Journeyman weapon property Components Masterwork martial or exotic ranged
Components Masterwork exotic weapon with the
weapon with the Firearm property
Two-Handed property This weapon gains the Heat property and its damage
You can wield this weapon in one hand, as long as die increases by 1 step.
you don't have a weapon in your other hand. Heat. This weapon gains a heat point whenever
an attack is made with it and loses one heat point
DOUBLE whenever you begin your turn. If the weapon gains 3
Journeyman weapon property heat points, it overheats and loses all heat points. An
Components Masterwork exotic melee weapon that overheated weapon can't be used to make an attack
again until the end of your next turn.
does not have the Heavy property
This weapon gains the Double property and its MAGICAL
damage die decreases by 1 step. Journeyman weapon property
Double. This weapon has two damage-dealing Components Masterwork exotic weapon
ends. When you use the Attack action and make an The weapon becomes magical and gains an +1 bonus
attack with this weapon, you can use your bonus to attack and damage rolls. This benefit stacks if you
action to make an additional attack with it; you do apply the Magical property at different levels.
not add your ability modifier to the damage roll of
this bonus attack. MASSIVE
Journeyman weapon property
EXPLOSIVE Components Masterwork exotic melee weapon
Journeyman weapon property
Components Masterwork martial or exotic ranged with the Superheavy property
This weapon gains the Massive property and its
weapon damage die increases by 2 steps.
This weapon gains the Explosive property and its Massive. You can only make an attack with
damage die decreases by one step. If this weapon this weapon when you take the Attack action, and
dealt bludgeoning, piercing, or slashing damage, its only as the first attack you make on your turn. Once
deals fire damage instead. you make an attack with this weapon, you can’t
Explosive. When this weapon’s projectile hits attack again until the beginning of your next turn.
a target, it explodes in a 5-foot radius. The projectile If you would be able to attack more than once when
can be fired at an unoccupied space within its range. you take the Attack action on your turn, you deal
an additional two dice of damage when using this
weapon.
MOUNTED
Journeyman weapon property
Components Masterwork martial or exotic ranged
weapon with the Heavy property
This weapon gains the Mounted property and its
damage die increases by 2 steps.
Mounted. This weapon is normally used
while attached to a tripod, vehicle, or other bracing
mount. You can mount or unmount this weapon as
an action. While it is mounted, it can't be moved. It
82
can only be used to make an attack while Craftsman
unmounted if held by a Medium or larger
creature with a Strength score of at least 15. WEAPON EXCEPTIONS
PRECISION Some weapons, in the name of verisimilitude,
Journeyman weapon property have unusual balancing that makes them slightly
Components Masterwork exotic melee weapon stronger or weaker compared to weapons a
craftsman might usually craft. If you modify one
with the Elegant property of these weapons using masterwork properties,
This weapon gains the Precision property. check the following rules first:
Precision. Once per turn, you can deal an extra 1d6 Assault Rifle. Increase the weapon’s
damage to one creature you hit with this weapon if damage to 2d6 + 1 and decrease its reload to
you have advantage on the attack roll. 10.
Hunting Rifle. Decrease the weapon’s
ROCKET damage to 1d4.
Journeyman weapon property Hunting Rifle. Increase the weapon’s
Components Masterwork exotic weapon damage to 2d6 + 1.
This weapon gains the Rocket property and its Bayonet, Whip. Increase the weapon’s
damage die decreases by one step. damage to 1d6.
Rocket. This weapon has a small propulsive Blowgun, Bolas, Bomb, Net. This weapon
engine attached to it or its projectiles. Once per turn, can’t be modified by masterwork properties.
when you hit a creature with this weapon, you can Boomerang, Doomerang, Throwing
deal an additional 1d4 damage to the target. Dagger. Add the Aerodynamic masterwork
property.
SNIPER Catchpole, Trident. Increase the weapon’s
Journeyman weapon property damage to 1d8.
Components Masterwork exotic ranged weapon Gatling Gun. Increase the weapon’s
damage to 2d8 + 1, and decrease its reload to
with the Ammunition property that does not have 10.
the Scatter property Handgun, Revolver. Decrease the
The weapon’s long range becomes eight times the weapon's range to 50/200 ft.
weapon’s normal range. Javelin. Decrease the weapon’s range to
20/60 ft.
TENSION Lance. Add the Two-Handed property and
Journeyman weapon property decrease the weapon’s damage to 1d8.
Components Masterwork exotic ranged weapon Light Cannon. Increase the weapon’s
damage to 2d12 + 1.
which does not have the Firearm property Longbow. Decrease the weapon’s range to
This weapon gains the Tension property. 100/400 ft.
Tension. When making a ranged weapon attack Magnum, Explosive Magnum. Add
with a tension weapon, you use your choice of your the Two-Handed property and increase the
Strength or Dexterity modifier for the attack and weapon’s range to 100/400 ft.
damage rolls. You must use the same modifier for Musket, Volley Gun. Increase the weapon’s
both rolls. damage to 2d8 + 1.
Parlor Gun. Increase the weapon’s damage
TWINSHOT to 2d4 + 1.
Journeyman weapon property Rocket Launcher. Increase the weapon’s
Components Masterwork exotic ranged weapon damage to 2d12 + 1 and add the Mounted
This weapon gains the Twinshot property. property.
Twinshot. Once on each of your turns when
you make an attack with this weapon, you can make
another attack with it against a different creature
that is within 5 feet of the original target and within
range of the weapon.
83
Classes Master Weapon Properties EARTHSHATTER
Master weapon property
You can apply only one Master property to a weapon Components Masterwork exotic weapon with the
at a time.
ADAMANTINE Massive property
Master weapon property This weapon’s damage die increases by two steps.
