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101 Player's Handbook - Soulworks _ GM Binder

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Published by goroiamanuci, 2023-05-11 05:18:53

101 Player's Handbook - Soulworks _ GM Binder

101 Player's Handbook - Soulworks _ GM Binder

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Table Of Conntennts Topic Page Part 1 - Creature in your campaign x The Creature x Creature - Creature x Creature - High Creature x Creature in your Campaign x Unique Creature x Class Influences - Monk x Class Influences - Warlock x Class Influences - Sorcerer x Magic Spells x Magic Items x Part 2 - The Creature of Location x Creature in Location - Introduction x Unique Creature from Location x Part 3 - Finding The Creature x Adventure Module x Part 4 - Epic Variants x Epic Creature x Epic High Creature x 3


Welcomme 4


Rollinng Stats 5


Races & Linneages 6


Backkgrrounnds & Prrofessionns 7


Classes & Subclasses 8


THE ARTIFICER Level Proficiency Bonus Features Cantrips Known Discoveries Mana Points Max Spell Level 1st +2 Spellcasting, Mage Tradition 3 — 1 + casting modifier 1st 2nd +2 Mage Tradition Feature 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 School of Focus Advancement 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 School of Focus Advancement 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 School of Focus Advancement 6 4 36 + casting modifier 9th 18th +6 Spell Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 10th 9


THE BARD Level Proficiency Bonus Features Cantrips Known Spells Known Mana Points Max Spell Level 1st +2 Bardic Inspiration, Spellcasting 3 — 1 + casting modifier 1st 2nd +2 Jack of All Trades, Song of Rest 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 School of Focus Advancement 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 School of Focus Advancement 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 School of Focus Advancement 6 4 36 + casting modifier 9th 18th +6 Spell Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 9th Barrd Featurres As a Bard, you gain the following class features Hit Points Hit Dice: 1d6 per bard level Hit Points at 1st Level: 6 + racial bonus Hit Points at Higher Levels: d6 each level or 4 CombatStamina Combat Stamina at 1st level: 4 + constitution modifier Combat Stamina at Higher levels: 1d4 + constitution modifier Proficiencies Armor: light armor Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: three musical instruments of your choice Saving Throws: Dexterity, Charisma Skills: Choose any 3 skills Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a Rapier, (b) a Longsword, or (c) any simple weapon (a) a Diplomat's Pack or (b) an Entertainer's Pack (a) a lute or (b) any other musical instrument Leather Armor, and a Dagger BARDIC INSPIRATION You can inspire others through stirring words or music. You gain a Bardic Action that can use once per round outside your normal three actions on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. 110


You can use this feature a number of times equal to your Charisma modifier + your proficiency modifier (a minimum of once). You regain any expended uses when you finish a Long Rest. MAGICAL INSPIRATION At 2nd level you gain an upgrade to Bardic Inspiration. If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level. SPELLCASTING You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your Spells are part of your vast repertoire, magic that you can tune to different situations. CANTRIPS You know two Cantrips of your choice from the bard spell list. You learn additional bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. SPELL SLOTS The Bard table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot. Spells Known of 1st level and Higher You know four 1st-level Spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more Bard Spells of your choice. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level. Additionally, when you gain a level in this class, you can choose one of the Bard Spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots. SPELLCASTING ABILITY Charisma or Intelligence is your Spellcasting Ability for your Bard Spells. Your magic comes from the heart and soul you pour into the Performance of your music or oration. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when Making an Attack roll with one. Spell save DC = 8 + your Proficiency Bonus + your Charisma or Intelligence modifier Spell Attack modifier = your Proficiency Bonus + your Charisma modifier RITUAL CASTING You can cast any bard spell you know as a ritual if that spell has the ritual tag. SPELLCASTING FOCUS You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your Bard Spells. SPELL VERSATILITY 1st-level bard feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace. JACK OF ALL TRADES Starting at 2nd Level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus. SONG OF REST Beginning at 2nd Level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points. The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. Also any spellcasters who spend a hit die during this short rest also gain mana equal to half the roll on the extra dice. BARD COLLEGE At 3rd Level, you delve into the advanced Techniques of a Bard College of your choice, such as the College of Lore. Your choice grants you features at 3rd Level and again at 6th and 14th level. EXPERTISE At 3rd Level, choose two of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies. At 10th level, you can choose another two skill Proficiencies to gain this benefit. FONT OF INSPIRATION Beginning when you reach 5th Level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest. 1111


COUNTERCHARM At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required). MAGICAL SECRETS By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen Spells count as Bard Spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional Spells from any class at 14th level and again at 18th level. SUPERIOR INSPIRATION At 20th level, when you roll Initiative and have no uses of Bardic Inspiration left, you regain one use. 112


THE DRUID Level Proficiency Bonus Features Cantrips Known Discoveries Mana Points Max Spell Level 1st +2 Spellcasting, Mage Tradition 3 — 1 + casting modifier 1st 2nd +2 Mage Tradition Feature 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 School of Focus Advancement 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 School of Focus Advancement 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 School of Focus Advancement 6 4 36 + casting modifier 9th 18th +6 Spell Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 10th 113


THE GUARDIAN Level Proficiency Bonus Features Cantrips Known Discoveries Mana Points Max Spell Level 1st +2 Spellcasting, Mage Tradition 3 — 1 + casting modifier 1st 2nd +2 Mage Tradition Feature 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 School of Focus Advancement 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 School of Focus Advancement 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 School of Focus Advancement 6 4 36 + casting modifier 9th 18th +6 Spell Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 10th 114


THE INVOKER Level Proficiency Bonus Features Cantrips Known Invocations Mana Points 1st +2 Pact Magic, Pact Boon 2 — — 2nd +2 Invocations 2 2 1 + casting modifier 3rd +2 Patron, Pact Boon Upgrade 2 3 1 + casting modifier 4th +2 ─ 3 3 3 + casting modifier 5th +3 ─ 4 4 3 + casting modifier 6th +3 Mage Tradition Feature 3 4 5 + casting modifier 7th +3 School of Focus Advancement 3 5 5 + casting modifier 8th +3 ─ 3 5 7 + casting modifier 9th +4 ─ 4 6 7 + casting modifier 10th +4 Mage Tradition Feature 4 6 9 + casting modifier 11th +4 ─ 4 7 9 + casting modifier 12th +4 School of Focus Advancement 4 8 11 + casting modifier 13th +5 ─ 4 8 11 + casting modifier 14th +5 Mage Tradition Feature 4 9 13 + casting modifier 15th +5 ─ 5 9 13 + casting modifier 16th +5 ─ 5 10 15 + casting modifier 17th +6 School of Focus Advancement 5 10 15 + casting modifier 18th +6 Spell Mastery 5 11 19 + casting modifier 19th +6 ─ 5 11 19 + casting modifier 20th +6 Signature Spell 5 12 21 + casting modifier 115


THE KEEPER Level Proficiency Bonus Features Cantrips Known Discoveries Mana Points Max Spell Level 1st +2 Spellcasting, Mage Tradition 3 — 1 + casting modifier 1st 2nd +2 Mage Tradition Feature 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 School of Focus Advancement 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 School of Focus Advancement 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 School of Focus Advancement 6 4 36 + casting modifier 9th 18th +6 Spell Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 10th 116


THE MAGE Level Proficiency Bonus Features Cantrips Known Discoveries Mana Points Max Spell Level 1st +2 Spellcasting, Mage Tradition 3 — 1 + casting modifier 1st 2nd +2 Mage Tradition Feature 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 — 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 — 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 — 6 4 36 + casting modifier 9th 18th +6 Cantrip Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 10th Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. CANTRIPS At 1st level, you know three cantrips of your choice from the Mage spell list. You learn additional Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table. SPELLBOOK At 1st level, you have a spellbook containing six 1st- level Mage spells of your choice. Your spellbook is the repository of the Mage spells you know, except your cantrips, which are fixed in your mind. PREPARING AND CASTING SPELLS Table: The Mage shows how many Mana Points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend Mana of the spell’s level or higher, see the rules for casting with mana on pg.() . You regain all expended Mana when you finish a long rest. You prepare the list of Mage spells that are available for you to cast. To do so, choose a number of Mage spells from your spellbook equal to your Intelligence modifier + your Mage level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level Mage, you have four 1stlevel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it by spending 1 mana or more. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. This is called taking the Spell Prep Action and is usually done in the morning or the night before sleeping. If you have your spellbook out in one hand you can ready one spell page per round no action required allowing you to cast a non readied spell as normal. After the first one it takes an action to ready another page. 117


SPELLCASTING ABILITY Intelligence is your spellcasting ability for your Mage spells, since you learn your spells through dedicated study and memorization. Some mage traditions have trained to use other parts of their mind to control their magic allowing them to use wisdom or even charisma to cast spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Mage spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier RITUAL CASTING You can cast a Mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. LEARNING SPELLS OF 1ST LEVEL AND HIGHER Each time you gain a Mage level, you can add two Mage spells of your choice to your spellbook for free. Each of these spells must be of your max spell level you can cast or lower, as shown on the Mage table. On your adventures, you might find other spells that you can add to your spellbook (see “Your Spellbook”). A Mage can record spells up to 2 levels above their max spell level. And they can cast these spells up to their max spell level. MAGE TRADITION When you become a mage, you choose a Mage tradition, giving you formidable powers and a set of spells to accompany them. See Traditions and expanded spell list. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. SCHOOL OF FOCUS When you reach 3rd level, you choose a School of Focus, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. A Mage can also choose to take an elemental school, sin magic, and even an alternate version of one of the eight origin schools. A mage who does not choose a school becomes a mage of the universalist school. When a mage chooses a school of focus from the eight arcane schools they must choose two opposition schools gaining benefits for their choice and drawbacks for the two opposition schools. When a mage chooses an elemental school of focus they must choose and opposition element. See "Choosing a path" for more info on schools of focus and sin magic. Your choice grants you features at 3rd level and again at 7th, 12th, and 17th level. YOUR SPELLBOOK The spells that You add to your spellbook as You gain levels reflect the arcane research You conduct on your own, as well as intellectual breakthroughs You have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When You find a arcanist spell of 1st level or higher, You can add it to your spellbook if it is of a level for which You have spell slots and if You can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until You understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components You expend as You experiment with the spell to master it, as well as the fine inks You need to record it. Once You have spent this time and money, You can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if You want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since You understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If You lose your spellbook, You can use the same procedure to transcribe the spells that You have prepared into a new spellbook. Filling out the remainder of your spellbook requires You to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place. The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that You received as a gift from your master, a finely bound gold-edged tome you found in an ancient library, or even a loose collection of notes scrounged together. 118


