CONTENTS
Introduction.................................................... 5 Warmage.................................................... 157
Chapter 1: Races ........................................... 7 Class Features............................................. 158
Geppettin........................................................ 8 Warmage Tricks........................................... 161
Mandrake...................................................... 10 Warmage Houses........................................ 165
Mousefolk...................................................... 12 Witch........................................................... 173
Spirithost....................................................... 14 Class Features............................................. 174
Near-Human.................................................. 16 Hexes........................................................... 178
Chapter 2: Classes ...................................... 21 Grand Hexes................................................ 180
New Classes.................................................. 22 Witch’s Crafts............................................... 183
Alchemist...................................................... 27 Chapter 3: Subclasses............................... 191
Class Features............................................... 28 Barbarians.................................................... 192
Bomb Formulae............................................. 31 Bards............................................................ 198
Discoveries.................................................... 34 Clerics.......................................................... 204
Fields of Study............................................... 37 Druids.......................................................... 210
Captain......................................................... 45 Fighters........................................................ 216
Class Features............................................... 46 Monks.......................................................... 222
Banners.......................................................... 49 Paladins....................................................... 228
Cohorts.......................................................... 54 Rangers........................................................ 236
Craftsman..................................................... 63 Rogues......................................................... 242
Class Features............................................... 64 Sorcerers...................................................... 247
Artisans’ Guilds.............................................. 67 Warlocks...................................................... 254
Masterwork Properties................................... 78 Wizards........................................................ 262
Weapon Properties........................................ 78 Chapter 4: Customization......................... 271
Armor Properties........................................... 86 Multiclassing................................................ 272
Gunslinger.................................................... 91 Auxiliary Levels............................................ 275
Class Features............................................... 92 Feats............................................................ 282
Deeds............................................................ 94 Starter Feats................................................ 286
Gunslinger’s Creeds....................................... 95 Chapter 5: Equipment............................... 291
Investigator................................................ 103 Weapons..................................................... 292
Class Features............................................. 104 Armor.......................................................... 302
Occult Specializations................................. 107 Magic Items................................................. 302
Martyr......................................................... 115 Chapter 6: Spells........................................ 321
Class Features............................................. 116 Tags............................................................. 322
Mortal Burdens............................................ 119 Spell Lists..................................................... 322
Necromancer.............................................. 127 Spell Descriptions........................................ 329
Class Features............................................. 128 Chapter 7: Appendices............................. 359
Grave Ambitions.......................................... 132 Appendix A: Variant Rules........................... 360
Undead Thralls............................................ 140 Appendix B: Familiars................................. 364
Warden....................................................... 145 Appendix C: Monstrous Grafts.................... 369
Class Features............................................. 146 Appendix D: Siegeball................................ 374
Champion’s Call........................................... 149
Credits
Lead Designer Michael Holik
Additional Design Alexander Binns, Jaron
Mortimer, Matthew Pennell, Ben Huffman,
Benjamin Richardson, Jason Sinclair, Justin
Forkner, Beniamin Ghita, Max Wartelle
Editors Michael Holik, Tony Casper, Benjamin
Paff
Lead Artist Martin Kirby Jackson
Graphic Design Martin Kirby Jackson
Cover Illustrator Martin Kirby Jackson
Interior Illustrations Lucas Ferreira CM, Martin
Kirby, Mariana Livraes, Jordy Knoop, Agustín
Marceillac, Moniek Schilder, Loot Tavern (Mo)
ON THE COVER
Martin Kirby Jackson illustrates a view from the
foot of the multidimensional Spire of Secrets.
High above, arcane vortices churn into other
corners of the multiverse, while levitating stones
and crystalline mountainsides dominate the
valley. Valda, the devious lich himself, stands
cackling, staff and infernal spell in hand, to greet
his newest guests.
Valda’s Spire of Secrets, Mage Hand Press and their Disclaimer: Side effects may include: rolling
associated logos are trademarks of Mage Hand up more characters than you could ever play,
Press LLC getting irrationally excited about dice, pretending
© 2021 Mage Hand Press LLC. All Rights Reserved. your GM is a warlock patron, making witch
First Printing – [DATE] noises instead of character dialogue, and telling
ISBN [NUMBER] insufferable RPG stories.
Product Identity: The following items are hereby identified as Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered
trademarks, proper names (characters, place names, deities, etc.), new rules, classes, plots, story elements,
locations, characters, races, monsters, artwork, graphics, maps, sidebars, and trade dress. (Elements that
have previously been designated as Open Game Content or are in the public domain are not included in
this declaration.)
Open Content: The Open content in this book includes material taken from the Systems Reference
Document. No other portion of this work may be reproduced in any form without permission.
MAGE HAND PRESS
[mailing address]
www.magehandpress.com
INTRODUCTION Introduction
Hello! I suppose introductions are in order since Chapter 4 contains a bevy of customization
you’ve infiltrated my nigh-impenetrable spire. And options, including complete multiclassing rules for
you didn’t even bother to wipe your feet. all classes, new single level classes called auxiliary
My name’s Valda—no relation to that other levels, feats for characters of all types, and new
lich with godlike power. I might as well do you the starter feats, which allow players to create more
courtesy of a tour, seeing as you’ll never leave this complex characters without sacrificing core parts of
place. their builds.
I mean, really, when will you adventurers Chapter 5 explores exotic weapons and armor. It
ever learn? Remote mausoleums named “Tomb of also introduces an array of firearms from throughout
Doom” or “Mount Hell” or “Spire of Secrets” mean the ages and a collection of magic items.
keep out. This whole place is a death trap! You saw Finally, Chapter 6 introduces a compendium of
the manticore swarm I put outside—nothing of new spells for characters of every class.
value could possibly eclipse that! But you barged in In addition, the devious lich Valda has left his
anyway. wry observations throughout the book. As someone
I suppose that means you’ll make a fine addition who has faced—and killed—countless adventurers,
to my collection. See, I’ve made a habit of capturing he considers himself an expert on heroic taxonomy.
you fools alive for a museum of idiocy, an exhibition
of suicidal spelunkers. I think I’ve nearly got you A Letter from the Creator
categorized, too. Twenty-two neat little groups,
organized by rank, age, and fatal ambition. Take a Six years of writing and game design has gone into
look around, you might even see a distant ancestor! the book before you. We never believed that we
Welcome to my Spire! You’ll never escape. would still be writing content for 5th Edition after
all these years, or that our efforts would yield such
—Valda a tome, such a monument to design and careful
iteration.