Components Masterwork exotic melee weapon On a hit with this weapon, the target must make a
Strength saving throw. On a failed save, the target
with the Heavy or Versatile property is knocked prone or pushed 10 feet away from you
This weapon’s damage die increases by two steps, and (your choice).
it deals double damage to objects.
BLESSED ELEMENTAL
Master weapon property Master weapon property
Components Masterwork exotic weapon Components Masterwork exotic weapon
This weapon deals an additional 1d4 radiant damage When you apply this property, choose acid, cold, fire,
on a hit. This additional damage increases to 1d10 lightning, or thunder damage. This weapon deals an
radiant damage if the target is a fiend or undead. additional 1d6 damage of that type on a hit.
MODIFIED WEAPONS KEEN
Master weapon property
Once you modify a weapon’s properties, it Components Masterwork exotic melee weapon
may no longer resemble its original function or
profile. The GM decides if a modified weapon with the Finesse or Versatile property
still counts as its base form for characters which This weapon scores a critical hit on a roll of 19 or 20.
have proficiency in it and for features which
refer to a specific type of weapon (as opposed MAGICAL
to a category of weapons, such as simple or Master weapon property
martial weapons). Components Masterwork exotic weapon
The weapon becomes magical and gains an +1 bonus
to attack and damage rolls. This benefit stacks if you
apply the Magical property at different levels.
MITHRAL
Master weapon property
Components Masterwork exotic melee weapon
with the Finesse property
This weapon’s damage die increases by 2 steps, and it
weighs half as much.
SLAYING
Master weapon property
Components Masterwork exotic weapon
When you apply this property, choose one creature
type other than humanoids. This weapon deals 1d12
additional damage to creatures of that type.
SERRATED
Master weapon property
Components Masterwork exotic weapon that deals
slashing damage
When a creature takes damage from serrated
weapons twice or more in a single turn, it takes an
additional 1d8 slashing damage.
84
VAMPIRIC weapon’s normal range; each creature must succeed Craftsman
Master weapon property on a Dexterity saving throw or take the weapon’s
Components Masterwork exotic weapon damage.
This weapon deals an additional 1d4 necrotic SEEKING
damage on a hit. When you hit a hostile creature Legendary weapon property
with this weapon, you regain hit points equal to the Components Masterwork exotic ranged weapon
additional necrotic damage dealt with this property. When you make an Attack that does not have
disadvantage with this weapon and miss, you
VENOM instead hit the target and deal 5 damage. Do not add
Master weapon property additional damage or increase this damage total,
Components Masterwork exotic weapon regardless of circumstance.
This weapon deals an additional 1d8 poison damage SWIFT
on a hit. Legendary weapon property
Components Masterwork exotic melee weapon
Legendary Weapon Properties
with the Elegant property
You can apply only one Legendary property to a This weapon can be used to attack blindingly fast.
weapon at a time. When you use the Attack action and make an attack
with this weapon, you can use your bonus action to
CRUSHING make an additional attack. If you engage in two-
Legendary weapon property weapon fighting with two swift weapons, you can
Components Masterwork exotic weapon that deals make two attacks, instead of one, as a bonus action.
THREATENING
bludgeoning damage Legendary weapon property
When you hit a creature that is wearing armor with Components Masterwork exotic melee weapon
this weapon, the target’s armor takes a permanent When a creature provokes an opportunity attack
and cumulative −1 penalty to the AC it offers. The from you, you can use this weapon to make an attack
armor is destroyed if the penalty reduces its AC to against it without using your reaction.
10. A creature can repair its armor over the course of VORPAL
a long rest. Legendary weapon property
Components Masterwork exotic weapon that deals
DEADLY
Legendary weapon property slashing damage
Components Masterwork exotic ranged weapon When you Attack a creature with this weapon and
score a critical hit, that target takes an extra 4d8
with the Firearm property slashing damage. Then roll another d20. If you roll a
You can add your ability modifier to the attack and 20 on the second roll, you cut off one of the creature’s
damage rolls of attacks made with this weapon, heads. The creature dies if it can't survive without the
instead of just attack rolls. lost head. A creature is immune to this effect if it is
immune to slashing damage, doesn't have or need a
MAGICAL head, has legendary actions, or the GM decides that
Legendary weapon property the creature is too big for its head to be cut off with
Components Masterwork exotic weapon this weapon. Such a creature instead takes an extra
The weapon becomes magical and gains an +1 bonus 6d8 slashing damage from the hit.
to attack and damage rolls. This benefit stacks if you
apply the Magical property at different levels. "Vorpal" is Gnomish for "a little off the top."
PENETRATING
Legendary weapon property
Components Masterwork exotic weapon with
the Ammunition or Thrown property that deals
piercing damage
This weapon pierces through its targets. When you
make a ranged attack with this weapon, you can
attack all creatures in a straight line within this
85
Classes ARMOR PROPERTIES INTEGRATED
Apprentice armor property
The following armor properties are organized by Components Suit of exotic masterwork armor
crafting level. Generally, exotic armor is made using You can integrate a weapon directly into your armor,
the Exotic property, while the other apprentice or you can integrate two weapons (one into each
properties are used to tailor a suit of armor to a arm) if neither has the Two-Handed property. When
craftsman’s personal tastes. Higher level properties, you draw an integrated weapon, it snaps to your
by contrast, drastically alter suits of armor to which hand and you can’t be disarmed of it. When you stow
they are applied. it, it retracts back into your armor. You can switch
which weapons are integrated over the course of a
Apprentice Armor Properties long rest.
You can apply a maximum of three Apprentice QUICK-CHANGE
properties to a suit of armor. Apprentice armor property
Components Suit of masterwork armor
CLEATED You can don or doff this suit of armor as an action.