CANTRIP MASTERY At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level Mage spell and a 2nd-level Mage spell that are in your spellbook. You can cast those spells at their lowest level without expending any mana when you have them prepared. If you want to cast either spell at a higher level, you must expend mana as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. SIGNATURE SPELLS When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level mage spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend mana as normal. TRADITIONS Traditions grant you unique abilities at 2nd, 6th, 10th and 14th level. You also gain access to an expanded spell list which are spells you get for free and always have readied. TRADITION OF THE BLACK MAGE Level Features Max Aether 1st Expanded Spell List ─ 2nd Unstable Aether, Leylines 2 6th Surecaster 3 10th Aetherial Manipulation 4 14th Devastating Force 5 A DARK PAST In days long past, there existed an powerful clan of mages and their arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin. Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will. TIES TO THE VOID In order for a mage to don the black, they must extensively research what they call the void. This is another plane of existence from which Black Mages draw knowledge from in order to unlock power within themselves. Most black mages are able to explore the knowledge gained from the void through tomes and texts now, but some who thirst for new power may attempt to tap into the void directly. Black Mages continue to grow within their craft through continuing their study of the dark arts. CREATING A BLACK MAGE Black Mages are earnest in their desires and reasons for taking the black. More often than not it is in the pursuit of power or out of sheer curiousity. You must know why you are pursuing this power, or why you are curious about the dark arts. You must also decide where you began to dip your toes into the world of black magic. Did you join a cult of mages who studied the art? Perhaps a proper school which provides the proper materials to explore black mage. Maybe you were taken under the wing of a mentor who has mastered the art EXPANDED SPELL LIST Black mages are allowed to use their charisma instead of intelligence Spell Level Spells 1st Chromatic Orb, Witch Bolt 2nd Aganazzar's Scorcher, Snilloc's Snowball Swarm 3rd Call Lighting, Sleet Storm 4th Ice Storm, Storm Sphere 5th Cone of Cold, Immolation UNSTABLE AETHER When you cast a spell with mana you generate a point of aether for each mana spent but up to your Max Aether found on the Tradition of the Black Mage chart. For each point of Aether you have you gain a static +1 to your spell DC, spell to hit and spell damage rolls. You keep this Aether up to 1 minute after combat. LEYLINES When you cast a spell, the residual mana from your spell temporarily creates a leyline, which can be manipulated with your Aether. If you cast a spell last turn and have not moved or taken any other actions during your current turn, you may spend a number of Aether points equal to that spell's level to cast a spell of the same or lower level. Your turn immediately ends after casting the spell. Spells cast with Aether do no generate Aether. 119


SURECASTER Beginning at the 6th level, you may expend three Aether to achieve an impregnable state of mind as an action. You pass all concentration checks automatically for the next 10 minutes. AETHERIAL MANIPULATION Beginning at the 10th level, you are able to more effectively manipulate your Leylines. Your movement is no longer restricted when making use of your Leylines feature. Casting a spell with the effect of Leylines still immediately ends your turn but now you can take actions before using leylines, on the same turn. Additionally, if you expended any mana during your last turn, as an action, you may spend one mana to magically teleport back to the location you were standing in when you cast the spell if the space is unoccupied. DEVASTATING FORCE Beginning at the 14th level, when you cast a spell, you may spend one Aether to reroll all damage die which resulted in a 1 or 2, also adding your casting stat to the damage of the spell. You must use the resulting rolls. Spells affected by this feature do not generate Aether. Also when you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. This does not affect dice added by this feature. TRADITION OF THE WHITE MAGE Level Features Max Confession 1st Divine Study, Confession 1 2nd Minor Blessings 2 6th Nymian Healer 3 10th Adloquiem 4 14th Nymian Savior 5 ONE WITH THE LAND White Mage's strength stems from an art they refer to as conjury. Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb magic from their immediate surroundings. Versed also in magicks that restore and strengthen, White Mages are regarded as accomplished healers. PATRONS OF LIGHT White Mages find their roots in a society which revered nature as an ally, borrowing the power of the land and elementals to soothe wounds and protect from the wicked. Over time, the White Mages of the past overused this power causing the elementals to act out and smite the land, alongside the damage wrought by the opposing Black Mages, the world fell into a dark age. Today White Mages are few and far between, practicing the forbidden art to wield the powers of nature and light to drive off evil in protection of the world again. CREATING A WHITE MAGE When creating a White Mage one must question how they came into the art of conjury and the profession of White Mage. Did a kindly mentor take you under their wing? Did your studies of magic from the past lead you to discovering how to draw power from the world you lived in? Perhaps the elementals which inhabit the land reached out to you and their whispers guided you to the path of a White Mage. Nonetheless a White Mage's role in the world is that of a protector, soothing the wounds of those who need it most, settling enraged elementals and driving the beings who bring destruction back from hence they came. DIVINE STUDY White mages are allowed to ready any orisons (cleric spells) as part of their daily spells prepared as long as they are of a level to do so. You can have no more than your proficiency modifier in orisons readied in this way. To cast any of these spells they must have a charge of confession or take the prayer action as part of casting the spell. White mages can use wisdom instead of intelligence as their casting modifier. CONFESSION Beginning at 1st level, you gain the action "Prayer". When you use "Prayer" you gain a charge of Confession. When you use prayer while you already have a charge of confession, you double the number of charges you currently have, then gain 1 more charge. You may hold a number of confession charges based on the white mage chart. You must be in combat to use prayer, your confession charges fade away after spending 1 minute outside of combat. You may spend confession to cast blessings. You can not use blessings out of combat. As long as you have one of charge of confession you can use your mana to cast an Orison. You can cast Orison's out of combat by taking the prayer action within one round of casting the Orison. MINOR BLESSINGS AFFLATUS BLESSING OF NATURE: Charges Spent Effect 1 The damage type of the weapon changes to cold, radiant or thunder. 2 The weapon gains a +1 bonus on attack rolls. 3 The weapon's damage rolls deal bonus damage equal to your proficiency bonus. 20


Afflatus Blessing of Nature : B e g i n n i n g a t t h e 2 n d l e v e l , a s a n a c t i o n y o u m a y e x p e n d C o n fe s s i o n c h a r g e s t o b l e s s w e a p o n s w i t h e l e m e n t a l p o w e r fo r a n u mb e r o f r o u n d s e q u a l t o y o u r c a s t i n g m o d i fi e r . T h e n u mb e r o f c h a r g e s y o u s p e n d i n c r e a s e t h e e ffe c t i v e n e s s o f y o u r b l e s s i n g . Y o u g a i n e a c h b l e s s i n g b e l o w t h e t i e r y o u u s e . Afflatus Blessing of Solace : B e g i n n i n g a t t h e 2 n d l e v e l , a s a n a c t i o n y o u m a y s p e n d a n y n u mb e r o f y o u r c o n fe s s i o n c h a r g e s . Y o u h e a l a c r e a t u r e w i t h i n 3 0 ft . o f y o u fo r # d 4 + y o u r p r o fi c i e n c y b o n u s , w h e r e # i s e q u a l t o t h e c h a r g e s o f c o n fe s s i o n s p e n t . Y o u r P r a y e r a c t i o n c a n n o t h av e b e e n u s e d b e fo r e o r a ft e r u s i n g A ffl a t u s S o l a c e o n y o u r t u r n . T h e t a r g e t c r e a t u r e m u s t h av e m o r e t h a n 0 h i t p o i n t s . Afflatus Blessing of Misery: B e g i n n i n g a t t h e 2 n d l e v e l , a s a n a c t i o n y o u m a y s p e n d a n y n u mb e r o f c o n fe s s i o n c h a r g e s t o m a k e a r a n g e d s p e l l a t t a c k a g a i n s t a c r e a t u r e w i t h i n 6 0 ft . o f y o u . Y o u r a t t a c k d e a l s 1 d 6 + y o u r p r o fi c i e n c y b o n u s r a d i a n t d a m a g e fo r e a c h c o n fe s s i o n c h a r g e s p e n t . N Y MIA N H E A L E R At 6 t h l e v e l y o u g a i n th e a b i l i ty t o i m p r o v e y o u r h e a l i n g c a p a b i l i t i e s . Wh e n e v e r y o u c a s t a h e a l i n g s p e l l o f 1 s t l vl o r h i g h e r y o u a l s o h e a l fo r a d d i t i o n a l h i t p o i n t s e q u a l t o y o u r p r o fi c i e n c y + m a n a s p e n t . Al s o y o u r h e a l i n g s p e l l s h av e t h e p o t e n t i a l t o c a u s e a c r i t i c a l h e a l . Wh e n y o u c a s t a h e a l i n g s p e l l a n d o n e o f t h e d i e r e s u l t s i n i t s h i g h e s t p o s s i b l e r e s u l t . R o l l a n o t h e r d i e o f t h e s a m e v a l u e a n d a d d t h a t n u mb e r t o t h e a m o u n t o f h i t p o i n t s r e c o v e r e d . A c r i t i c a l h eal m a y o n l y o c c u r o n c e p e r h e a l i n g s p e l l . A D L O Q UIE M S t a r t i n g a t t h e 1 0 t h l e v e l , w h e n y o u c a s t a s p e l l o f 1 s t l e v e l o r h i g h e r t o r e s t o r e h i t p o i n t s t o a c r e a t u r e , y o u m a y e x p e n d o n e c h a r g e o f c o n fe s s i o n . Y o u r h e a l i n g s p e l l c r e a t e s a p r o t e c t i v e w a r d o n t h e c r e a t u r e , g r a n t i n g t h e m t e m p o r a r y h i t p o i n t s e q u a l t o t h e h i t p o i n t s r e c o v e r e d fo r 1 0 m i n u t e s . I f a c r i t i c a l h e a l o c c u r r e d , t h e t a r g e t g a i n s a d d i t i o n a l t e m p o r a r y h i t p o i n t s e q u a l t o h a l f o f t h e a m o u n t o f h i t p o i n t s r e c o v e r e d . N Y MIA N S A VIO R S t a r t i n g a t t h e 1 4 t h l e v e l , w h e n y o u c a s t a h e a l i n g s p e l l w h i c h w i l l n o t g r a n t t e m p o r a r y h i t p o i n t s , t h a t c r e a t u r e g a i n s 1 d 1 0 t e m p o r a r y h i t p o i n t s . T R A DITIO N O F T H E R E D M A G E L e v el F e a t u r e s M a x Flair 1 s t E x p a n d e d S p ell Lis t 3 2 n d Flair P oin t s, Flair T e c h niqu e s 5 6 t h H e r oic Flair 7 1 0 t h H e r oic Flair T e c h niqu e s 9 1 4 t h Flair M a s t e r y 1 1 C RIM S o m e f d a r i n g a d v e n t u p r o t e c t a n d b l fl awl e s s ITS N Their t may le adventu not the up arm wrongd them to CREA When c be head with th become of a plo whole a need to legend. One k came to of old t library? you and wield p use the and cas EXPA Spell L 1st 2nd 3rd 4th 5th FLAIR At 2nd Mage a pool. A long res At 5t take the FLAIR Manafi numbe wish to 211