Using this Book In truth, however, this book is a love letter to
our players, to their characters, and to everyone who
Written for both players and Game Masters, Valda’s has brought our content to their table. We’ve written
Spire of Secrets builds upon the rules for 5th Edition this as a gift to you, to enrich your games from afar
with new rules that you can use with any setting, and help you seize everything that roleplaying games
from published campaigns to worlds of your own have to offer. May your stories be the truest type of
creation. Think about this book like a content fiction, and may you roll 20s, just when you need
expansion for the core rules—it isn’t an update of them.
the edition or a new core book. Everything within Your friends,
is optional, and none of it changes the game’s core
mechanics or disagrees with its design principles. —Mage Hand Press
Spire of Secrets is 5th Edition to its core, but bigger
and better in every way. I leaisrnaesdoolnon-gtoa-gboet-hraetviaveddeaaddvaednvteunrteur.rer
Frozen in marble,
ASSEMBLED WITHIN
Chapter 1 presents four brand new races, as well you’re less of a liability.
as a new and extraordinarily diverse variant race,
the Near-Humans.
Chapter 2 brims with ten new classes, each
complete with an array of subclasses.
Chapter 3 introduces new subclasses and
occasionally new features for every class in the core
rules.
5
CHAPTER 1
PAGE 8. GEPPETTIN
PAGE 10. MANDRAKE
PAGE 12. MOUSEFOLK
PAGE 14. SPIRITHOST
PAGE 16. NEAR-HUMAN
We, the Company of Wring, have slain basilisks, as is the nature of ethereal spirithosts. Aksel of
withstood the hoarfrost fangs of winter wolves, the Baldrheim clan, our cleric, is squat by even
and trimmed scales from dragons’ hides. But dwarven standards, but is the finest healer this
doubtless you wish to hear of our boldest side of the Highreach. Lastly, I, Faison the Blue,
accomplishment: we once visited the fabled am a transmuter and conjurer of much repute.
Spire of Secrets and lived to tell the tale. I’d have been an archmage, if only they let me
Our adventuring company was well-suited take the exams.
to the task. We are forescouted by Blodge, the Mark this tale well, for even now we plan
mouseling thief, whose footsteps are lighter our return to the Spire of Secrets, and shall
than the winter’s first snow. When force is bring with us a hundred adventurers of every
required, our swordmaiden Priscila Borealis stripe. We expect a cold reunion with that lich
comes to bear. She is elegant as she is deadly, Valda and his infernal creations.
6
CHAPTER 1: RACES
Fantasy settings are defined perhaps most clearly This chapter presents four new races: the
by their peoples: not merely humans with the Geppettin, Mandrakes, Mousefolk, and Spirithosts.
diversity of our world, but fantastic races of non- It also includes one exceptionally diverse race, the
humans, the likes of which solely exist in the realms Near-Humans, which allow you to construct new
of imagination. These vary from the remarkably and imaginative human-adjacent races and hybrids
humanlike, such as elves and halflings, to the colorful using feats.
and imaginative, such as dragonborn. However, Additionally, this chapter includes a crucial
fantastical settings often include more eclectic races, sidebar which expands all races even further by
drawn from the well of monstrous foes that bear freely customizing their talents, appearances, and
intelligence and guile. upbringings.
7
Races GEPPETTIN Geppettin Names
“As soon as he reached home, Geppetto took his Like other constructs, geppettin rarely name
tools and began to cut and shape the wood into a themselves. Typically, a construct has no conception
Marionette.” that living creatures obsessively name everything,
and have a name bestowed upon them—in this case,
—Carlo Collodi, Le Avventure di Pinocchio geppettin are normally named by children, or are
given terms of endearment by adults.
Ever a joy to children, geppettin resemble living
playthings made of wood, cloth, or porcelain. Names. Birdie, Cuddles, Desmond, Dusty, Hobbes,
Though easily mistaken for puppets, geppettin aren’t Fluffie, Frowny, Lizzie, Patches, Princess, Pup-pup,
manipulated by a just-out-of-sight puppeteer; they Red Jacket, Teddy
are animated, sentient, and independent.
Geppettin Traits
Diverse Oddities
As a geppettin, you have the following racial traits:
As a race, the geppettin are an oddity. Though Ability Score Increase. Your Dexterity score
rare, they are numerous enough and share enough increases by 1, and your Charisma score increases by
similarities with each other that they may be 1.
counted as an actual race of people, and not just Age. As constructs, geppettin do not age, and
freak mishaps of magic. While it may be that there are mature as soon as they become sentient.
are dedicated creators of geppettin, as there are with Alignment. Geppettin, as varied as they are,
golems, a significant number of them have come to run the gamut of alignments. Raggedies are generally
life on their own. good, bisques tend towards evil, and marionettes are
Physically, geppettin are quite small, often usually in between.
slightly shorter than halflings. Their physical features Speed. Your base walking speed is 25 feet.
vary greatly from type to type, but they are almost Size. Geppettin are Small creatures, rarely
always humanoid in shape. For simplicity, geppettin breaking 3 feet in height.
are classified by the materials of which they are Darkvision. Geppettin have superior vision
composed: bisque are porcelain, marionettes are in dim light and darkness. You can see in dim light
wood, and raggedy are made of fabric. within 60 feet of you as if it was bright light, and
Despite being made of somewhat flimsy darkness as if it was dim light. You can’t discern color
materials, sentience seems to grant them an odd in darkness, only shades of gray.
hardiness. Additionally, due to their non-living Construct Anatomy. Even though you
nature, they never hunger, rarely tire, and are adept were constructed, you are a living creature. You are
at being innocuous. Most find some form of work or immune to nonmagical diseases. You do not need to
profession in entertainment, but a few find fantastic eat or breathe, but you can ingest food and drink if
success as spies and assassins. you wish.
Instead of sleeping, you enter an inactive state
Charming, Yet Uncanny for 4 hours each day. You do not dream in this state;
you are fully aware of your surroundings and notice
Though they bring delight to children, geppettin approaching enemies and other events as normal.
instill a cold fear in many adults—the type of fear You can still be placed into a torpor by sleep-
that accompanies the uncanny realization that inducing magic.
something inanimate is, in fact, alive. A person’s Innocuous. Geppettin are generally
first reactions to a geppettin can be most telling, indistinguishable from non-living dolls of the same
and usually fall into two camps: those that find the type. Because of that, they can be very stealthy
geppettin delightful, perhaps recalling cherished when required. You have advantage on Charisma
childhood memories; and those that are taken by an (Deception) checks you make to appear as a
unnerving phobia, feeling a sudden chill upon seeing mundane toy.
a doll move of its own impetus. Languages. Geppettin can read and write
Common as well as one other language based on
their creator’s race (your choice).