Apprentice armor property
Components Suit of masterwork medium or heavy RETRACTABLE
Apprentice armor property
armor Components Suit of exotic masterwork medium or
While wearing this armor, when you would be
involuntarily moved by an effect, reduce that heavy armor
movement by 10 feet. One of the gauntlets on this suit of armor has a
retractable shield set into it. While wearing this
CLIMBING armor, you can don or doff this shield as a bonus
Apprentice armor property action.
Components Suit of exotic masterwork light armor
This armor is outfitted with integrated climbing SCALED
gear. While wearing this armor, as long as you have Apprentice armor property
one hand free, you gain a climb speed equal to your Components Suit of exotic masterwork light armor
movement speed. This armor is covered in heavy, hardened scales. The
AC provided by this armor increases by 3, but its
COMFORTABLE maximum Dexterity bonus becomes +2.
Apprentice armor property
Components Suit of masterwork armor SPIKED
You can sleep in this suit of armor with no ill effect. Apprentice armor property
Components Suit of masterwork heavy armor
ENVIRONMENTAL This suit of armor is bristling with spikes. While
Apprentice armor property wearing this armor, creatures who are in contact
Components Suit of masterwork armor with you (either by grappling you, being grappled by
While wearing this suit of armor, you can ignore you, or having swallowed you whole) take piercing
detrimental effects of temperatures as low as -100 damage equal to 1d4 + your Strength modifier at the
degrees or as high as 300 degrees. start of your turn.
EXOTIC Journeyman Properties
Apprentice armor property
Components Suit of masterwork armor that isn’t You can apply only one Journeyman property to a
suit of armor at a time.
exotic
This armor becomes exotic armor and gains a +1 to ADAMANTINE
its AC. Journeyman armor property
No class, other than the craftsman, gains Components Suit of exotic masterwork heavy
proficiency with exotic armor.
armor
86
This suit of armor is reinforced with adamantine, one location you can see within your movement speed. Craftsman
of the hardest substances in existence. While wearing If the target location can hold your weight, you are
it, any critical hit against you becomes a normal hit. pulled there, expending movement normally. This
movement does not provoke opportunity attacks.
ARCANE You must have a Dexterity score of 16 or higher to
Journeyman armor property use this ability.
Components Suit of exotic masterwork armor MITHRAL
This armor is covered in arcane etchings. When you Journeyman armor property
apply this property to a suit of armor, choose two Components Suit of masterwork medium or heavy
cantrips from the wizard spell list. While wearing
this armor, you can cast those cantrips. Intelligence is armor
your spellcasting modifier for these cantrips. This suit of armor is made of mithral, a light and
flexible metal that is as strong as steel. Armor
ARROW-CATCHING made of mithral weighs half as much as normal,
Journeyman armor property has no Strength requirement, and does not impose
Components Suit of exotic masterwork medium or disadvantage on Dexterity (Stealth) checks. If the
armor is medium, the maximum Dexterity modifier
heavy armor to AC you can apply increases to 3, instead of 2, and
Whenever an attacker makes a ranged attack against the armor can easily be worn hidden under normal
a target within 5 feet of you, you can use your clothing.
reaction to become the target of the attack instead.
Hecalvuymasrym, aorndis vgurlenaetr:aibtlkeeteopas myobuusshlo!w,
DIVING Whereas lighcotnafridmeonrcies.more about
Journeyman armor property
Components Suit of exotic masterwork armor
This suit of armor is equipped with webbed fins,
a mask, and an air bladder containing 8 hours
of breathable air. While wearing it, you gain a
swimming speed equal to your movement speed.
Additionally, while breathing from the air bladder,
you can breathe normally underwater or in a
vacuum, and you ignore the effects of breathable
poisons. The suit’s air supply can be refilled over the
course of a long rest.
JUGGERNAUT
Journeyman armor property
Components Suit of exotic masterwork heavy
armor
This suit of armor is fitted with massive plates and a
heavy, reinforced helmet. While wearing this armor,
you count as an obstacle providing three-quarters
cover, instead of half cover. You must have a Strength
score of 16 or higher to proficiently wear this armor.
MANEUVERING
Journeyman armor property
Components Suit of exotic masterwork light or
medium armor
This armor contains a set of spring loaded,
automatically-retracting grappling hooks, allowing
you an incredible amount of maneuverability. As a
reaction when you fall, or as a bonus action on your
turn, you can project a grappling hook at a target
87
Classes RESISTANCE GLAMOURED
Journeyman armor property Master armor property
Components Suit of masterwork armor Components Suit of exotic masterwork armor
When you apply this property to a suit of armor, This armor does not impose disadvantage on
choose any damage type other than psychic. While Dexterity (Stealth) checks. You can also use a bonus
wearing this armor, you gain resistance to that action to cause the armor to assume the appearance
damage type. of a normal set of clothing or some other kind of
armor. You decide what it looks like, including
Master Armor Properties color, style, and accessories, but the armor retains
its normal bulk and weight. The illusory appearance
You can apply only one Master property to a suit of lasts until you use this ability again or remove the
armor at a time. armor.
ANIMATED TROLLSKIN
Master armor property Master armor property
Components Masterwork suit of exotic heavy Components Suit of exotic masterwork medium
armor armor
This armor is enchanted with powerful transmutation This suit of armor is made of or is lined with troll
magic. As an action, you can doff your armor, which skin. While wearing this armor, you can use a bonus
animates, becoming a medium animated object, as action to regain hit points equal to 1d10 + your
per the spell animate objects. The armor’s AC is equal craftsman level. Once you use this ability, you can’t
to your own while wearing it. If you were holding do so again until you finish a short or long rest.
a weapon when the armor animates, it makes one
attack using that weapon using your attack bonus WINGED
instead of its Multiattack. The armor remains Master armor property
animated for 1 minute or until it is reduced to 0 HP, Components Suit of exotic masterwork light armor
at which time it becomes inanimate. You can end this This armor has a set of wings that you can extend
effect early by using your action to command your from it or fold back into it as a bonus action. While
animated armor to return to you (if it is within 25 wearing this armor with the wings extended, you
feet of you) and be donned as inanimate armor once have a flight speed equal to your movement speed.
again. Once you use this ability, you can’t do so again
until you finish a long rest. Legendary Armor Properties
CLOAKING You can apply only one Legendary property to a suit
Master armor property of armor at a time.