FOCUS Corps-a-corps: At 2nd level, you have mastered the art of approaching a foe with lightning speed and dilevering a powerful strike. To perform Corps-la-corps you spend 1 flair point and select one target within 30ft. of you. You move in a straight line towards that target, stopping at the first creature you encounter in your path. This movement does not provoke attacks of opportunity. You take the attack action against the target, dealing a bonus 1d8 piercing damage if your attack lands. Dazzling Diversion: At 2nd level, you have learned to mix magic with your movements to pull the attention of an enemy, allowing your allies to strike. As an action you may spend 2 flair points to distract a target in melee within 5ft. of yourself. All melee weapon attacks performed by your allies against the target gain advantage until your next turn. Dual Cast: At 2nd level, when you cast a spell that has a casting time of 1 to 2 actions, you can spend 2 flair point to cast a second spell as part of the same action(s). You may not do so with a spell greater than 4th level. HEROIC FLAIR Charmed I'm Sure: At 6th level, the trace amounts of magic in your body influence those you come into contact with. You may spend a flair point to gain advantage on a charisma, wisdom or intelligence ability check. In Good Company: At 6th level, you may spend 1 flair point to tutor your ally in the art of appealing to others. One ally may add your Spellcasting ability modifier to their charisma ability checks for up to 5 minutes. You may only use this once before requiring a short rest. Heroic Luck: At 6th level, your renaissance man nature has given you an edge in conversation. You may spend 2 flair point to reroll one intelligence, wisdom or charisma save. ADVANCED FLAIR TECHNIQUES Displacement: At 10th level, you have learned to flow between martial and magic combat effortlessly. By spending 1 flair point after taking the attack action you leap backwards through the air, landing upto 30ft. in a straight line behind you. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures larger than this. This movement does not provoke attacks of opportunity. When you take this action, make a ranged spell attack against the target of your attack action, dealing 2d8 + your Charisma modifier force damage on hit. Embolden: At 10th level, you have learned to fill your allies with fervor using your natural appeal. As an action you may spend 1 flair point to empower all allies within 10ft. of you. Damaging effects from your allies deal an extra 1d8 damage until the end of your next turn. Quicksilver Casting: At 10th level, if you deal damage to a target with a cantrip, you may spend one flair point to gain advantage on a ranged spell attack against the target or cause the target to make dexterity saving throws against your spells with disadvantage until the end of your turn. FLAIR MASTERY Enchanted Blade: At 14th level, your magical power seeps into any weapon you hold. After attuning to a one handed weapon for one hour, magical or not, you are able to summon the weapon to your hand as an action. You may spend one flair point to deal an additional 2d8 force damage on each damage roll when you take the attack action with this weapon. You must declare you are doing so prior to your attack roll. Follow My Lead: At 14th level, as an action you may spend 2 flair points to move an ally who is lower in the initiative order than you up in the order, such that they act directly after you. You may use this effect once before requiring a short rest. Liquification: At 14th level, as an action you may spend a spell slot of any level to gain a number of flair points equal to twice the spell slot level. You may not gain flair points over your maximum number of points. CHOOSING A PATH At 3rd level a mage chooses a school to focus on gaining some minor benefits and the schools principle techniques. SCHOOL OF ABJURATION The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. ABJURATION SAVANT Beginning when you select this school, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved. Resistance: You gain resistance to an damage type of your choice, chosen when you prepare spells. This resistance can be changed each day. Arcane Ward: When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your mage level + your casting modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. 22


FOCUS FOCUS FOCUS While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the mana spent on the spell. When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. Once you create the ward, you can't create it again until you finish a long rest. Protective Ward: As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your casting modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five mage levels you possess. You can use this ability a number of times per day equal to 3 + your casting modifier. SCHOOL OF CONJURATION As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. CONJURATION SAVANT Beginning when you select this school, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved. Minor Conjuration: You can use your action to conjure up a copy of an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 4 feet on a side and weighs no more than 25 pounds, and its form must be that of a nonmagical object that you have seen or you can make a Crafting check to make an object you have only thought of or heard of, DM discretion. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, if it is outright broken, or if it takes up to 10 points of damage. Using or attacking with the conjured object does not end the effect early. Benign Transposition: You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. If you target an unwilling creature, the target must succeed on a Charisma saving throw against your spell save DC, or swap places with you. Once you use this feature, you can't use it again until you finish a short or long rest or until you cast a conjuration spell or use an action for a conjuration spell. SCHOOL OF DIVINATION The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. DIVINATION SAVANT Beginning when you select this school, the gold and time you must spend to copy a Divination spell into your spellbook is halved. Forewarned: You can not be surprised allowing you to act in the surprise round. In addition, you receive a bonus on initiative checks equal to 1/2 your mage level (minimum +1). Portent: When you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Expert Divination: Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level to 5th level using mana, you regain mana equal to half the mana spent rounded down. SCHOOL OF ENCHANTMENT As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. 23


FOCUS FOCUS ENCHANTMENT SAVANT Beginning when you select this school, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved. Split Enchantment When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature. Hypnotic Gaze: When you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your mage spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest. Instinctive Charm: When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect. SCHOOL OF EVOCATION You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. EVOCATION SAVANT Beginning when you select this school, the gold and time you must spend to copy a Evocation spell into your spellbook is halved. Sculpt Spells: You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Intense spells: Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. Whenever you cast an evocation spell that deals damage, add 1/2 your mage level to the damage rounded down (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. Force Missiles: As an action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of force damage plus the damage from your intense spells evocation power. You can use this ability a number of times per day equal to 3 + your casting modifier. SCHOOL OF ILLUSION You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain. ILLUSION SAVANT Beginning when you select this school, the gold and time you must spend to copy a Illusion spell into your spellbook is halved. Improved Minor Illusion: You learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell. Also when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion. All illusion spells you cast linger for rounds equal half your mage level after their duration ends or concentration ends. 24


FOCUS FOCUS Illusory Self: You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you and you turn invisible. The invisibility and the illusion last for rounds equal to your proficiency Once you use this feature, you can't use it again until you finish a short or long rest. Illusory Reality: You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as an action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can't deal damage or otherwise directly harm anyone. SCHOOL OF NECROMANCY The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies. NECROMANCY SAVANT Beginning when you select this school, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved. Grim Harvest: You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead. Undead Thralls: You add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate or reassert control over an additional undead. Whenever you create an undead using a necromancy spell, it has additional benefits: The creature's hit point maximum is increased by an amount equal to your Mage level. The creature adds your proficiency bonus to its weapon damage rolls and to hits. Command Undead: You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. SCHOOL OF TRANSMUTATION You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds. TRANSMUTATION SAVANT Beginning when you select this school, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved. Minor Alchemy: You gain access to the Transmutation Circle Spell if you don't already have it and can cast the ritual version as a 1 minute ritual instead of 10 minutes. Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five mage levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. 25


Transmuter's Stone: Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options: Darkvision out to a range of 60 feet An increase to speed of 10 feet while the creature is unencumbered Proficiency in Constitution saving throws Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit). Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter's stone, the previous one ceases to function. 26


THE MONK Level Proficiency Bonus Features Cantrips Known Discoveries Mana Points Max Spell Level 1st +2 Spellcasting, Mage Tradition 3 — 1 + casting modifier 1st 2nd +2 Mage Tradition Feature 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 School of Focus Advancement 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 School of Focus Advancement 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 School of Focus Advancement 6 4 36 + casting modifier 9th 18th +6 Spell Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 10th 27


THE NINJA Level Proficiency Bonus Features Cantrips Known Discoveries Mana Points Max Spell Level 1st +2 Spellcasting, Mage Tradition 3 — 1 + casting modifier 1st 2nd +2 Mage Tradition Feature 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 School of Focus Advancement 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 School of Focus Advancement 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 School of Focus Advancement 6 4 36 + casting modifier 9th 18th +6 Spell Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 10th 28


THE RANGER Level Proficiency Bonus Features Cantrips Known Discoveries Mana Points Max Spell Level 1st +2 Spellcasting, Mage Tradition 3 — 1 + casting modifier 1st 2nd +2 Mage Tradition Feature 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 School of Focus Advancement 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 School of Focus Advancement 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 School of Focus Advancement 6 4 36 + casting modifier 9th 18th +6 Spell Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 10th 29


THE ROGUE Level Proficiency Bonus Features Cantrips Known Discoveries Mana Points Max Spell Level 1st +2 Spellcasting, Mage Tradition 3 — 1 + casting modifier 1st 2nd +2 Mage Tradition Feature 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 School of Focus Advancement 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 School of Focus Advancement 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 School of Focus Advancement 6 4 36 + casting modifier 9th 18th +6 Spell Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 10th 30