8
Geppettin
Subrace. Geppettin are divided into This one is stuffed with fluff AND rage!
subraces based on material. Choose bisque,
marionette, or raggedy for your subrace. Pantomime. Fitted with strings, all marionettes
are taught to dance. You gain proficiency in the
BISQUE Performance skill, and have advantage on Charisma
Bisque geppettin are a form of porcelain doll, crafted (Performance) checks made to dance.
with exacting specification and often luxurious RAGGEDY
clothing materials. Though they are designed to look Raggedy geppettin, also commonly called plushies,
as realistic as possible, they are often thought to be are any form of stuffed or soft doll. Though
the most terrifying of geppettin due to their lifeless they often look humanoid, they may also look
visage. Though their faces are often very fragile, their like animals, monsters, or any other form of
construction is generally much hardier than their anthropomorphic creature.
brethren’s. Ability Score Increase. Your Charisma score
Ability Score Increase. Your Constitution further increases by 1.
score increases by 1. Adorable. Raggedy, before coming to life, were
China Doll. Any Wisdom (Insight) check made designed to be appealing to children. As such, you
to discern your true emotions has disadvantage. gain proficiency in the Persuasion skill, and have
Surprise Attack. Bisque know that their small advantage on Charisma (Persuasion) rolls you make
size and natural stealth lead to being very efficient against children or other humanoids that are fond of
stalkers. If you surprise a creature and hit it with an cute things.
attack on your first turn in combat, the attack deals Stuffed with Fluff. Raggedy are filled
an extra 2d6 damage to it. You can use this trait only with a lightweight, soft material. When you take
once per combat. bludgeoning damage, you can use your reaction
Terrifying. Your lifeless eyes and face tend to to gain resistance to the damage, and you are also
instill fear in people, often without even trying. You knocked 5 feet away from the source of the damage.
gain proficiency in the Intimidation skill, and have
advantage on any Charisma (Intimidation) rolls in
which you are attempting to scare someone that
wasn’t initially aware you are alive.
MARIONETTE
Marionettes are made mostly out of wood, with
painted faces and carved clothing. Due to their
construction, their jointed limbs are quite flexible,
and they are known to be fantastic dancers.
Ability Score Increase. Your Dexterity score
further increases by 1.
Clipped Strings. You can manipulate your
old strings, using them to attack. When you make a
melee attack with a light weapon on your turn, the
weapon gains the Reach property if it didn’t already
have it.
9
Races MANDRAKE savaging those who enter their domain, but druids
and those who respect the old traditions of the forest
It was an ancient thing of moss-covered wood know that such ire is seldom undeserved.
which creaked like a greatoak as it breathed, but
I’ll never forget its eyes: those glowing points Mandrake Names
were a thing of the fey, a thing of the deep woods
forgotten to man. Taking their names from the old spirits of the forest,
which have long been forgotten by men, mandrakes
—Faizon the Blue, encountering a mandrake treat all names with great reverence.
Laymen believe that mandrakes are screaming, Male Names. Akathaso, Bistonis, Cithaeron,
crying babies grown from the roots of a plant. Hathor, Nomina, Orseis, Othrys, Yggdras
However, small, wailing mandrakes are those which
are harvested too early; literally children still in Female Names. Argyra, Circe, Claea, Hadryade,
infancy. If allowed to grow for a year and a day Helike, Lauma, Moria, Thronia
before being harvested, they emerge fully formed,
able to mature into great and powerful tree people. Mandrake Traits
Flesh from Wood Because you are neither beast nor plant, you have the
following characteristics:
With a skin of thick bark and leaves growing at their Ability Score Increase. Your Wisdom score
extremities, you could be forgiven for believing that increases by 2.
mandrakes are simply bizarre plants, treants, or Age. Mandrakes must grow undisturbed for a
animated trees. This might even be partially true: it year and a day before they are harvested. They then
seems that while mandrakes originated from some mature in a decade and live for centuries, growing
plant ancestor, they have become something midway wider with more gnarled bark as they age.
between animal and plant through some strange Alignment. Mandrakes are known to keep
magic or stranger evolution. centuries-old concords known only to the oldest of
Mandrake anatomies are filled with paradoxes. creatures. Though they stay neutral in most matters,
They bleed a ruby ichor, reminiscent of both blood they tend to lean toward lawful alignments.
and sap. Their hearts, which look like a knot of roots, Size. Mandrakes usually stand tall and slim,
pump this around their body, enriching it with oxygen typically almost seven feet high, with spring
borne by leaves and special pores on their extremities. mandrakes being smaller and winter mandrakes
By preference, mandrakes can bask in the sunlight being slightly larger, and often hunched over. Your
or consume living things for nourishment, and can size is Medium.
even absorb nutrients through their feet, though they Speed. Your base walking speed is 30 feet.
rarely subsist by sunlight and water alone. Plant Nature. Even though you are not fully a
plant, you still possess many of the same traits as one.
Forest Envoys As long as you are within direct sunlight for at least 4
hours a day, you do not need to eat. Additionally, you
Alchemists and arcanists alike scratch their heads can breathe through your leaves and extremities, and
at mandrakes, but druids know them as the green can absorb water and nutrients through your feet.
emissaries who stand between the realms of Even if you aren’t proficient in Stealth, you
animals and plants, making peace for all parties. To can add your proficiency bonus to Dexterity
druidic tradition, mandrakes are unique, ancient (Stealth) checks that you make to hide in natural
constructions of Mother Nature herself, intended to environments, such as forests.
act as delegates for her will. Mandrakes are credited Root Magic. You know the shillelagh cantrip
by old druids for aligning elves with the forests and and can target yourself with the spell, treating one
dwarves with the mountains; only with the rising of your limbs as a club instead of an unarmed strike.
tide of humanoids and their preponderance of gods When you reach 3rd level, you can cast the goodberry
did most creatures forget about Mother Nature and spell once with this trait and regain the ability to do so
her half-plant ambassadors. when you finish a long rest. When you reach 5th level,
Today, mandrakes are rare, and make their you can cast the barkskin spell once with this trait and
homes in the forests near where villages and cities regain the ability to do so when you finish a long rest.
meet the true wilds. Humans tell tales of mandrakes Wisdom is your spellcasting ability for these spells.
10
Languages. You can speak, read, and write Mandrake
Common. You can also communicate simple ideas
to nonmagical plants and can question plants Abundance. You gain the ability to cast the
about events that occurred nearby during the past goodberry spell, as per your Root Magic trait, when
day, gaining information about creatures that have you choose this subrace at 1st level, instead of at 3rd
passed, weather, and other circumstances. level. When you cast this spell using this trait, each
Seasonal Subrace. Depending on the season creature that consumes a berry regains hit points
in which mandrakes are harvested, they take on equal to your proficiency bonus.
vastly different characteristics when they mature. Toxin Resistance. The vibrant colors of
Pick one seasonal subrace from Spring, Summer, autumn bring with them the promise of harvests to
Autumn, and Winter. come. To protect such a harvest, you have resistance
to poison damage.