Components Suit of exotic masterwork light armor
This armor can easily hide the wearer when COLOSSAL
needed. While wearing this armor, you can cast the Legendary armor property
invisibility spell without using a spell slot. Once you Components Suit of exotic masterwork heavy
do so, you cannot do so again until you complete a
short or long rest. armor
This suit of armor doubles in scale when donned.
CLOCKWORK While wearing this armor, you gain the “Enlarge”
Master armor property effect of the enlarge/reduce spell.
Components Suit of exotic masterwork heavy
ETHEREALNESS
armor Legendary armor property
This suit of armor has dozens of clockwork Components Suit of exotic masterwork armor
mechanisms integrated into it, granting you a This suit of armor is infused with ectoplasm. While
number of benefits. While wearing this armor, your wearing this armor, you can use your action to gain
jump distance triples, and you gain advantage on the effects of the etherealness spell which last for 10
Strength (Athletics) checks (other than grappling minutes or until you use an action to deactivate it.
checks). Additionally, your armor locks down when Once you use this ability, you can’t do so again until
you take the Dodge action, causing your AC to you finish a long rest.
become 22, if it were lower.
88
FLEET cosanpvMtaetyrrhetweisneuSgepitkaisrelelonfdoinfapttrorhmoaojoesrgecotlwelhefetmaasbpmebohneaseidnnaednd Craftsman
Legendary armor property exclusively of +3 gear.
Components Suit of exotic masterwork light armor
This armor is designed to maximize the wearer’s I call him "Dross" and boy does he
speed. While wearing this armor, your movement hate littering.
speed increases by 10 feet, you have advantage on
initiative rolls, and opportunity attacks against you
have disadvantage.
IMMORTAL
Legendary armor property
Components Suit of exotic masterwork medium or
heavy armor
Whenever you drop to 0 hit points and don’t die
outright, you can make a DC 12 Constitution saving
throw. If you succeed, you drop to 1 hit point instead.
You can use this ability three times, and regain all
expended uses when you finish a long rest.
Additionally, you have advantage on death
saving throws.
MIRRORED
Legendary armor property
Components Suit of exotic masterwork light armor
While wearing this armor, you can cast the mirror
image spell without using a spell slot. Once you do
so, you cannot do so again until you complete a short
or long rest.
SPELLGUARD
Legendary armor property
Components Suit of exotic masterwork armor
This armor is covered in protective sigils and charms.
While wearing this armor, you have advantage on
saving throws against spells.
WARDING
Legendary armor property
Components Suit of exotic medium masterwork
armor
This suit of armor generates a field of force,
protecting its wearer from harm. As a bonus action
on your turn, you can gain temporary hit points
equal to half your craftsman level.
89
90 Classes
GUNSLINGER Gunslinger
A glass falls, clattering to the floor, and the tavern These folks oslvienrgtghuenrse,wahs oopslpionsgedaxteos.
grows silent. A dwarf with a deep scowl, dripping those folks
with freshly spilled beer, leers at a drunken nearby
orc and fingers for a pair of revolvers at his waist. gunslinger might be one of a kind, a trailblazer in
High on a hillside, carefully concealed beneath new types of warfare.
foliage and stones, a rifleman steadies her breathing It’s also not unusual for a gunslinger to be
and adjusts her scope, acquiring her target and haunted by their past. Did some event drive you to
patiently awaiting the moment to strike. the gun and motivate you to travel? Is there a bounty
Risk is in a gunslinger’s blood. They are bold on your head in one or more areas? Do you have any
renegades, bucking tradition and forging a new path old enemies that seek you for revenge?
with dangerous and inelegant firearms. Gunslingers
are infamous for surviving by their wits, relying on QUICK BUILD
split-second timing and a considerable amount of To make a gunslinger quickly, follow these
luck to survive. suggestions. Make Dexterity and Constitution your
highest ability scores. If you plan to choose the Gun
Guts and Gunpowder Tank creed, instead make your Strength your highest
ability score. Choose any background.
Black powder is not for the faint of heart. Its
thunderous applause is volatile and imprecise; a
barely-controlled explosion directed at an enemy.
Only the truly fearless seek to master it, for one must
be mad or have nerves of steel to weather the risk of
its use. But those who call themselves gunslingers
are fearless combatants, hurling death from their
guns in a roaring cacophony. Adapted for shootouts,
gunslingers are mobile and daring, knowing that life
or death hangs on snap decision-making and one’s
own mettle.
Dangerous Outsiders
A gunslinger’s explosive lifestyle lends well to
wandering and adventuring. Gunslingers will often
shoot first and ask questions later, an attitude which
earns them few friends and bountiful enemies. In
their travels, most gunslingers are secretive and take
lengths go unnoticed, lest they be spotted by old foes
with scores to settle.
Yet, their skills are not unneeded. Anyone
requiring protection or revenge of their own can
count on a gunslinger to be in need of an odd job
when they roll into town. After all, skill with a gun is
always in demand somewhere.