THE SORCERER Level Proficiency Bonus Features Cantrips Known Discoveries Mana Points Max Spell Level 1st +2 Spellcasting, Mage Tradition 3 — 1 + casting modifier 1st 2nd +2 Mage Tradition Feature 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 School of Focus Advancement 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 School of Focus Advancement 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 School of Focus Advancement 6 4 36 + casting modifier 9th 18th +6 Spell Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 10th 311


THE WARRIOR Level Proficiency Bonus Features Cantrips Known Discoveries Mana Points Max Spell Level 1st +2 Spellcasting, Mage Tradition 3 — 1 + casting modifier 1st 2nd +2 Mage Tradition Feature 3 — 2 + casting modifier 1st 3rd +2 School of Focus 3 — 4 + casting modifier 2nd 4th +2 ─ 4 1 5 + casting modifier 2nd 5th +3 ─ 4 1 8 + casting modifier 3rd 6th +3 Mage Tradition Feature 4 1 10 + casting modifier 3rd 7th +3 School of Focus Advancement 4 1 12 + casting modifier 4th 8th +3 ─ 4 2 14 + casting modifier 4th 9th +4 ─ 4 2 18 + casting modifier 5th 10th +4 Mage Tradition Feature 5 2 21 + casting modifier 5th 11th +4 ─ 5 2 24 + casting modifier 6th 12th +4 School of Focus Advancement 5 3 24 + casting modifier 6th 13th +5 ─ 5 3 27 + casting modifier 7th 14th +5 Mage Tradition Feature 5 3 27 + casting modifier 7th 15th +5 ─ 5 3 31 + casting modifier 8th 16th +5 ─ 6 4 31 + casting modifier 8th 17th +6 School of Focus Advancement 6 4 36 + casting modifier 9th 18th +6 Spell Mastery 6 4 38 + casting modifier 9th 19th +6 ─ 6 4 41 + casting modifier 9th 20th +6 Signature Spell 6 5 45 + casting modifier 10th 32


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Backkgrrounnds 34


Perrsonnalityy 35


Eqquipmmennt 36


Realistic Melee Weaponns In the world of Soul Works all weapon damage types are represented by icons: bludgeoning / piercing / slashing. UNARMED GEAR Unarmed weapons increase your own unarmed strike damage by 1, and add weapon properties to it. Name Cost Damage Weight Crit Properties Glove, Armored 2 gp +1 1 Ib. x2 Beatdown(1d6), finesse, free-handed, light, nonlethal, worn Gauntlet, Clawed 5 gp +1 1 Ib. x2 Beatdown(1d6), finesse, free-handed, light, vicious, worn Knuckles, Brass 1 gp +1 1 Ib. x2 Concealed, beatdown(1d4) finesse, free-handed, light, nonlethal SIMPLE AXES Name Cost Damage Weight Crit Properties Handaxe 5 gp 1d6 2 Ib. x3 Finesse, light, thrown (20/60) Hatchet 3 gp 1d4 1 Ib. x2 Finesse, light, thrown (30/60) MARTIAL AXES Name Cost Damage Weight Crit Properties Battleaxe 10 gp 1d8 4 Ib. x3 Sweeping, versatile(1d10) Broadaxe 8 gp 1d10 5 Ib. x2 Sweeping, two-handed Greataxe 30 gp 1d12 7 Ib. x3 Heavy, slow, sweeping, two-handed, wounding Maulaxe 25 gp 1d8 4 Ib. x3 Sweeping, sundering(1), versatile(1d10) Urgosh, dwarven 50 gp 2d4 12 Ib. x3 Heavy, double-sided, slow, sweeping, twohanded Waraxe 7 gp 1d8 3 Ib. x3 Sweeping SIMPLE BLADES Name Cost Damage Weight Crit Properties Dagger 2 gp 1d4 1 Ib. 19- 20/x2 Finesse, light, thrown (20/60) Dagger, Punch 2 gp 1d4 1 Ib. x3 Concealed, finesse, light, vicious Stiletto 5 gp 1d4 1 Ib. 17- 20/x2 Concealed, brutal, finesse, light MARTIAL BLADES Name Cost Damage Weight Crit Properties Curveblade, Elven 80 gp 1d10 7 Ib. 18- 20/x2 Critical, finesse, parry, two-handed Dagger, Dueling 12 gp 1d4 1 Ib. 19- 20/x2 Finesse, light, parry Dueling sword 10 gp 1d6 1 Ib. 19- 20/x2 Defensive, finesse, parry Falchion 15 gp 2d4 8 Ib. 18- 20/x2 Brutal, parry Flamberge 50 gp 1d10 6 Ib. 19- 20/x2 Heavy, parry, slow, two-handed, vicious Greatsword 50 gp 3d4 6 Ib. 19- 20/x2 Heavy, parry, slow, two-handed, wounding Longsword 10 gp 1d10 3 Ib. 19- 20/x2 Parry, two-handed Rapier 25 gp 1d8 2 Ib. 18- 20/x2 Critical, finesse, parry Sabre 25 gp 2d4 4 Ib. 19- 20/x2 Finesse, mounted strike, parry Scimitar 25 gp 1d6 3 Ib. 18- 20.x2 Finesse, light, mounted strike, parry Shortsword 10 gp 1d6 2 Ib. 19- 20/x2 Finesse, light, opportunistic, parry Sword, Bastard 15 gp 2d4 6 Ib. 19- 20/x2 Parry, versatile(1d10) Sword, Broad 5 gp 2d4 4 Ib. 19- 20/x2 Parry Sword, Doublebladed 50 gp 2d4 10 Ib. 19- 20/x2 Heavy, doublesided, parry, twohanded SIMPLE BLUDGEONING WEAPONS Name Cost Damage Weight Crit Properties Club 1 sp 1d8 2 Ib. x2 Nonlethal Hammer, Light 2 gp 1d4 2 Ib. x2 Finesse, light, thrown(30/60) Greatclub 2 sp 1d10 10 Ib. x2 Heavy, nonlethal, twohanded Mace, Light 5 gp 1d6 4 Ib. x2 Finesse, light Sap 1 gp 1d4 2 Ib. x2 Brutal, concealed, finesse, light, nonlethal 37


CRITICAL HITS IN SOUL WORKS When a critical hit is rolled you multiple the result on the damage die by its Crit multiplier. CRIT PROPERTIES If you have any features such as the Brutal weapon property you add the extra die of damage before applying your weapons Crit modifier. However the weapon has the Critical property then you add the max die damage after multiplying the damage die by its Crit multiplier. MARTIAL BLUDGEONING WEAPONS Name Cost Damage Weight Crit Properties Earthbreaker 40 gp 2d6 14 Ib. x3 Heavy, slow, sundering(1), twohanded, wounding Hammer, Great 8 gp 1d10 9 Ib. x3 Sundering (1), twohanded Mace 7 gp 1d8 8 Ib. x2 Sundering (1) Maul 10 gp 1d10 10 Ib. x3 Heavy, sundering (1), slow, two-handed, vicious Morningstar 15 gp 1d8 4 Ib. x2 Sundering(1), vicious Warhammer 15 gp 1d8 2 Ib. x3 Sundering (1), versatile(1d10) SIMPLE POLEARMS Name Cost Damage Weight Crit Properties Crook 1 gp 2d4 5 Ib. x2 Finesse, nonlethal, tripping, two-handed Javelin 5 sp 1d6 2 Ib. x2 Fragile(5), sharp(1), thrown(30/120) Longspear 5 gp 1d8 9 Ib. x3 Heavy, long, mounted strike, reach, sharp(1), threatening, twohanded Quarterstaff 2 sp 1d6 4 Ib. x2 Finesse, nonlethal, parry, versatile(2d4) Spear 1 gp 1d6 3 Ib. x3 Finesse, mounted strike, sharp(1), threatening, thrown(20/60), versatile(1d8) Spear, boar 5 gp 1d6 8 Ib. x2 Grappling, preventing, versatile(1d8) MARTIAL POLEARMS Name Cost Damage Weight Crit Properties Boarding Gaff 8 gp 2d4 8 Ib. x2 Double-sided, grappling, hooked, tripping, twohanded Glaive 20 gp 1d10 6 Ib. x3 Heavy, reach, sweeping, two-handed Guisarme 12 gp 1d10 10 Ib. x3 Heavy, long, reach, slow, threatening, tripping, two-handed Halberd 20 gp 1d12 6 Ib. x3 Heavy, long, reach, slow, threatening, twohanded, wounding Lance, Combat 10 gp 1d10 6 Ib. x3 Limit(mounted), long, mounted strike, reach Lance, Light 7 gp 2d4 4 Ib. x3 Finesse, limit(mounted), long, mounted strike, reach Lance, Great 20 gp 2d6 10 Ib. x3 Heavy, limit(mounted), long, mounted strike, reach, slow, wounding Lucerne 20 gp 2d6 12 Ib x2 Heavy, long, reach, sundering(1), slow, threatening, two-handed Pike 5 gp 1d10 18 Ib. x3 Heavy, long, reach, sharp(1), slow, threatening, two-handed Pincer staff 15 gp 1d4 10 Ib. x2 Grappling, long, preventing, reach, twohanded Ranseur 25 gp 2d4 12 Ib. x3 Disarming, heavy, long, reach, sharp(1), slow, threatening two-handed Spear, Hooked 2 gp 1d6 3 Ib. x2 Finesse, grappling, hooked, light, sharp(1), tripping, versatile(1d8) Spear, Talon 5 gp 1d6 4 Ib. x2 Disarming, finesse, sharp(1), versatile(1d8) Spear, Weighted 7 sp 2d4 8 Ib. x3 Finesse, parry, sharp(1), two-handed Trident 5 gp 1d8 4 Ib. x2 Disarming, finesse, sharp (1), threatening, thrown (20/60), versatile (1d10) Trident, Great 12 gp 1d12 8 Ib. x2 Disarming, sharp(1), slow, threatening, twohanded 38