SPRING
Mandrakes harvested in the spring are limber WINTER
and flexible, bearing lighter bark and short Mandrakes which are harvested in winter first
green buds instead of leaves. They are by glimpse the natural world at its harshest, and become
far the thinnest and most agile of the harsh in return. Winter mandrakes never grow
mandrakes. leaves, and develop gnarled bark that makes them
Ability Score Increase. Your look much older than they are. In addition, they
Dexterity score increases by 1. grow large; surviving the winter months fosters a
Sprightly Movement. Your walking speed certain strength that other mandrakes rarely, if ever,
increases by 5 feet. develop.
Storm Resistance. Accustomed to the Ability Score Increase. Your Constitution
thunderstorms of spring, you have resistance to score increases by 1.
lightning damage. Frost Resistance. Due to the bitter frost of
the long winter months, you have resistance to cold
SUMMER damage.
Summer mandrakes grow high and strong, as they Powerful Build. You count as one size larger
are accustomed to the warm months and ever- when determining your carrying capacity and the
abundant sunlight. Their leaves almost form a weight you can push, drag, or lift.
canopy, and the roots along their feet can hold fast to
the loam when the need arises.
Ability Score Increase. Your Strength score
increases by 1.
Deep Roots. As long as your feet are on natural
ground, you have advantage on Strength saving
throws and on all ability checks you make to resist
being pushed, shoved, knocked prone, or otherwise
moved involuntarily.
Wildfire Resistance. Having withstood
the dry conditions and occasional forest fires of
midsummer, you have resistance to fire damage.
AUTUMN
Mandrakes harvested during autumn are more
colorful than the other varieties, both in disposition
and appearance. They are decorated with leaves in a
myriad of reds, purples, and yellows. They reflect the
natural world at its most bountiful and seek to share
the harvest’s gifts with all who will accept them.
Ability Score Increase. Your Charisma score
increases by 1.
11
Races MOUSEFOLK None can say where this tradition originated,
but mouselings hold to it strongly. If one is seen
“You laughed when I said I would repay you,“ without a hood, it is a sure sign of disgrace and
said the Mouse. “Now you see that even a Mouse exile, the most personal punishment a village of
can help a Lion.” mouselings can inflict.
—Aesop, The Lion and the Mouse Mousefolk Names
Never to be looked down upon, the slight, Most mousefolk names are derived from Rodentia,
unassuming mousefolk are kindhearted to a fault and and are fairly squeaky when pronounced as a result.
possess courage greater than most giants.
Male Names. Arven, Blodge, Dunfur, Frisk, Jinoree,
Tiny But Brave Phrenik, Reep, Skapp
Though the tiny, big-eared mousefolk are often Female Names. Beeka, Constance, Juniper, Romsca,
overlooked by larger creatures, history is brimming Serena, Tess, Wincey
with stories of gallant mouse-knights staring down
dragons, crossing blades with warlords, and charging Mousefolk Traits
into grand battles. It happens that few histories are
written about the valor of mousefolk—though many Slight and swift, you possess the following traits:
more should be—yet they make appearances in Ability Score Increase. Your Dexterity score
legend all the same, their bravery cementing their increases by 2.
place in history. Age. Mousefolk mature in their teens and live
Even excluding the long and proud history of around 80 years.
mouse-knights, few mousefolk are apt to fear either Alignment. Most mousefolk are neutral good.
big folk or monsters. Mousefolk are good to their They tend to be kind-hearted and have deeply rooted
neighbors and rarely pick fights; after all, most folk values.
can be reasoned with. Those who can’t be reasoned Size. Mouselings stand around 3 feet tall,
with, however, should rightly fear mousefolk striking appearing slightly taller with their large ears, and
at their knees. Mousefolk do not suffer bullies lightly. normally weigh no more than 40 pounds. Ratlings,
by contrast, stand almost 4 feet tall but have much
Storytellers and Legend-Keepers smaller ears. Your size is Small.
Speed. Your base walking speed is 25 feet.
The mousefolk language, Rodentia, has no written Darkvision. Mousefolk have superior vision
form. Thus, mousefolk preserve their history in story in dim light and darkness. You can see in dim light
and in song passed from elders to children through within 60 feet of you as if it was bright light, and
the generations. Their oral tradition is rich, filled darkness as if it was dim light. You can’t discern color
with stories of grand heroics, shrewd tricks, and in darkness, only shades of gray.
swooning romance. Indeed, many mousefolk live Lightfooted. You have proficiency in the
to see themselves preserved in the legends of their Stealth skill.
people, their deeds remembered in a grand epic for Scurry. You can move through the space of any
the ages. hostile creature as if it were difficult terrain.
Squeeze. You suffer no penalty for squeezing
Hooded or Disgraced into a space that is only large enough for a creature
that is one size smaller than you.
Though ratlings have long abandoned the old ways, Languages. You can speak, read, and write
a mouseling is never to be seen without a hood. Common. You can also speak Rodentia, a quiet and
Following ancient tradition, mouselings wear hoods squeaky language that has no established written
they have sewn themselves at all times, except in form. Mouselings value the oral tradition highly and
the most dire of circumstances. A hood is a symbol only take notes in Common, or using an improvised
of wealth and social standing, and is sometimes shorthand that approximates the sounds of Rodentia
replaced with hats or other headwear when in Common script.
appropriate. Subrace. Mousefolk are commonly divided
into two subraces: mouselings and ratlings. Choose
one of these subraces.
12
MOUSELING RATLING Mousefolk
Mouselings are smaller than their ratling cousins Ratlings often stand a full foot taller than their
but all the more daring. They sport a wide variety of mouseling relatives, also having longer tails and
coats, from grey to brown to very rare whites, but more pointed ears. They are tougher, more resistant
all possess large ears and round, black eyes. Though to poison, and far more stubborn than mouselings,
these features often make them look adorable to big but are also unquestionably resourceful. When
folk, most mouselings want nothing more than to needed, a ratling can escape just about any enclosure
be taken seriously. They fancy themselves knights, that isn’t constructed entirely from metal and stone, a
merchants, minstrels, explorers, and a wide variety of fact which many jailers hold in contempt.
other occupations; only humans rival mouselings for Ability Score Increase. Your Strength score
ambition. increases by 1.
Ability Score Increase. Your Charisma score Gnaw. You can use your action to chew
increases by 1. through and break a small nonmagical object
Brave. You have advantage on saving throws that isn’t being worn or carried, like a rope, a
you make against being frightened. wooden rod or handle, or a length of fabric.
Nimble Escape. When a creature you can see If you chew on a wooden wall or floor for 1
makes an opportunity attack against you, you can use minute, you can gnaw a hole large enough for a
your reaction to impose disadvantage on the attack Tiny creature. You can’t chew through materials
roll. You can’t use this trait when wearing medium or that are harder than your teeth, such as metal,
heavy armor. stone, or crystal.