Creating a Gunslinger
When creating your gunslinger, consider where
firearms fit in the campaign's world and what the
common perceptions are of those who use them. If
firearms are the norm, your gunslinger might be a
mercenary or militia fighter. If firearms are rare, your
91
Classes THE GUNSLINGER
PROFICIENCY
LEVEL BONUS RISK DICE FEATURES
Fighting Style, Quick Draw
1st +2 — Critical Shot, Poker Face, Risk
Gunslinger’s Creed
2nd +2 4d8 Ability Score Improvement
Extra Attack
3rd +2 4d8 Gut Shot
Creed Feature, Evasion
4th +2 4d8 Ability Score Improvement
Critical Shot improvement
5th +3 4d8 Creed Feature
Mankiller
6th +3 5d8 Ability Score Improvement
Dire Gambit
7th +3 5d8 Creed Feature
Cheat Death
8th +3 5d8 Ability Score Improvement
Critical Shot improvement
9th +4 5d8 Maverick
Ability Score Improvement
10th +4 5d10 Head Shot
11th +4 5d10
12th +4 5d10
13th +5 5d10
14th +5 6d10
15th +5 6d10
16th +5 6d10
17th +6 6d10
18th +6 6d12
19th +6 6d12
20th +6 6d12
CLASS FEATURES EQUIPMENT
You start with the following equipment, in
As a gunslinger, you gain the following class features. addition to the equipment granted to you by your
background:
HIT POINTS
Hit Dice: 1d8 per gunslinger level • Leather armor with a longcoat
Hit Points at 1st Level: 8 + your Constitution • A dagger and (a) a handgun and 20 bullets or (b)
modifier a revolver and 10 bullets
Hit Points at Higher Levels: 1d8 (or 5) + your • Any two-handed firearm that isn’t heavy and 30
Constitution modifier per gunslinger level after 1st bullets or shells
• (a) an explorer’s pack or (b) one kit you're
PROFICIENCIES
Armor: Light armor proficient with
Weapons: Simple weapons, simple firearms, martial
Fighting Style
firearms
Tools: One type of gaming set You adopt a particular style of gunfighting as your
Saving Throws: Dexterity, Charisma specialty. Choose one of the following options. You
Skills: Choose two from: Acrobatics, Animal can’t take a Fighting Style option more than once,
even if you later get to choose again.
Handling, Athletics, Insight, Intimidation,
Deception, Perception, Persuasion, and Sleight of AKIMBO
Hand When you engage in two-weapon fighting with
firearms, you do not take a penalty to the damage of
the second attack.
92
BULLSEYE USING RISK DICE Gunslinger
You gain a +2 bonus to ranged attack rolls you make Once per turn, you can expend a risk die to perform
using firearms. The weapon must have the Sighted a Deed of your choice. Your deed options are
property or have a normal range of 80 feet or longer detailed at the end of the class description.
to gain this effect. This effect does not stack with the SAVING THROWS
Archery fighting style. Some of your deeds require your target to make a
saving throw to resist the deed’s effects. The saving
DUELIST throw DC is calculated as follows:
While you are wielding a firearm in one hand and
nothing in the other, if you make a ranged weapon Deed save DC = 8 + your proficiency bonus
attack and exceed the target's AC by 5 or more, you + your Dexterity modifier
deal an additional die of weapon damage. You can
only use this ability once per round. Gunslinger’s Creed
SHOTGUNNER By the time gunslingers reach 3rd level, they
When you hit with a ranged weapon attack using a embrace a way of living, known as their creed, which
firearm that has the Scatter property, you can reroll guides their judgments and their unique brand of
the lowest damage die, and you must use the new gunslinging. Your choice grants you features at 3rd
roll, even if the new roll is worse than the original. level and again at 7th, 10th, and 14th level.
Quick Draw Ability Score Improvement
Gunslingers have twitch reflexes and can pull a When you reach 4th level, and again at 8th, 12th,
gun in the blink of an eye. You have advantage on 16th, and 19th level, you can increase one ability
initiative rolls. Additionally, you can draw or stow score of your choice by 2, or you can increase two
up to two weapons when you roll initiative and ability scores of your choice by 1. As normal, you
whenever you take an action on your turn. can’t increase an ability score above 20 using this
feature.
Critical Shot
Extra Attack
At 2nd level, your ranged firearm attacks score a
critical hit on a roll of 19 or 20. Beginning at 5th level, you can attack twice, instead
Starting at 9th level, your ranged firearm attacks of once, whenever you take the Attack action on
score a critical hit on a roll of 18 to 20, and at 17th your turn.
your ranged firearm attacks score a critical hit on a
roll of 17 to 20. I'nmewsowgalyasdomf okriltlainlsgkoeneepainnvotehnetirng
Poker Face 93
Starting at 2nd level, you have advantage on
ability checks and saving throws made to prevent
others from sensing your motives, perceiving your
emotions, or reading your thoughts.
Risk
By 2nd level, you can perform incredible feats of
daring that are fueled by special dice called risk dice.
RISK DICE
You have four risk dice, which are d8s. You gain
additional risk dice, and your risk dice change
as you gain levels in this class, as shown in
the Risk Dice column of the Gunslinger
table. You regain all expended risk dice
when you finish a long rest.
Classes Gut Shot I'd like to seem them dodge a fireball.
Starting at 6th level, whenever you score a critical hit DEEDS
on a Large or smaller creature using a firearm, the
bullet lodges itself in the target. Until the creature These deeds are listed in alphabetical order.
uses its action to dislodge the bullet, it moves at half BITE THE BULLET
speed and has disadvantage on attack rolls and ability As a bonus action on your turn, you can expend
checks. Elementals, oozes, and undead are immune one risk die to gain temporary hit points equal
to this effect. the number rolled on the die + your Constitution
modifier.
Evasion COVERING FIRE
When you hit a creature with a ranged weapon
Beginning at 7th level, you can nimbly dodge out attack, you can expend one risk die as a bonus action
of the way of certain area effects, such as a red to cow the creature. Roll the risk die and subtract it
dragon’s fiery breath or an ice storm spell. When you from the next attack roll the creature makes before
are subjected to an effect that allows you to make a the start of your next turn.