SIMPLE FLEXIBLE WEAPONS Name Cost Damage Weight Crit Properties Whip 2 gp 1d4 3 Ib. x2 Bypass, disarming, finesse, grappling, nonlethal, reach, restraining(hand), tripping, weak Lasso 1 sp - 5 Ib. - Breakable, bypass, finesse, grappling, restraining(body/legs), reach, thrown(20/60) Peasant Flail 8 gp 1d8 5 Ib. x2 Bypass, two-handed Scourge 1 gp 1d4 1 Ib. x2 Bypass, disarming, finesse, nonlethal MARTIAL FLEXIBLE WEAPONS Name Cost Damage Weight Crit Properties Bolas 5 gp - 2 Ib. - Breakable, bypass, finesse, grappling, restraining(legs), reach, thrown(20/60) Net 1 gp - 3 Ib. - Breakable, finesse, grappling, restraining(all/hand), thrown(5/15) Net, Barbed 20 gp - 6 Ib. - Breakable, finesse, grappling, ongoing(1), restraining(all/hand), thrown(5/15) Chain, Light 15 gp 1d4 5 Ib. x2 Breakable, bypass, finesse, grappling, restraining(hand), reach, tripping, two-handed Chain, Spiked 25 gp 2d4 10 Ib. x2 Breakable, bypass, finesse, grappling, ongoing(1), reach, twohanded Flail 10 gp 1d8 2 Ib. x2 Bypass Flail, Dire 90 gp 2d4 10 Ib. x2 Bypass, double-sided, heavy, two-handed Flail, Heavy 15 gp 1d10 10 Ib. 19- 20/x2 Bypass, heavy, twohanded Flail, Staff 15 gp 2d4 10 Ib. x2 Bypass, parry, reach, two-handed Whip, combat 5 gp 1d4 3 Ib. x2 Bypass, disarming, finesse, grappling, reach, restraining(hand), tripping, vicious OTHER SIMPLE MELEE WEAPONS Name Cost Damage Weight Crit Properties Plancon 10 sp 1d6 10 Ib. x2 Finesse Hook, Prosthetic 10 gp 1d4 1 Ib. x2 Disarming, worn Pick, Light 4 gp 1d4 2 Ib. x4 Finesse, light, sundering (1) Scythe 18 gp 1d8 4 Ib. x4 Critical, fragile(4), slow, tripping, twohanded Sickle 1 gp 1d4 2 Ib. x2 Finesse, fragile(6), light Stake, Wooden - 1d4 1 Ib. x2 Finesse, light OTHER MARTIAL MELEE WEAPONS Name Cost Damage Weight Crit Properties Garotte, Wire 3 gp 1d6 1 Ib. 19- 20/x2 Finesse, grappling, light, suffocating, twohanded Scythe, War 25 gp 2d4 10 IB. x4 Critical, heavy, long, reach, slow, sweeping, tripping, two-handed Warpick, Horse 5 gp 1d6 2 Ib. x4 mounted strike, sundering(1), versatile(1d8) Warpick, Foot 5 gp 1d8 3 Ib. x4 sundering(1), versatile (1d10) 39


Weaponn Optionns: Melee Some melee properties count as Combat Options which are common martial techniques available to anyone of any class. Combat Options with take your whole Action. Options with can modify your attacks offering special attacks. Options with can be used as a reaction. BASHING You may attack with a shield with the bashing property as though it were a weapon, rolling the damage dice shown in parenthesis. BEATDOWN You can make a special unarmored attack beating down on a defenseless target. If your target is either restrained, or is both grappled and prone, you may choose to beat it down with a special melee attack that deals additional damage of the same type as shown in parenthesis. BREAKABLE The weapon has AC and HP values and can be attacked with melee attacks as long as the weapon is grappling you (see Grappling property). You may also be allowed a Strength check to break the weapon. Common breakable objects are: Net. AC 10 and HP 5. Immune to bludgeoning and piercing damage. Can also be broken with a DC 12 Strength check but if the Net is Barbed, you take 2d4 piercing damage breaking it. Bola or Lasso. AC 10 and HP 5. Immune to bludgeoning and piercing damage. Can also be broken with a DC 12 Strength check. Chain. AC 10 and HP 10. Immune to piercing damage. Takes no damage from attacks dealing 5 damage or less. Can also be broken with a DC 20 Strength check. Once broken, weapons immediately release their grapple with their target and unless held by you they drop to the ground. BRUTAL Weapons with the Brutal property deal devastating critical hits. When you score a critical hit, you add one additional weapon die to the damage total. BYPASS Flexible weapons with the bypass property are unaffected by directly blocking the blow. These weapons ignore the AC bonus from shields. The target can still use the Raise Shield combat action () to make your attack miss. CONCEALED Weapons with the Concealed property can be hidden from plain sight until wielded or used. You can use your Dexterity (Slieght of Hand) skill to hide the weapon. If the weapon does not have the Light property, anyone who uses Sense (Perception) check to detect the weapon may benefit from Passive Perception. COVER Shields with the Cover property provide exceptional protection but hinder you in combat. While wielding this shield, your attack rolls are made at disadvantage. Also, all attempts to Overrun or Tumble () through space you occupy are made at disadvantage unless you allow them, and treat your space as difficult terrain. As an action, you can set down a shield with the Cover property as stationary protection. The shield faces in a direction of your choice, and it takes an action to change its orientation while stationary. You benefit from three-quarters cover (+5 AC) instead the shield's bonus to Armor Class, and one adjacent ally standing behind you benefit from halfcover (+2 AC). You can also apply the cover bonus against effects that require a Dexterity saving throw, such as the fireball spell. You get no cover from attacks that pass through other edges of your square. CRITICAL Upon a critical hit, this weapon can produce a devastating blow. When your attack is a critical hit add the maximum amount of damage that the weapons damage dice could roll after applying crit multiplier. DEFENSIVE While using the Deflect combat reaction with a weapon with Defensive property and not wielding a shield, you roll the weapon damage die twice and subtract the total from the damage you would have taken. DISARMING When your attack beats the AC of your target by 5 or more, you may attempt to Disarm the same target as part of the same attack. You can also choose to take the Disarm Action gaining advantage and adding the weapons damage die to your contested roll. DOUBLE-SIDED This weapon has two striking heads on each side of its haft. When you take the attack action and make a two-handed attack with a Double-sided weapon, you can make another melee attack with the opposite end of the weapon as part of the same action. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals one of the weapon's damage types. FINESSE When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. Melee weapons with this property that do not also have the Light property require Strength 11 or higher to use Dexterity in this way. 40


F R A GIL E Wh e n e v e r y o u m a k e a n a t t a c k r o l l w i t h a m e l e e w e a p o n w i t h t h e F r a g i l e p r o p e r ty a n d t h e r e s u l t o n t h e d 2 0 d i e i s e q u a l t o o r l o w e r t h a n t h e w e a p o n ’ s F r a g i l e v a l u e , t h e w e a p o n b r e a k s i m m e d i a t e l y a ft e r t h e a t t a c k . F R E E - H A N D E D T h i s w e a p o n o r s h i e l d a t t a c h e s t o t h e a r m b u t t h e h a n d r e m a i n s u n o c c u p i e d t o h o l d a w e a p o n o r a n i t e m b u t n o t a s h i e l d . I f y o u a t t a c k w i t h a w e a p o n h e l d i n t h a t u n o c c u p i e d h a n d ( s u c h a s a tw o - h a n d e d w e a p o n ) , y o u m u s t e i t h e r c h o o s e t o d o s o w i t h d i s a d v a n t a g e o r y o u c a n n o t b e n e fi t fr o m t h e A C b o n u s o f y o u r s h i e l d u n t i l t h e s t a r t o f y o u r n e x t t u r n . G R APPLIN G Wh e n y o u h i t w i t h a m e l e e o r t h r o w n a t t a c k u s i n g a w e a p o n w i t h t h e G r a p p l i n g p r o p e r ty , y o u c a n a t t e m p t a n o p p o s e d G r a p p l e c o n t e s t . Y o u m u s t u s e y o u r А t t a c k r o l l , a n d t h e t a r g e t u s e s t h e i r D e x t e r i ty ( A c r o b a t i c s ) s k i l l . I f y o u s u c c e e d , y o u r w e a p o n g r a p p l e s t h e t a r g e t . O t h e r w e a p o n p r o p e r t i e s ( R e s t r a i n i n g , P r e v e n t i n g , e t c . ) l i s t t h i s c o n d i t i o n a s p r e r e q u i s i t e . Wh i l e y o u r w e a p o n i s g r a p p l i n g t h e t a r g e t , a n y a t t a c k w i t h t h e s a m e w e a p o n b r e a k s t h e g r a p p l e . T h e g r a p p l e i s b r o k e n i f y o u o r t h e t a r g e t m o v e o u t o f r e a c h . T h e g r a p p l e d e n e m y c a n a l s o s p e n d a n a c t i o n a n d a t t e m p t a S t r e n g t h ( At h l e t i c s ) o r D e x t e r i ty ( A c r o b a t i c s ) c h e c k a g a i n s t y o u r W e a p o n M a s t e r y D C . I f i t s u c c e e d s , t h e w e a p o n g r a p p l e i s b r o k e n . I f i t i s n o t g r a p p l e d b y a t h r o w n w e a p o n , t h e t a r g e t c a n a l s o b r e a k t h e w e a p o n g r a p p l e i f i t s u c c e e d s i n D i s a r m i n g y o u . Wh i l e y o u r w e a p o n i s g r a p p l i n g t h e t a r g e t a n d y o u a r e h o l d i n g o n t o y o u r w e a p o n , y o u c a n a t t e m p t S h o v e a C r e a t u r e a c t i o n u s i n g y o u r At t a c k r o l l i n s t e a d o f S t r e n g t h ( At h l e t i c s ) . H O O K E D T h e w e a p o n h a s a h o o k e d h e a d t h a t c a n g e t s t u c k i n t o y o u r o p p o n e n t . Wh i l e y o u r w e a p o n i s g r a p p l i n g t h e t a r g e t a n d y o u a r e h o l d i n g o n y o u r w eap o n , i f t h e t a r g e t a t t e m p t s t o b r e a k t h e g r a p p l e b y l e av i n g y o u r r e a c h o r i s S h o v e d aw a y fr o m y o u , i t p r o v o k e s a n o p p o r t u n i ty a t t a c k fr o m y o u t h a t a u t o m a t i c a l l y h i t s . LIG H T A l i g h t w e a p o n i s s m a l l a n d e a s y t o h a n d l e , m a k i n g i t i d e a l fo r u s e w h e n fi g h t i n g w i t h tw o W e a p o n s . T h e w e a p o n i s a b l e t o b e u s e d j u s t a s e ffe c t i v e l y w h i l e y o u a r e l a y i n g o n t h e g r o u n d o r w h i l e y o u a r e s t a n d i n g . Wh e n y o u a r e p r o n e a n d a t t a c k w i t h t h i s w e a p o n , y o u d o n o t s u ffe r d i s a d v a n t a g e i f y o u a r e p r o fi c i e n t w i t h t h e w e a p o n . LIMIT Weapon s w i t h t h e L i m i t p r o p e r ty i m p o s e d i s a d v a n t a g e w h e n n o t u s e d i n t h e s p e c i fi c w a y d e s c r i b e d i n p a r e n t h e s i s , s u c h a s o n l y o r n e v e r o n a m o u n t , o r o n l y w h e n s t a t i o n a r y . L O N G W e a p o n s w i t h t h e L o n g p r o p e r ty i m p o s e a d i s a d v a n t a g e t o a t t a c k s w i t h i n 5 fe e t . Y o u a l s o c a n n o t a t t e m p t a n y c o mb a t o p t i o n s o r s p e c i a l m e l e e a t t a c k s w i t h t h i s w e a p o n a g a i n s t a n y t a r g e t w i t h i n t h a t r a n g e . M O U Wh e n y a s p e e d m o u n t p r o n e b e i n g p s t r i k e . Y o u m t h r o u g h y o u c a n a t t a c k . d a m a g e a n d y o u r e a c h o N O N T h e w e c a p a b l e W e a p o n d e a l i n g O N G O Wh i l e a t a r g e t d a m a g e v a l u e s h OPPO This w threate When with th roll. PA R R T h e w e t o b e u s Y o u w e a p o n a l l d a m I f d u m a y a d PR E V Wh i l e y w e a p o n t a r g e t i fr o m y o T h e S h o v e a t t a c k f R E A C T h e w e t o y o u d e t e r m 4 11