Rat Resilience. You have advantage on saving
throws against poison, and you have resistance
against poison damage.
There once was a mouse with a fiddle
She liked bees and telling of riddles
But during a break,
She made a mistake
And broke the thing
right down the middle!
A limerick from Valda!
13
Races SPIRITHOST Despite this, most spirithosts are wrongfully
believed to be undead, as their eerie, spectral
Hers was a kind of unearthly beauty that resisted forms are too similar to ghosts for the layman to
the very confines of reality—her hair so airy that it differentiate. Many a well-meaning but ignorant
flowed in defiance of gravity, her skin so fair that cleric has tried to turn or banish a spirithost to no
it could be seen right through. I knew not if she avail. To avoid such conflict, spirithosts often avoid
was alive—or if I was, given the circumstances— large, unfamiliar towns, or disguise their ethereality
but very little of that mattered for the first few from others.
moments, which seemed to stretch on for eons.
Spirithost Names
—Jethro Meddlitt, gnome wizard,
meeting a spirithost Spirithost names are gentle and sibilant, sounding
as if they are whispered. They sound strange in most
Half immaterial and half flesh, spirithosts are the tongues, for they originate in an old, now forgotten
eerie, spectral, humanlike residents of the Border dialect of Common, practiced by the spirithost in
Ethereal. Though often confused for specters, days long past.
ghosts, and other incorporeal undead, spirithosts are
very much alive—as much as their shifting, partly Male Names. Astras, Boreas, Cin’nilas, Cusnon,
material bodies allow. Fesim, Mesaron, Senvas, Servalas, Sesirops, Yalsin
Spectral Sons and Daughters Female Names. Amias, Belias, Heathimis, Lethreas,
Nix’silia, Priscilla, Sayu, Shavaras, Sunda, Wishnas
The Ethereal Plane is generally thought to be lifeless;
exclusively the domain of restless, incorporeal Spirithost Traits
undead and other transient souls. While it is true
that there are no creatures native to that plane, Your borderline ethereal body grants you the
the Border Ethereal has its fair share of adopted following traits:
inhabitants, such as the blink dog and phase spider. Ability Score Increase. Your Dexterity score
Spirithosts are the only humanoids to have adopted increases by 1, and any other ability score of your
this desolate plane, and might be considered its only choice increases by 2.
true descendants. Age. Spirithosts do not experience time in the
Though most spirithosts reside on the Material same way as most mortal creatures. As a result, even
Plane, they can both step sideways into the Etheral though they mature in their teens, their lives can
Plane naturally, allowing them to bypass physical stretch on for hundreds of years.
obstacles, and see into it effortlessly, allowing them Alignment. Though some spirithosts are evil,
to navigate both planes at once. They can even most are simply chaotic, harboring a deep distrust
communicate with the dead directly, a feat few for institutions that so readily brand them as undead.
mediums take lightly. Size. Spirithosts stand as tall as humans, usually
around 5 to 6 feet tall. However, their slightly
Branded Undead ethereal form is only loosely affiliated with gravity,
weighing half as much as a similarly sized human.
Though their bodies resemble those of ghosts— Your size is Medium.
slightly translucent and glowing from inside with Speed. Spirithosts move gracefully, as if drifting
a pale, white light—spirithosts are not undead. Far through water. Your base walking speed is 30 feet.
from it: they are born, grow old, die, and can even Ethereal Vision. Your supernatural nature
raise children. grants you superior vision. While you are on the
Material Plane, you can see 60 feet into the Ethereal
ANCESTRY Plane.
Incorporeal Movement. You can move
5th Edition inherits some problematic through other creatures as if they were difficult
terminology for “race” as a game concept. We terrain. You can also move through solid objects, but
prefer the term“ancestry” as an alternative and your partially material form can’t pass through more
encourage you to use it in your campaigns, but than one foot of stone, one inch of common metal, a
have opted to use the old terminology in this thin sheet of lead, or 3 feet of wood or dirt.
book for compatibility with the core rules.
14
If you end your movement occupying the Spirithost
same spot as a solid object or creature, you are
immediately shunted to the nearest unoccupied
space that you can occupy and take force damage
equal to twice the number of feet you are moved.
Ethereal Nature. You can go twice as long
without eating, drinking, or breathing, without
penalty.
Spirit Speech. You can cast the spell speak
with dead, without using spell slots or material
components. You can only ask one question of a
corpse when you cast this spell in this way. Once you
use this trait, you can’t use it again until you finish a
long rest.
Translucence. As a bonus action, you can
magically turn invisible until the start of your next
turn or until you attack, make a damage roll, or force
someone to make a saving throw. Creatures which
can see into the Ethereal Plane can see you normally.
Once you use this trait, you can’t use it again until
you finish a short or long rest.
Languages. You can speak, read, and write
Common and one other language of your choice.
TALENTS, APPEARANCE, UPBRINGING
The races presented in 5th edition present broad, Appearance. No matter what the official
monolithic portraits of what it is like to be a dwarf, descriptions say, there’s no one canonical way an
an elf, a halfling, and so on. These illustrations elf, dwarf, gnome, or tiefling should look. Your
and descriptions, however, are often unhelpful for character can have any skin color, nose, eyes, hair,
understanding any particular member of a race and and build you want. To put an even finer point on
are, at worst, dangerously reductive. If you want to it: your character can look like a person of any real
play a more nuanced character, work with your GM world ethnicity, no matter what race you choose.
to customize the following areas. Upbringing. Certain racial abilities, such as
Talents. Dwarves get a bonus to Constitution the Dwarven Combat Training trait, are the result
because the typical dwarf has a short, brawny build. of growing up in a traditional dwarven society with
However, your dwarf might favor academic pursuits its particular values and expectations. Naturally, an
or have an obsession with opera. Think of these adopted or orphaned dwarf won’t have these skills.
ability scores as your natural talents, rather than as For example, a dwarf who was adopted by high elf
fixed inborn advantages. parents might instead have learned to cast a cantrip.
When you choose your race and subrace, Work with your GM to determine which
you can assign your Ability Score Increase traits traits are owed to your upbringing; if in doubt,
to ability scores that you choose, instead of remember that most racial traits, with the exception
those specified in the traits. You can’t assign two of perhaps a dragonborn’s breath weapon, can be
increases (a +2 and a +1, for example) to the same attributed to your upbringing. You can exchange
ability score, and you can’t increase a score above any such trait with any roughly equivalent racial
20. trait that better reflects your upbringing.