Dexterity saving throw to take only half damage, you DODGE ROLL
instead take no damage if you succeed on the saving You can expend one risk die as a bonus action to
throw, and only half damage if you fail. move up to 15 feet and reload any firearm you
are holding. This movement does not provoke
Mankiller Opportunity Attacks, ignores difficult terrain, and
can move you through hostile creature’s spaces, as
At 11th level, when you take the Attack action on long as you do not end your movement there.
your turn, you can add your ability score modifier to LIMB SHOT
firearm damage rolls. When you hit a creature with a ranged weapon
attack, you can expend one risk die as a bonus action
Dire Gambit and aim for one of its limbs, forcing it to drop one
item of your choice that it’s holding. The target must
Starting at 13th level, whenever you score a critical make a Constitution saving throw. On a failed save,
hit, you regain one expended risk die. it drops the object you choose. The object lands at its
feet.
Cheat Death SKIN OF YOUR TEETH
When an attacker you can see makes an attack roll
By 15th level, you have a knack for escaping the against you, you can expend a risk die as a reaction
reaper. When you would be reduced to 0 hit points, to dodge out of harm’s way at the last second. You
you can use your reaction and expend one risk die to add the risk die to your AC against this attack,
avoid being incapacitated and instead be reduced to potentially causing it to miss.
a number of hit points equal to the number rolled on STEADY AIM
the die. On your turn, you can use a bonus action and
Once you use this ability, you must finish a short expend one risk die to double the normal and
or long rest before using it again. maximum range for the next ranged weapon attack
you make.
Maverick
By 18th level, you are unshakable. You have
advantage on Constitution checks and saving throws.
Head Shot
At 20th level, when you score a critical hit against a
creature using a firearm, you can choose for this shot
to be a head shot. If the creature has less than 100 hit
points, it dies. Otherwise, it takes 10d10 additional
damage. Elementals, oozes, undead, and creatures
which lack nervous systems or vital organs take no
additional damage from this ability.
Once you use this ability, you must finish a short
or long rest before using it again.
94
GUNSLINGER’S THICK-HEADED Gunslinger
CREEDS At 7th level, you have advantage on saving throws
you make against being charmed.
Gunslingers have many features in common, but STRONG AS AN OX
each of them walks their own path and follows their Starting at 10th level, your lifting and carrying
own code. This code, which gunslingers call a creed, capacities are doubled and you have advantage
embodies their core beliefs and informs their unique on Strength checks and Strength saving throws.
combat style. Additionally, you can ignore the Two-Handed
property on firearms with which you are proficient.
Gun Tank GUN RAGE
At 14th level, as a bonus action, you can explode into
Prerequisite: Strength score 15 or higher a fury to destroy lesser men. For the next minute, you
Be bigger, be badder, and be tougher, and no man have resistance to bludgeoning, piercing, and slashing
will stand in your way. You are a living siege engine, damage and can make one additional attack when
a titan of muscle, brandishing weapons most men are you take the Attack action on your turn. However, for
incapable of lifting. Armed with these devastating the duration, your movement speed is halved and you
firearms, you wade into the field of battle, have disadvantage on Dexterity checks and saving
bombarding and destroying those foolish enough to throws.
approach you. Your gun rage ends if you use your bonus action
to end it early, take cover, or finish your turn without
HEAVY GUNNER attacking. Once you use this ability, you must finish a
When you select this creed at 3rd level, you can short or long rest before using it again.
also carry heavy firearms regardless of their weight.
Additionally, you can use Strength, rather than I thchaoeptycehlteahoadnev.sveeeTln"hittgeutuylren'er"rdetisvshtooaitntnsguoiieinessys!adallonnmd'yt
Dexterity, for attack and damage rolls using heavy
firearms, and you can add your Strength instead of
your Dexterity to your Deed Save DC.
TOUGH AS NAILS
Starting at 3rd level, your hit point maximum
increases by 1 and increases by 1 again whenever you
gain a level in this class.
You also gain proficiency with medium and
heavy armor.
GUNSLINGER'S CREEDS
NAME DESCRIPTION
Gun Tank Lugs around heavy mounted firearms
Gun-Ko Master A martial artist who uses the gun as a total weapon
High Roller Gambles with their life and fortune; no risk is too high
Musketeer A musket-and-rapier-wielding soldier of honor and courage
Pistolero Fires six-shooters from the hip at incredible speed
Sharpshooter A careful and precise eagle-eyed marksman
Spellslinger Fires spells as well as bullets in deadly bombardments
Trick Shot Ricochets bullets to hit targets from any angle
White Hat A law-abiding protector of the weak that never blinks in the face of danger
95
Classes Gun-Ko Master GATLING STRIKES
By 14th level, you have mastered the most advanced
The ancient art of gun-ko is passed through techniques of gun-ko. You can use your bonus action
generations of gunslingers who study the gun as a to make two melee weapon attacks and one ranged
perfect weapon and meditate on its intricacies. This weapon attack using a firearm against targets within
path is not for the impatient or the faint of heart, but 15 feet of you. Once you use this ability, you can't use
those who practice it diligently make their guns an it again until you finish a short or long rest.
extensions of themselves, learning to strike with the
speed of a rifle and catch bullets out of the air. High Roller
POINT BLANK SHOT Fortune is a fickle thing—unless you’re a high roller.
At 3rd level, you don't suffer disadvantage from These gunslingers are master card sharps and dice
making a ranged attack with a firearm while you are throwers that mix their love of risk with their talent
within 5 feet of a hostile creature. for gunplay. High rollers push their luck til it runs
out then push harder. Why settle for just a win when
GUN-KO you could bet it all and win big?