RESTRAINING While your weapon is grappling the target (see Grappling weapon property), the weapon restricts some of the actions of the creature. The Restrain effect depends on the location listed in parenthesis. If more than one is listed, pick one. All. The creature is Restrained by your weapon. Body. The creature is Restrained by your weapon, except its speed is not reduced to 0. Hand. Choose a free hand or a hand wielding a Light weapon. The target cannot use that hand to attack or use items (unless activated) while Restrained. Legs. The creature is Restrained by your weapon, but it doesn’t suffer disadvantage to attacks. If the creature used its movement in its turn before it was hit by this attack, it also falls prone. While your weapon is restraining the creature and you are wielding your weapon, on your turn you may spend an attack to deal damage equal to your Strength modifier without rolling to attack. Creatures that are formless or have size category of Huge or Gargantuan cannot be Restrained. SHARP The weapon is particularly adept at making the most of the advantageous situation when an enemy is unarmored. When you attack a target that is unarmoured or with an armor AC of 12 or less, you gain a bonus to the attack roll equal to the value written in parenthesis. Creatures with natural armor or an armor AC of 13 or higher (including spells such as mage armor) are immune to this property. SLOW A Slow weapon is massive and cumbersome, and requires great strength to wield and multiattack with. The weapon can make only one attack per turn if wielded by a character with a Strength score of 14 or less. It can make up to one extra attack if wielded by a character with a Strength score of 15 or 16, or up to two extra attacks if wielded by a character with Strength score 17 or 18. It can make any number of attacks if wielded by a character with a Strength score of 19 or more (duel wielding slow weapons, two-weapon fighting). The limit to the number of attacks also affects attacks that use a bonus action and opportunity attacks. Strength Max Attacks < 15 1 attack 15–16 2 attacks Strength Max Attacks 17–18 3 attacks >19 no limit SUFFOCATING While your weapon is grappling the target (see Grappling weapon property) and you are holding your weapon, the target is also Suffocating. If the target attempts to break the weapon grapple by moving out of reach, it provokes an opportunity grapple check against your Weapon Mastery DC. It can only move away from you if it succeeds on the check SUNDERING The weapon has qualities that crush or pierce armor, making it more effective against targets that employ such defenses. When you attack a target wearing armor components with the Hard property, or natural armor and its armor AC is 15 or more, you gain a bonus to the attack roll equal to the value in parenthesis. SWEEPING The weapon makes attacks in broad, sweeping motions. You can make your attack into a special Sweeping attack. If there's another creature adjacent to both you and your target, and your attack roll would hit both of them, your target takes normal damage and the other creature takes 1d6 in damage (this damage is not modified by damage bonus modifiers or other abilities). If there are multiple walls, friendly characters sized Medium or larger adjacent to your target, or other such obstructions adjacent to you, you cannot use this property. THREATENING You can spend your reaction to perform an opportunity attack against any opponent that enters your weapon's reach after moving 10 feet or further. If the opportunity attack is against a mounted target, it or its mount has vulnerability to the damage from that attack. TRIPPING Weapons with the Tripping property are designed to catch a target off balance. When your attack beats the AC of your target by 5 or more, you may make a Trip combat action () against the same target. You can also choose to take the Trip Action gaining advantage and adding the weapons damage die to your contested roll. THROWN If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property. Drawing a Thrown weapon is part of the attack, but you need a free hand. You may use an action to recover any Thrown weapon within your reach. At the end of combat, you can recover all undamaged Thrown weapons by taking up to a minute to search the battlefield. When you take damage from a thrown weapon and it causes an Open Wound (), the weapon remains lodged in the target. Any time you use your action during your turn with one or several lodged weapons in you, you take 1d4 internal damage. Removing a lodged weapon is an action. 42


TWO-HANDED, VERSATILE Two-Handed weapons require two hands when you Attack with it. Versatile weapons can be used with one or two hands. A damage value in parentheses appears with the property for the damage the weapon deals when used with two hands to make a melee Attack. In addition, when a weapon is held in two hands attempts to disarm you are made at disadvantage. VICIOUS If a weapon with the Vicious property deals damage, you may reroll any of the weapon dice if it rolls a value of 1. You must use the new value even if it is also a 1. If you have the Great Weapon Fighting style, the two rerolls stack to 1-3 instead. WEAK Creatures that wear any Hauberk, or Medium, armor have resistance to damage dealt by weapons with the Weak property unless it is an exceptional or critical hit. WORN Weapons with the Worn property are equipped in a way similar to armor, by strapping it firmly to the body. It takes up to 1 minute to don or doff the weapon or shield, and you can do it as part of donning or doffing armor. The DM may allow you to skip the required time if you ignore the Worn property of the weapon or shield until the end of combat. While the weapon or shield benefits from the Worn property, it cannot be disarmed unless the attack or skill check is an exceptional or critical hit. WOUNDING The weapon is particularly potent in maximizing its unique damage type. When you cause an Open Wound () with this weapon, it will inflict an additional effect based upon the type of damage dealt. A critical hit guarantees the Wounding effect even if the attack doesn't cause an Open Wound. Slashing weapons can tear through defencses or otherwise leave a target more vulnerable. The target's AC is lowered by 2 until the end of its next turn. Bludgeoning weapons can hit with a singularly boneshaking blow, stunning the target. The target becomes Stunned until the end of its next turn. Piercing weapons can inflict gaping wounds and cause profuse bleeding. The target loses an extra 1 hp at the start of its turns, or extra 2 hp if caused by a critical hit. To stop the excessive bleeding, the Medicine check DC is raised to 15. Objects, Constructs, and Elementals are immune to this effect. WEAPON MASTERY Some weapon properties allow your target to resist your attacks or find weakness in your stance. In such a situation, the target must make a skill check against your Weapon Mastery DC. You can add your Proficiency to the Weapon Mastery DC only if you are proficient with the weapon you are wielding. WEAPON MASTERY DC = 8 + PROFICIENCY + STRENGTH (OR DEXTERITY MODIFIER, IF THEIR WEAPON HAS FINESSE) REALISTIC NONLETHAL DAMAGE All weapons may be used to deal Nonlethal strikes, but they deal bludgeoning damage equal to 1 plus Strength instead of their typical value. Only listed weapons with the Nonlethal property can deal their full damage as nonlethal. All improvised Weapons have this property if they do bludgeoning damage. Critical hits dealt with weapons without the Nonlethal property cannot deal nonlethal damage and may lead to accidental kills. OPTION: TWO-HANDED STRENGTH Wielding melee weapons with the Two-Handed and Versatile property allows you to put more of your brute strength behind blows when held with both hands. At the start of your turn you can enter a combat stance that increases the bonus damage by ×1.5 times as shown on the table below. While in this stance, your attacks or reactions cannot be spent on Combat Options. You can leave this stance at the start of any of your turns. Strength Modifier Extra Damage +1 +1 +2 +1 +3 +2 +4 +2 Strength Modifier Extra Damage +5 +3 +6 +3 +7 +4 +8 +4