15
Races NEAR-HUMAN AQUATIC
Prerequisites: 1st level only, near-human variant
Humans are known for being ambitious, diverse, One of your parents is a merfolk, or you are distantly
and extremely short-lived, but also have the dubious descended from the Elemental Plane of Water;
honor of being associated with an abundance of consequently, you have aquatic features like gills,
near-human offshoots, for it seems humans can webbed fingers and toes, and fishlike scales, which
breed with just about anything. Near-humans are grant you the following racial traits:
still basically humans, bearing subtly different traits • Increase one ability score of your choice by 1, to a
from a wide variety of sources, and are individually
rare but make up a surprisingly large portion of any maximum of 20.
human population. • You can breathe water as well as air.
If you choose a human for your race, you can • You have a swimming speed equal to your
use the Near-Human variant traits, which replaces
the human’s Ability Score Increase trait: walking speed.
Ability Score Increase. Two different ability
scores of your choice increase by 1. BEASTMAN
Skills. You gain proficiency in one skill of your Prerequisites: 1st level only, near-human variant
choice. With a short tail, coarse fur covering your face,
Feat. You gain one feat of your choice. This feat and long teeth and claws, you appear more like a
must have Near-Human variant as a prerequisite. ferocious beast than a man. Perhaps your parentage
includes a werecreature or an intelligent beast,
Near-Human Feats granting you the following racial traits:
• Increase one ability score of your choice by 1, to a
Near-humans come in all shapes and sizes and from
all walks of life. They are the barest expression of maximum of 20.
human diversity; human offshoots from all corners • You have advantage on Wisdom (Perception)
of the world. Each near-human must take one of the
following feats at 1st level, which helps define their checks made to smell.
heritage and grants them new racial traits. • You possess sharp claws, which are natural
ABOLETH SPAWN weapons that you can use to make unarmed
Prerequisites: 1st level only, near-human variant strikes. On a hit with them, you deal slashing
You were somehow created by an aboleth, and you damage equal to 1d4 + your Strength modifier,
suffer from strange and hideous mutations as a instead of the bludgeoning damage normal for an
result. Due to these changes, you have the following unarmed strike.
racial traits:
FIREBRAND
• Increase one ability score of your choice by 1, to a Prerequisites: 1st level only, near-human variant
maximum of 20. Born, imbued with, or later marked by the powers of
Elemental Fire, these near-humans have an affinity
• You have uncanny psychic resistances. You have for fire magic. Their heritage makes them dangerous
advantage on saving throws you make against adversaries in combat, as does the volatile nature of
being charmed. their innate powers. Firebrands are human in shape,
but have deep red skin and flames behind their eyes.
• At least one of your limbs is muscular, rubbery, You have the following racial traits:
and pliant, acting more as a tentacle than a limb • Increase one ability score of your choice by 1, to a
in its own right. You can use this limb as a natural
weapon to make unarmed strikes. On a hit with maximum of 20.
it, you deal bludgeoning damage equal to 1d4 • You have resistance to fire damage.
+ your Strength modifier instead of the normal • You know the produce flame cantrip. At 3rd level,
damage for an unarmed strike.
you can also cast the burning hands spell once
with this trait and regain the ability to do so when
you finish a long rest. Your spellcasting ability for
these spells is Charisma.
16
GREEN SKIN HOBBIN Near-Human
Prerequisites: 1st level only, near-human variant Prerequisites: 1st level only, near-human variant
Your people metabolize by basking in the sunlight. The foul-smelling hobbins are half-human and half-
Aided by your tough, photosynthetic skin, you gain hobgoblin. With great, flat noses, orange-tanned
the following racial traits: skin, coarse hair, and three knuckles on each finger,
• Increase one ability score of your choice by 1, to a they don’t quite resemble either of their parents, and
may go to great lengths to resemble a normal human
maximum of 20. or hobgoblin in everyday life. You retain much of the
• You have advantage on saving throws against being talent for war enjoyed by hobgoblins, and have the
following racial traits as a result:
poisoned and have resistance to poison damage. • Increase one ability score of your choice by 1, to a
• While you aren’t wearing armor, your AC equals
maximum of 20.
12 + your Dexterity modifier. • You gain proficiency with flails, javelins,
GRENDEL shortswords, slings, war picks, and whips.
Prerequisites: 1st level only, near-human variant • When you roll initiative and you are neither
With their green-tinted and boil-ridden skin, spindly
fingers, and pointed teeth, few people will mark a surprised nor unconscious, you can move up to
grendel as half-human. Grendels exclusively favor 10 feet and can make one melee weapon attack
the look of their troll parentage and have immense against a creature within your reach.
difficulty in human society. You have the following
racial traits: MUL
• Increase one ability score of your choice by 1, to a Prerequisites: 1st level only, near-human variant
Though one of your parents was a human, the other
maximum of 20. was a dwarf. Such a pairing is unlikely to have
• You retain some of the regenerative properties of produced offspring, but you have defied the odds
to join the ranks of the few, and exclusively sterile,
your troll parentage. Whenever you have fewer muls. You have the following racial traits:
than one-fourth of your maximum hit points • Increase one ability score of your choice by 1, to a
(rounded down), you regain 1 hit point each
minute. maximum of 20.
• You have darkvision, the ability to see in dim
GRUE
Prerequisites: 1st level only, near-human variant light within 60 feet of you as if it were bright light,
One of your parents was a creature of darkness, and in darkness as if it were dim light. You can’t
such as a shadow or a native of the Plane of Shadow. discern color in darkness, only shades of gray.
Grues, such as yourself, have blackened skin and • Your hit point maximum increases by 1, and it
cast a shadow in all directions, even when directly in increases by 1 every time you gain a level.
light. In shadows, you are nearly invisible. You have • You can read, speak, and write Dwarven.
the following racial traits:
• Increase one ability score of your choice by 1, to a OGRE-BLOODED
Prerequisites: 1st level only, near-human variant
maximum of 20. Your coarse features and monstrous build betray the
• You have darkvision, the ability to see in dark and foul blood that runs through your veins, evidence
that one of your parents is an ogre. You have the
dim conditions. You can see in dim light within following racial traits:
60 feet of you as if it were bright light, and in • Increase one ability score of your choice by 1, to a
darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray. maximum of 20.
• When you are hidden and a creature discovers • You gain proficiency in the Intimidation skill.
you with a successful Wisdom (Perception) • You count as one size larger when determining
check, you can reattempt your Dexterity
(Stealth) check to hide. On a success, you silently your carrying capacity and the weight you can
reposition yourself and the creature doesn’t notice push, drag, or lift.
you. Once you use this trait, you can’t use it again
until you finish a short or long rest.
17
Races OWLBEARMAN • Increase one ability score of your choice by 1, to a
Prerequisites: 1st level only, near-human variant maximum of 20.