Beginning at 3rd level, you learn the immortal art
of gun-ko, which sees the gun as a total weapon, as BONUS PROFICIENCIES
devastating used as a melee weapon in close-quarters Starting at 3rd level, you gain proficiency with
as it is fired at range. You can treat firearms as melee all gaming sets and in your choice of one of the
weapons with the Finesse property that deal 1d6 following skills: Deception, Insight, or Perception.
bludgeoning damage on a hit, or 1d8 damage if the
firearm has the Two-Handed property. ALL IN
Additionally, when you make a ranged weapon At 3rd level, you can use your bonus action when
attack using a firearm against a creature within 5 feet you make an ability check or attack roll, or your
of you, you can make a melee weapon attack using reaction when you make a saving throw to expend
that firearm as a bonus action. and roll one of your risk dice. You choose to do this
after you roll the d20 but before the GM declares
LIGHTNING DISARM whether or not it was a success.
Starting at 7th level, if a creature within 5 feet of you If the result of your risk die is a 1, you fail the
is holding a firearm, you can use your bonus action ability check, attack roll, or saving throw, regardless
and expend a risk die to attempt to disarm them. The of what the d20 shows. Otherwise, you add the result
target must make a Dexterity saving throw against of the risk die to your d20.
your Deed save DC. On a failed save, you take the
firearm from the creature's hands after a series of LIAR'S DICE
rapid movements. You must have at least one empty Also at 3rd level, when you make an ability check,
hand to use this ability. attack roll, or saving throw, you can roll the d20 in
secret and declare any result you wish. If the GM
BULLET-CATCH chooses to call your bluff, reveal the result of the d20.
Also at 7th level, you can use your reaction to deflect If you were telling the truth, treat the result of the
or catch a projectile when you are hit by a ranged d20 as if it was a 20. If you were telling a lie, roll the
weapon attack. When you do so, the damage you d20 again and use the lower of the two results. If the
take from the attack is reduced by 1d10 + your GM chooses not to call your bluff, you use the result
Dexterity modifier + proficiency bonus. you declared regardless of what you rolled.
You can choose to roll in secret a number of
PREDICTIVE DODGE times up to 1 + your Charisma modifier (minimum
At 10th level, your reflexes are so honed that you once) and regain all expended uses when you finish a
can dodge incoming bullets. You can use your bonus long rest.
action to choose one creature that you can see within
30 feet of you. You gain the benefits of the Dodge RISKY BUSINESS
action against the target's ranged attacks and effects At 7th level, when you make an attack roll against a
until the beginning of your next turn. You lose this hostile creature or make a saving throw against the
benefit if you take damage from the target. spell or effect of a hostile creature, you can choose to
give the roll disadvantage. When you do, you regain
an expended risk dice.
96
BOOM AND BUST ALL FOR ONE Gunslinger
Starting at 10th level, when you score a critical hit By 14th level, whenever a friendly creature within 5
on a ranged firearm attack, you can roll the damage feet of you is attacked, you use your reaction to make
twice and use the higher of the two results. When a firearm attack targeting the attacker.
you roll a 1 on a ranged firearm attack roll, you
can choose to take psychic damage equal to your Pistolero
proficiency bonus or lose this feature’s critical hit
benefit for the next 1 minute. Bullets are power, and you have long believed that
more bullets equal more power. Your expertise is
DOUBLE OR NOTHING in delivering a hail of deadly fire to pulverize your
At 14th level, when you score a critical hit with a enemies. Not every bullet needs to be accurate to
firearm attack roll, you can roll two additional d20s. make a difference.
Treat these d20s as if they were ranged attack rolls
you made against the target with a firearm. If they POINT BLANK SHOT
both miss, your critical hit becomes a normal hit. Starting at 3rd level, you don't suffer disadvantage
If either d20 would score a critical hit, roll all of from making a ranged attack with a firearm while
the attack’s damage dice three times and add them you are within 5 feet of a hostile creature.
together, instead of only two times as normal for
critical hits. Otherwise, the critical hit happens as FAN THE HAMMER
normal. At 3rd level, when you take the Attack action on
your turn to attack with a firearm, you can expend
Musketeer a Risk die and as a bonus action to make two
additional ranged firearm attacks with disadvantage.
You believe that camaraderie and glory go hand-in- These additional attacks always have disadvantage,
hand, that you and your allies are undefeatable as regardless of circumstance. This weapon can’t have
long as you stand together. As such, you have trained the Automatic or Two-Handed property, and you
with blades and halberds, so that you battle up-close. must have a free hand to use this ability.
Your place is not supporting them from afar, but At 14th level, you can make three additional
launching a single volley of shot before charging attacks with disadvantage, instead of 2, when you use
in, bayonet or cutlass in hand, that you might all this feature.
succeed or fail as one.
SPEED LOADER
BONUS PROFICIENCIES Starting at 7th level, you have mastered the art of
Starting when you choose this creed at 3rd level, quickly reloading your weapon. On your turn, you
you gain proficiency in the bayonet, cutlass, rapier, can reload a single one-handed firearm without
shortsword, and halberd. using an action or bonus action.
HEAVY SHOT BULLET TIME
At 3rd level, you can load and fire especially At 10th level, when you make a ranged firearm attack
dense bullets. Whenever you deal damage with with a one-handed firearm on your turn, you can use
a blunderbuss, flintlock, or musket, you deal an your bonus action to gain advantage on the attack
additional point of damage for each damage die that roll. Once you use this ability, you can’t use it again
you roll. until you finish a short or long rest.
LOCK, STOCK, AND BARREL SWIFT VENGEANCE
At 7th level, you ignore the Loading and Misfire At 14th level, as a reaction when you take damage
properties of the blunderbuss, flintlock, and musket. from a creature within 15 feet of you, you can make a
firearm attack targeting that creature.