Rannged Weaponns SIMPLE THROWN WEAPONS Name Cost Damage Weight Range Crit Properties Dagger, throwing 8 gp 1d4 ¼ lb. 30/120 19- 20/x2 Light, limit(only thrown) Dart 5 cp 1d4 ¼ lb. 20/60 x2 Light Sling 1 sp 1d4 - 30/120 x2 Light, pellets SIMPLE BOWS Name Cost Damage Weight Range Crit Properties Bow, hunter's 20 gp 1d6 2 lb. 80/320 x2 Two-handed Bow, pellet 15 gp 1d4 2 lb. 40/160 19- 20/x2 Pellets, twohanded MARTIAL BOWS Name Cost Damage Weight Range Crit Properties Shortbow 25 gp 1d6 2 lb. 80/320 x3 Brutal, strength(9), two-handed Shortbow, recurve 50 gp 1d6 2 lb. 80/320 x3 Brutal, twohanded Shortbow, composite 75 gp 1d8 2 lb. 100/400 x3 Brutal, strength(11), two-handed Longbow 50 gp 1d8 2 lb. 150/600 x3 Brutal, limit(not mounted), strength(11), two-handed Longbow, recurve 75 gp 1d8 2 lb. 150/600 x3 Brutal, limit(not mounted), strength(9), two-handed Longbow, composite 125 gp 1d10 2 lb. 200/800 x3 Brutal, limit(not mounted), strength(13), two-handed Greatbow 150 gp 1d12 4 lb. 250/1000 x3 Brutal, heavy, limit(not mounted), slow, strength(13), two-handed, volley, wounding SIMPLE CROSSBOWS Name Cost Damage Weight Range Crit Properties Hand, standard 75 gp 1d6 3 lb. 30/120 19- 20/x2 Light, loading, point-blank Hand, repeating 400 gp 1d6 5 lb. 30/120 19- 20/x2 Light, loading(5), mag(6), point-blank Light, standard 25 gp 1d8 5 lb. 80/320 19- 20/x2 Loading(1), stock, twohanded Light, double 50 gp 1d8 9 lb. 80/320 19- 20/x2 Loading(2), mag(2), stock, twohanded Light, repeating 250 gp 1d8 8 lb. 30/120 19- 20/x2 Loading(5), mag(6), twohanded Heavy, standard 50 gp 1d10 18 lb. 100/400 19- 20/x2 Heavy, loading(2), stock, twohanded Heavy, double 100 gp 1d10 36 lb. 75/300 19- 20/x2 Heavy, loading(4), mag(2), twohanded Heavy, repeating 300 gp 1d10 24 lb. 50/200 19- 20/x2 eavy, loading(7), mag(6), twohanded Blade Crossbow 300 gp 1d4 19 lb. 50/200 19- 20/x2 Caliber(3), loading(1), stock, twohanded Pellet Crossbow 20 gp 1d6 5 lb. 40/160 19- 20/x2 Loading, pellets, stock, twohanded OTHER MARTIAL RANGED WEAPONS Name Cost Damage Weight Range Crit Properties Blowgun 10 gp 1 1 lb. 25/100 x2 Loading Blowgun, large 15 gp 1d4 2 lb. 30/120 x2 Loading 11


Realistic Firrearrmms MEDIEVAL FIREARMS All Medieval Firearms have the Misfire(2) and Sundering(3) properties in addition to those listed below. Name Cost Damage Weight Range Crit Properties Handgonne 240 gp 2d12 7 lb. 150/600 x4 Loading(4), two-handed Two-Faced Gonne 370 gp 2d12 11 lb. 150/600 x4 Loading(8), heavy, mag(2), two-handed Ten-Eyed Gonne 920 gp 2d12 27 lb. 15/45 x4 Buckshot(5), heavy, loading(40), mag(2), two-handed RENAISSANCE FIREARMS All Renaissance Firearms have the Misfire(1) and Velocity properties in addition to those listed below. Name Cost Damage Weight Range Crit Properties Wheellock Pistol 400 gp 1d10 3 lb. 200/800 x3 Light, loading(3), point blank Pocket Pistol 380 gp 1d8 ½ lb. 80/320 x3 Concealed, light, loading(3), point blank Flintlock Pistol 400 gp 2d10 3 lb. 200/800 x3 Light, loading(2), point blank Duck's Foot Pistol 550 gp 1d8 2 lb. 30/90 x3 Buckshot(4), light, loading(12) Snaphaunce Pistol 250 gp 1d8 1 lb. 125/500 x3 Light, loading(3), point blank Tantsutsu 350 gp 1d12 5 lb. 125/500 x3 Light, loading(7), point blank Arquebus 300 gp 2d10 10 lb. 200/800 x3 Loading(9), two-handed Caliver 270 gp 2d10 7 lb. 250/1000 x3 Caliber(1), loading(9), two-handed Carbine 580 gp 2d12 7 lb. 250/1000 x3 Caliber(1), loading(6), two-handed Flintlock Carbine 490 gp 2d12 4 lb. 200/800 x3 Loading(6), two-handed Fusil Ordinaire 300 gp 2d12 7 lb. 200/800 x3 Caliber(1), loading(6), two-handed Matchlock Musket 350 gp 2d12 21 lb. 300/1000 x3 Caliber(2), loading(9), two-handed Flintlock Musket 400 gp 2d12 13 lb. 300/1000 x3 Caliber(2), loading(3), two-handed Puckle Gun 3600 gp 2d12 90 lb. 150/600 x3 Limited(tripod), loading(14), mag(9), two-handed Teppo 340 gp 1d10 9 lb. 150/600 x3 Loading(9), two-handed Wall Gun 850 gp 2d12 28 lb. 300/1000 x3 Caliber(3), limited(tripod), loading(6), two-handed Winged Tiger Gun 440 gp 2d10 7 lb. 150/600 x3 Loading(27), mag(3), two-handed Breechloading Carbine 540 gp 2d10 9 lb. 150/1500 x3 Loading(1), two-handed Jäger Rifle 600 gp 2d10 11 lb. 200/2000 x3 Caliber(1), loading(9), two-handed Jäger Rifle, Double 1000 gp 2d10 20 lb. 200/2000 x3 Caliber(1), loading(18), mag(2), two-handed Blunderbuss 330 gp 2d8 11 lb. 30/90 x3 Buckshot(3), loading(2), two-handed Fowling Piece, Single 270 gp 1d6 10 lb. 30/90 x3 Buckshot(5), loading(6), two-handed Fowling Piece, Double 340 gp 1d6 17 lb. 30/90 x3 Buckshot(5), loading(12), mag(2), two-handed 2


INDUSTRIAL FIREARMS All Industrial Firearms have the Velocity property in addition to those listed below. Name Cost Damage Weight Range Crit Properties Derringer 400 gp 1d10 ½ lb. 200/2000 19-20/x3 Concealed, loading(1), light, mag(2), point blank Revolver 600 gp 2d8 2½ lb. 400/4000 19-20/x3 Loading(2), light, mag(6), point blank Rifle-Musket 600 gp 2d10 9 lb. 2000/6000 19-20/x3 Caliber(2), loading(2), two-handed Cartridge Rifle 800 gp 2d10 6 lb. 2000/6000 19-20/x3 Caliber(3), loading, two-handed Lever-Action Carbine 2400 gp 2d8 7 lb. 1500/9000 19-20/x3 Caliber(3), loading(3), mag(7), two-handed Double-Barreled Shotgun 1800 gp 2d8 10 lb. 30/90 19-20/x3 Buckshot(5), heavy, loading(1), mag(2), two-handed Weaponn Optionns: Rannged AMMUNITION (AMMO) Uses an item die based on ammo storage available. At the end of combat, you can recover half of your expended Ammunition by taking a minute to search the battlefield. This does not apply to bullets and pellets. BUCKSHOT The ranged weapon spreads multiple fragments in a scatter cone in short range. Both the weapon and the ammunition used must have the Buckshot property. If the target is within the normal range increment you can select a number of secondary targets within 5 feet of the primary target up to the value in parenthesis. The primary target cannot be selected as secondary target. Secondary targets behind the primary target or behind another secondary target cannot be selected. Make one attack and damage roll to apply to all targets. If the target is within 5 feet reach instead of selecting secondary targets, the primary target takes additional damage. Roll additional damage dice equal to the value in parenthesis. Buckshot attacks with this weapon do not add your ability modifier to damage unless the modifier is negative. CALIBER Ranged weapons with the Caliber property deal additional damage when you shoot from an advantageous position. The following conditions allow you to add extra damage dice of the same damage type up to the value shown in parenthesis. If your target is within 15 feet of you, the attack deals 1 additional damage die For each 3 points by which you beat the target's AC, the attack deals 1 additional damage die. LIMIT Check the Limit ranged weapon property on () AMMUNITION Name Cost (20x) Weight Weapon Properties Stone Pellet – 1 lb. Sling can find 10 for free when searching for 1 hour. Sling Pellet 1 sp ½ lb. Sling double the Near range of the sling or pellet weapon Blowgun needle 1 sp ½ lb. Blowgun – Quarrel 1 gp 1 lb. Crossbow – Arrow 1 gp 1 lb. Bow – Bodkin arrow 4 gp 1 lb. Bow Sundering(1) Broadhead arrow 4 gp 1 lb. Bow Wounding Greatbow arrow 10 gp 2 lbs. Bow Required by Greatbow Bullet 5 gp 1 lb. Gun – Buckshot shells 20 gp 1 lb. Gun Used by ranged weapons with Buckshot property LOADING Some weapons take longer to reload and you must spend a number of actions to reload equal to the value in parenthesis. MAG When you reload a ranged weapon with the Mag property, an amount of Ammunition is placed in it ready to be fired. You must 3