You are a hulking thing of feathers, flesh, and fur;
half-man, half-bear, and half-owl, none can say for • You always add your proficiency bonus to saving
sure what you are, other than the result of some mad throws against being frightened.
wizard meddling in the gods’ domain. You have the
following racial traits: • When you take a short rest, you can automatically
• Increase one ability score of your choice by 1, to a regain 1 hit die and can choose to spend it
immediately. You can’t use the ability again until
maximum of 20. you finish a long rest.
• You can attempt to grapple creatures two size
REPTILOID
categories larger than yourself, and you have Prerequisites: 1st level only, near-human variant
advantage on grappling checks you make on your You bear the abrasive skin, slitted eyes, and split
turn against creatures that are at least one size tongue of a reptile—perhaps due to a dragonborn or
category smaller than you. kobold parent—which grant you the following racial
• You have a long, hooked beak, normally only traits:
possessed by owlbears and birds of prey, which • Increase one ability score of your choice by 1, to a
you can use to make unarmed strikes. On a hit
with it, you deal piercing damage equal to 1d6 + maximum of 20.
your Strength modifier instead of the bludgeoning • You can go twice as long as other humans without
damage normal for an unarmed strike.
eating or drinking.
PORTERLING • You can use your action to spit acid from your
Prerequisites: 1st level only, near-human variant
You are a porterling, parented both by a human and mouth. When you do so, make a ranged weapon
either a gnome or a halfling. You stand about as tall attack roll against a creature within 30 feet. On
as a dwarf, but are far leaner—and if fathered by a hit, the target takes 1d8 acid damage for each
a gnome, also somewhat top-heavy. Though they point of your proficiency bonus. Once you use
are often confused for dwarves, porterlings can this trait to spit acid, you can’t do so again until
only rarely grow large or thick beards. You have the you finish a short or long rest.
following racial traits: • You can speak, read, and write Draconic.
• Increase one ability score of your choice by 1, to a
ROGUEAN
maximum of 20. Prerequisites: 1st level only, near-human variant
• Porterlings are unnaturally flexible. You have You hail from an icy, desolate land, prone to dramatic
swings in temperature. Surviving the interminable
advantage on checks you make to escape grapple harshness of your home gives you the following
or to slip bindings. racial traits:
• You suffer no penalty for squeezing into a space • Increase one ability score of your choice by 1, to a
that is only large enough for a creature that is one
size smaller than you. maximum of 20.
• You can roll a d8 whenever you make a long • You have resistance to cold damage.
or high jump, adding the number rolled to the • You can tolerate temperatures as low as −100
number of feet you cover, even when making
a standing jump. This extra distance costs degrees Fahrenheit and as high as 300 degrees
movement as normal. Fahrenheit.
• You have darkvision, the ability to see in dark and
PROTO-MAN dim conditions. You can see in dim light within
Prerequisites: 1st level only, near-human variant 60 feet of you as if it were bright light, and in
You come from a place of massive flora and ancient darkness as if it were dim light. You can’t discern
creatures; your people are hearty and robust, much color in darkness, only shades of gray.
like very early humans. You gain the following racial
traits: STONEBORN
Prerequisites: 1st level only, near-human variant
With cracked and abrasive skin, stoneborn appear
as if they were roughly hewn from granite and have
18
similarly rigid personalities. These near-humans are WINDSWEPT Near-Human
proud of their connection to Elemental Earth and Prerequisites: 1st level only, near-human variant
believe themselves conquerors, fated to rule over Carefree and constantly possessed of wanderlust,
every stone. You have the following racial traits: the extraordinarily pale windswept embody their
• Increase one ability score of your choice by 1, to a connection to Elemental Air. Windswept humans are
never likely to sleep in the same bed for two nights
maximum of 20. in a row; they are always moving, always exploring,
• Your Armor Class increases by 1. and always following the wind. You are lighter than
• You have advantage on ability checks and saving a normal human, capable of floating gently on the
breeze, and have faint inborn power over the winds,
throws you make to resist being knocked prone which grant you have the following racial traits:
or moved against you will.
• By placing your hand on natural stone and using • Increase one ability score of your choice by 1, to a
your action to focus, you can feel the presence of maximum of 20.
any natural gems or metals within 100 feet of you.
• When you fall and aren’t incapacitated, you
TAURAN can subtract up to 100 feet from the fall when
Prerequisites: 1st level only, near-human variant calculating falling damage and can move up to 2
Your large nose, strong jaw, and wide head do feet horizontally for every 1 foot you descend.
much to reveal your distantly bovine nature, but the
prominent bull-horns atop your head reveal to all • Your walking speed increases by 5 feet.
that you are half-minotaur. Taurans tower over most • Your whispers carry on the wind. You know the
people and can solve mazes with ease, but typically
possess only a shadow of their minotaur parent’s message cantrip.
might. You have the following racial traits:
• Increase one ability score of your choice by 1, to a
maximum of 20.
• You can perfectly recall any path you have
traveled.
• On any turn in which you only move in a straight
line, your speed increases by 10 feet.
• You have two horns that you can use to effectively
gore your enemies. The horns are a natural melee
weapon that you can use to make unarmed
strikes. On a hit with them, you deal piercing
damage equal to 1d6 + your Strength modifier,
instead of the bludgeoning damage normal for an
unarmed strike.
19
Happenstance brought us to an old haunt: a a metaphoric dungeon of unfathomable peril.
rowdy tavern named the Bruised Rooster, which Gresher assured us otherwise.
keeps a boxing ring in the common room. The He told us where the Spire stood and how
night’s main attraction was Gresher the Mighty, to reach it. Concealed by illusions, the Spire can
a bugbear pugilist of impressive build, squaring be seen only if you approach it from the right
off against Kin-Din, a squirrely kobold. Gresher angle; if we so much as stepped off the path,
didn’t land a single blow, and the kobold it would vanish behind a tree or hill. Stranger
eventually wore him down for a knock out still, the journey would take a fortnight, though
punch. it could be no more than two day’s ride on the
As we nursed Gresher back to health, map. Unsettling magic brewed in that place,
he deliriously told of his former adventuring and a sense of foreboding grew within our
party who vanished while seeking the Spire of company as we resolved to seek it out.
Secrets, a lich’s tower of unimaginable treasures. His last warning was simply: “Beware Valda.
I believed the Spire to be an urban legend, Never has there been a more diabolic lich.”
20
CHAPTER 2: CLASSES
The beating heart of 5th Edition is its character Spire of Secrets builds on this core pillar with
classes. Of the three choices that define your ten brand new classes, many of which are radically
character at first level—Background, Race, and different from the twelve offered in the core rules.
Class—your class carries the most significance, For example, the captain class lets you control two
influencing every aspect of how you play the game, characters at once, while the warmage lets you play
from your outlook on the world to the way you a powerful spellcaster using only cantrips. Each new
survive life-or-death combat. Your class is your class also includes at least seven subclasses, as well as
calling, the truest embodiment of how your character all supplemental rules necessary for play.
lives, and provides a platform for feats and subclasses
which further refine your vision.