BAYONET CHARGE
Starting at 10th level, when you move more than
15 feet in a straight line on your turn, you can use a
bonus action to make one attack with a bayonet or a
melee weapon.
97
Classes
Sharpshooter UTILITY SHOT
At 10th level, you can quickly and precisely shoot
A well-placed bullet is more powerful than a sword, objects. As an action, you can make a firearm attack
arrow, or spell. Indeed, you believe that every targeting a Tiny object within the firearm’s range
violent conflict should sound like a single loud crack which isn’t being worn or carried, such as a rope,
followed by a long silence. Such shots need to be chain, belt, wooden rod, candle, bottle, or lock. This
delivered perfectly, even at range, for when they are object is considered to have an AC of 10. On a hit,
done right, they are as deadly for the target as they a nonmagical object is destroyed instantly and a
are stupendous for the audience. magical object is flung 15 feet away.
AIM FOCUS
Starting at 3rd level, as a bonus action on your turn, Starting at 14th level, whenever you take the Aim
you can take the Aim action. When you take this action on your turn followed by the Attack action,
action, your next firearm attack suffers no penalty you can choose to make only one firearm attack.
for long range, and ignores half and three-quarters This attack is made with advantage and deals critical
cover. damage on a hit.
EAGLE EYE Spellslinger
At 3rd level, you can see better from far away. You
gain proficiency in in the Perception skill, if you Magic and guns aren't so different. If arcane power
did not have it already, and you can add twice your is like gunpowder and a spell is like a bullet, you are
proficiency modifier to Wisdom (Perception) checks like a gun, directing your spells with precision at
you make that rely on sight. unfortunate targets. You mix the disciplines of gun
and spell, sometimes loading arcane charges with
CAMOUFLAGE your shots and firing streaks of lighting, frost, or
By 7th level, you’ve learned to expertly conceal flame in the wake of your bullet.
yourself with foliage and leaves. You can spend one
minute to prepare camouflage for yourself. Until you SPELLCASTING
move, you have advantage on Dexterity (Stealth) When you reach 3rd level, you complement your
checks you make to hide among vegetation. bullets with the ability to cast spells.
Cantrips. You learn finger guns and two other
cantrips of your choice from the wizard spell list. You
learn an additional wizard cantrip of your choice at
10th level.
98
Spell Slots. The Spellslinger Spellcasting table SPELLSLINGER SPELLCASTING Gunslinger
shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one of these GUNSLINGER CANTRIPS SPELLS
spells, you must expend a slot of the spell’s level or LEVEL KNOWN KNOWN 1ST 2ND 3RD 4TH
higher. You regain all expended spell slots when you
finish a long rest. 3rd 3 3 2 — — —
Spells Known of 1st-Level and Higher. You
know three 1st-level wizard spells of your choice, two 4th 3 4 3 — — —
of which you must choose from the abjuration and
evocation spells on the wizard spell list. 5th 3 4 3 — — —
The Spells Known column of the Spellslinger
Spellcasting table shows when you learn more wizard 6th 3 4 3 — — —
spells of 1st level or higher. Each of these spells must
be an abjuration or evocation spell of your choice, 7th 3 5 4 2 — —
and must be of a level for which you have spell slots.
For instance, when you reach 7th level in this class, 8th 3 6 4 2 — —
you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level 9th 3 6 4 2 — —
can come from any school of magic.
Whenever you gain a level in this class, you 10th 4 7 4 3 — —
can replace one of the wizard spells you know with
another spell of your choice from the wizard spell 11th 4 8 4 3 — —
list. The new spell must be of a level for which you
have spell slots, and it must be an abjuration or 12th 4 8 4 3 — —
evocation spell, unless you’re replacing the spell you
gained at 8th, 14th, or 20th level. 13th 4 9 4 3 3 —
Spellcasting Ability. Intelligence is your
spellcasting ability for your wizard spells. You 14th 4 10 4 3 3 —
use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your 15th 4 10 4 3 3 —
Intelligence modifier when setting the saving throw
DC for a wizard spell you cast and when making an 16th 4 11 4 3 3 —
attack roll with one.
17th 4 11 4 3 3 —
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier 18th 4 11 4 3 3 —
Spell attack modifier = your proficiency 19th 4 12 4 3 3 1
bonus + your Intelligence modifier
20th 4 13 4 3 3 1
BANG, YOU'RE DEAD!
At 3rd level, you can use Deeds with finger guns spell RUNECARVED CARTRIDGES
attacks. Additionally, when you hit a target with finger Also at 7th level, firearms you use count as magical
guns, you can spend a Risk die as a bonus action to for the purpose of overcoming resistance and
deal an additional 1d8 force damage to that target. immunity to nonmagical attacks and damage.
SPELLSHOT
Beginning at 7th level, you can load an entire cantrip MAGIC BULLET
into your gun. When you use your action to cast a Starting at 10th level, you can use your action to fire
cantrip, you can use your bonus action to make one a bullet wreathed in the evocation of a magic missile
ranged attack with a firearm or make a ranged spell spell. The attack must use a firearm and the target
attack using the finger guns cantrip. must be within the firearm's normal range. Do not
roll this attack; it automatically hits its target and
deals force damage.
Once you use this ability, you can't use it again
until you finish a long rest.
IMPROVED SPELLSHOT
At 14th level, when you use your action to cast a
spell, you can expend one risk die as a bonus action
to make one ranged attack with a firearm or make a
ranged spell attack using the finger guns cantrip.
If the spell requires a spell attack roll, you can
choose to substitute the spell attack with a ranged
attack using a firearm. Add the risk die to the firearm
attack roll. On a hit, the firearm attack deals normal
damage, in addition to the effects of the spell.
99