MISFIRE Whenever you make an attack roll with a ranged weapon with the Misfire property and the attack roll is equal to or lower than the weapon’s Misfire value, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and clean or repair it. To repair a firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is unusable until the end of combat and may need to be mended out of combat at a quarter of the cost of the firearm (DM's discretion). Creatures who use a firearm without being proficient increase the weapon’s Misfire score by 1. PELLETS This weapon uses free ammunition intended for a sling, even if it's weapon type is not a sling. Pellets do not leave a trace of the direction they were shot from unless the victim is alive to notice, or the wound is inspected with a DC 15 Intelligence (Investigation) check, or the environment is searched with a DC 20 Wisdom (Perception) check. POINT BLANK Ranged weapons with the Point Blank property allow for exact precision when pointing at nearby targets. Attacks with ranged weapons that have this property do not suffer disadvantage when made within 5 feet of a hostile creature and also apply an extra die of damage. STOCK Ranged weapons with the Stock property can improve your aim when set on firm ground. If you lay prone and make a ranged attack with it, you can ignore disadvantage when shooting at long range (but no further than 1000 feet), but you suffer disadvantage if you shoot at targets within close range. STRENGTH Ranged weapons with the Strength property require raw strength to draw the string. You must have the minimum Strength score as shown in parenthesis in order to use them. VELOCITY Advanced firearms shoot projectiles at a higher velocity than all other ranged weapons. While causing less bleeding than arrows, bullets deal more trauma and are very effective at killing quickly. When rolling for damage, roll one additional weapon die then remove the die with the lowest result. When using weapons with the Velocity property the target does not benefit from any AC bonus from armor components with the Hard property or any DR applied by said armor. VOLLEY Weapons with the Volley property are less effective at close distances. Your attacks against targets that are within 30 feet from you suffer disadvantage. LONG RANGE AIMING Even if a weapon's long range is listed as over 1000 feet, you cannot aim beyond 1000 feet without optical, magical or divine aid. OPTICAL SCOPE Firearms with ranges above 1000 feet require optical scopes for extreme range increments. Your weapon must have an optical or arcane attachment costing a minimum of 100gp per 1000 feet increment beyond the natural limit of 1000 feet. AIMING DOWN SIGHTS If you have not moved since the end of your last turn, you can use an action to aim down the scope of a firearm that has this trait at a specific target. Once you do so, you are incapacitated and your speed becomes 0 until the start of your next turn. However, the first attack you make against the target at the start of your next turn can extend beyond the 1000 feet natural range, and ignore disadvantage on your attack roll from long range. Lodged Arrowsand Bullets When you take damage from a ranged weapon using arrow projectiles and it causes you to suffer an Open Wound (), the arrow lodges deep into your body. Anytime you use your action during your turn with one or several lodged arrows in you, you take 1d4 internal damage. Removing a lodged arrow is an action. You can use your action to remove the arrow, make a DC 10 Mind (Medicine) check. If you fail, the arrow breaks and the arrowhead remains in your body. When you take damage from a ranged weapon using bullet projectiles and it causes you to suffer an Open Wound (), the whole bullet or a fragment of it remains lodged in your body. Normal bullets leave one fragment while Buckshot bullets () leave 1d4 fragments. Having arrows or fragments of bullets in your body will elicit a foreign body reaction and become encapsulated by connective tissue unless removed. Until all fragments are removed, any time you have one or more open Wounds you always take the minimum roll from healing by restorative abilities, magical healing or using hit dice during rest. To remove all fragments left by bullets in your body, you or an ally must spend one use of a Healer's Kit and make a Mind (Medicine) skill check at DC 10 + the number of lodged pieces lodged in your body (maximum DC 20). If the check fails, you can still remove any amount of fragments but you lose 1 hit point for each fragment removed. The manipulation takes 1 minute per fragment removed. If you do not have Healer's Kit available, you can use a blade or even your fingers to attempt to remove fragments lodged in your body. If you choose to do so the DC is 12 + the number of fragments lodged in your body (maximum DC 20) and if you fail, you can remove any number of fragments but you lose 1d4 hit points for each fragment removed. The manipulation takes 2 minutes per fragment removed. 4


LIGHT ARMOR, OVERLAY Armor AC Layer Qualities Strength Weight Price Overcoat — Overlay Coverage 1 - 3 lbs 5 gp Gambeson 1 Overlay — — 3 lbs 35 gp LIGHT ARMOR, UNDERLAY Armor AC Layer Qualities Strength Weight Price Aketon 1 underlay Concealed, Soak (Bludgeoning) - 8 lbs 10 gp Leather Tunic 1 underlay Concealed, Soak (Piercing) - 10 lbs 10 gp Jack of Plates 1 underlay Concealed, Soak (Slashing) - 18 lbs 10 gp Gambeson 2 underlay Noisy, Soak (All) - 8 lbs 50 gp LIGHT COMPONENTS Armor AC Layer Qualities Strength Weight Price Padded Coif — Head Coverage 1 - 1 lbs 5 gp Padded Limb Guards — Hands Coverage 1 - 2 lbs 5 gp Light Cloak — Cloak Stealthy - 1 lbs 5 gp MEDIUM ARMOR, OVERLAY Armor AC Layer Qualities Strength Weight Price Hide Tunic 1 Mesolay — - 2 lbs 2 gp Padded Jack 1 Mesolay Bulky, DR: 1/Slashing 9 8 lbs 5 gp Pelt Armor 1 Mesolay Bulky, DR: 1/Slashing 9 10 lbs 10 gp Chain Shirt 2 Mesolay — 9 10 lbs 40 gp Scale Mail 3 Mesolay Bulky, Noisy 11 35 lbs 40 gp Breastplate 3 Mesolay Hard 11 10 lbs 390 gp Half Plate 4 Mesolay Bulky, Hard, Noisy 13 30 lbs 740 gp MEDIUM ARMOR, MESOLAY Armor AC Layer Qualities Strength Weight Price Lamellar Mail — Mesolay Concealed, DR: 2/Bludgeoning 11 10 lbs 300 gp Buff Coat — Mesolay Concealed, DR: 2/Piercing 11 10 lbs 300 gp Coat of Plates — Mesolay Concealed, DR: 2/Piercing 11 10 lbs 300 gp MEDIUM COMPONENTS Armor AC Layer Qualities Strength Weight Price Chain Coif — Head Coverage 2 — 8 lbs 40 gp Steel Bracers — Hands Coverage 1, Beatdown(1 bludgeoning) — 2 lbs 10 gp Spiked Bracers — Hands Coverage 1, Beatdown(1d4 piercing) — 4 lbs 15 gp Full Cloak — Cloak Bulky, DR: 1/Bludgeoning 9 8 lbs 5 gp Mail Cloak 1 Cloak Bulky, Cumbersome, Noisy 11 40 lbs 100 gp HEAVY ARMOR, OVERLAY Armor AC Layer Qualities Strength Weight Price Ring Mail 3 Overlay Bulky, Cumbersome, Noisy 13 30 lbs 20 gp Chain Mail 5 Overolay Bulky, Cumbersome, Noisy 13 45 lbs 65 gp Splint Mail 6 Overolay Bulky, Hard, Noisy 15 50 lbs 190 gp Full Plate 7 Overolay Bulky, Hard, Noisy 15 55 lbs 1490 gp HEAVY ARMOR, MESOLAY Armor AC Layer Qualities Strength Weight Price Banded Mail — Mesolay DR: 3/Bludgeoning, Bulky, Noisy 13 20 lbs 450 gp Loricated Mail — Mesolay DR: 3/Piercing, Bulky, Noisy 13 20 lbs 450 gp Brigandine — Mesolay DR: 3/Slashing, Bulky, Noisy 13 20 lbs 450 gp HEAVY COMPONENTS Armor AC Layer Qualities Strength Weight Price Hide Tunic 1 Head Visor, Coverage 1 9 2 lbs 75 gp Padded Jack 1 Head Visor(always lowered), Coverage 2 11 5 lbs 90 gp Pelt Armor 1 Vitals Coverage 2, Noisy 11 4 lbs 60 gp Chain Shirt 2 Vitals Coverage 1 11 1 lbs 50 gp 5


SHIELDS For description of the Bashing, Cover, Free-Handed, Nonlethal and Worn properties, see Melee Weapon Properties (). Name Cost +AC Strength Weight Properties Buckler 5 gp +1 — 5 lb. Bashing(1d4 bludgeoning), free-handed, light, nonlethal, worn Shield, light 3 gp +1 — 5 lb. Bashing(1d4 bludgeoning), light, nonlethal Shield 10 gp +2 — 6 lb. Bashing(1d6 bludgeoning), nonlethal Shield, spiked 17 gp +2 — 11 lb. Bashing(1d6 piercing) Tower Shield 30 gp +4 13 45 lb. Bulky, cover, heavy Arrmmorr Layyerrs Medieval armor consists of protective layers that combined provide the Armor Class as well as additional qualities to the wearer. You may wear one armor component on each of the three layers, and one supplemental component on your Head, Hands and Vitals. Your Armor Class is equal to 10 plus the AC bonus provided by each worn armor component. Underlay is the worn protection directly in contact with the body. It is usually soft and thick clothing that protects the skin from weapon materials. These components are easy to conceal under civil clothing and soak damage from powerful hits that manage to penetrate your external armor. Mesolay is the worn protection on top of the underlay that is used to mitigate much of the damage from a blow that penetrates the Overlay. These components provide solid damage reduction to specific types of melee damage and are considered a secondary layer of a warrior's suit of armor. Overlay is the worn protection on the outside, what a mere layman with no training would call armor. An overlay serves as an impenetrable carapace that stops much of the strength of the blow. The overlay is the main source of Armor Class. Cloaks is a supplementary layer that covers the body and protects from environmental hazards such as rain or snow, or provides concealment for the facial features, clothing (including light armor) and hands movement. Head, Hands and Vitals components are intended to protect your exposed head and limbs, or any gaps in the armor. Each provides a tiny bit of coverage that helps to protect from called shots and suffering open wounds. Arrmmorr Frramme An armor’s frame determines its core materials and how the wearer's mobility is impacted. When wearing multiple armor components from different frames, the rules regarding the most rigid frame apply to your Dexterity bonus to armor. Jack: Requires Light Armor proficiency. This armor is flexible and easy to move in. Most are made of canvas or leather, often stiffened and reinforced in places. When you only wear a jack, add your Dexterity modifier to your AC. Hauberk: Requires Medium Armor proficiency. A hauberk is a shirt of armor that is still flexible enough to dodge blows, but restricts the wearer’s agility. The most common hauberk is made of interlocking links of steel or iron chain. When you wear a hauberk, your Dexterity bonus to armor is limited to +2 even if your Dexterity modifier is higher. Cuirass: Requires Heavy Armor proficiency. Formidable armour built around a rigid carapace protecting the wearer’s vital organs. The armor is uncomfortable when worn bare and needs an underlay to avoid chafing. When you wear a cuirass, do not add your Dexterity bonus to armor. You must deduct your Dexterity penalty if your Dexterity is below 10. Cuirass armor parts have a restrictive design tailored to specific body proportions, such as height and bulk. Typically, fitted armor is made by special order and requires an armor smith to make it usable for other wearers. There are three distinctive body shapes and the armor fitting depends on its previous wearer or is decided by rolling a 1d6: lean (1-2), stout (3-4), and athletic (5- 6). If the wearer and armor's fit differ, the wearer takes disadvantage to Dexterity checks and saving throws. MAGICAL ARMORS When you wear multiple armor components with magical enhancement bonus, each layer of armor to applies enhancement bonus to its signature armor property: Underlay armor. Soak prevents +1, +2 or +3 more damage for each 10 points of weapon damage. Mesolay armor. Damage Reduction prevents +1, +2 or +3 more damage of its associated type. Overlay armor. Armor Class improves with +1, +2 or +3, as stated in the Player's Handbook. 6


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