21
Classes NEW CLASSES Craftsman
This book presents ten new classes to complement Invention, the class
the existing twelve in the core rules. Each of these Master artisans and inventors, craftsmen can forge
new classes embodies a new way to play and masterwork equipment and devise entirely new
represents common types of adventurers which will weapons on the fly. Play a craftsman if you want to
be present in most, if not all, settings. experiment with a comprehensive array of weapon
You can choose from among the these new properties to invent entirely new weapons and armor.
classes in any campaign, unless the GM decides that
some of the classes, such as the gunslinger, aren’t Gunslinger
appropriate for the campaign.
You could assemble a sensible party entirely Critical, the class
out of classes from this book—an alchemist, martyr, Narrowed eyes, smoking barrels. Gunslingers live on
warden, and witch, for example—or pick only one the edge, brandishing a special resource called risk
or two of these classes alongside a party of core class dice to keep them alive by the skin of their teeth. Play
adventurers. Using the multiclassing rules in Chapter a gunslinger if you enjoy scoring powerful critical
4, you can even mix-and-match any number of hits and having an entire arsenal of guns at your
these classes together to achieve new combinations. disposal.
Perhaps you can try an alchemist rogue to use
explosive Sneak Attacks, or maybe you could play a Investigator
craftsman monk that specializes in exotic gauntlet
weapons. Utility, the class
You can find options for further customizing Supernatural researchers and monster hunters,
these classes in Chapter 4. With a combination of investigators use a few silver-tipped crossbow bolts
new feats, auxiliary levels, and multiclassing, the and a tome brimming with rituals to banish monsters
potential for new characters is endless. that stalk the night. Play an investigator if you want
The following summaries highlight each new access to boundless utility options and the ability to
class’s core features and why you might enjoy playing go toe-to-toe with a vampire or werewolf.
them. Additionally, each Mage Hand Press class can
generally be described by a single word, which is Martyr
listed before the class’s summary.
Sacrifice, the class
Alchemist Chosen by the gods to complete a task, martyrs
are set upon a harsh, predestined path, requiring
Alchemy, the class constant sacrifice. Martyrs use their hit points to
Using half-science, half-magic concoctions, fuel their divine abilities, and can supernaturally
alchemists brew up explosives and transmutative resist death’s embrace. Play a martyr if you want to
potions on the fly. Play an alchemist if you want to experience the push and pull of sacrificing hit points
experiment with a wide array of scientific discoveries for massive damage, only to heal moments later.
and lethal bombs!
NOTE FOR THE GM
Captain
The craftsman, captain, and necromancer aren’t
Leadership, the class recommended for first-time players. The captain
Brave commanders and savvy tacticians, captains and necromancer command more than one
control a second character in the form of a cohort character at once, while the craftsman requires
and enhance their allies in combat with dice-fueled careful reading and understanding of their
maneuvers. Play a captain if you want to lead your properties.
allies to victory! Furthermore, discuss with the players
before the campaign how best to approach
martyrs, which have strong religious themes
and references to blood, and necromancers,
which are often overtly evil and might pose a
challenge to roleplay.
22
NEW CLASSES New Classes
NAME HIT PRIMARY STARTING SAVING THROW
DIE ABILITY GOLD PROFICIENCIES ARMOR AND WEAPON PROFICIENCIES
4d4 × 10 gp
Mage Hand Press Classes 5d4 × 10 gp
Alchemist d6 Intelligence, 5d4 × 10 gp Dexterity, Light armor, simple weapons,
Dexterity Intelligence bombs
4d4 × 10 gp Constitution, Light and medium armor, shields,
Captain d8 Charisma, 4d4 × 10 gp Charisma simple and martial weapons
Strength or
Dexterity 3d4 × 10 gp
4d4 × 10 gp
Craftsman d10 Strength or 5d4 × 10 gp Constitution, All armor (including exotic), shields,
Dexterity, 4d4 × 10 gp Intelligence all weapons (including exotic)
Intelligence 3d4 × 10 gp
Gunslinger d8 Dexterity Dexterity, Light armor, simple weapons,
Charisma martial firearms
Investigator d8 Intelligence, Dexterity, Light armor, simple weapons,
Strength or Intelligence hand crossbows, heavy crossbows,
Dexterity longswords, rapiers, shortswords
Strength, Light and medium armor, shields,
Martyr d12 Wisdom, Wisdom simple and martial weapons
Constitution Constitution, Simple weapons
Intelligence
Necromancer d6 Intelligence Strength, Light and medium armor, shields,
Constitution simple and martial weapons
Warden d10 Strength Constitution, Light armor, simple weapons
Intelligence
Warmage d8 Intelligence Wisdom, Light armor, simple weapons,
Charisma blowguns, shortswords, and whips
Witch d8 Charisma
Necromancer Warmage
Minionmancy, the class Cantrips, the class
Necromancy, the grim magic of death, is laden with The undisputed masters of cantrips, warmages turn
forbidden secrets and unquestionably evil spells. the most humble spells into deadly weapons via an
Its practitioners, therefore, are a unique breed, array of tricks. Play a warmage if you want to be a
possessing a well of dark energy and an edge for high-damage spellcaster with deep customization
scoring critical hits with spells, to say nothing of and few spells to learn.
their armies of undead thralls. Play a necromancer to
balance ethics against ambition and manage multiple Witch
monsters at the table.
Debuff, the class
Warden Afflicted by a sinister curse, witches can spin dark
magic into hexes, which they use to debilitate
Tank, the class foes. They are also accompanied by their familiars,
Wardens are tanks of the battlefield that refuse to loyal magical companions that they use to deal the
give an inch. When overwhelming enemies bear killing blow. Play a witch if you want to hobble your
down, wardens hold the line for the party and single enemies and cackle while doing so.
out targets from the crowd until the tide turns in
their favor. Play a warden if you want to be a tough-
to-kill warrior with a focus on crowd control.
23
CAPTAIN CRAFTSMAN
Page 44 Page 62
ALCHEMIST INVESTIGATOR
Page 26 Page 102
GUNSLINGER
Page 90
24
MARTYR NECROMANCER
Page 114 Page 126
WARDEN
Page 144
WITCH
Page 172
WARMAGE
Page 156
25
26 Classes
ALCHEMIST Alchemist
A grinning gnome cackles with glee as he hurls a researching and discovering new compounds
bomb into a group of charging goblins, blasting them composed of the elements. The pinnacle of alchemy
into scorched chunks. He produces another, throws is the philosopher’s stone, which is rumored to grant
it at his feet, and disappears, still laughing, into the its bearer supreme elemental power. Few alchemists
ensuing cloud of smoke. have succeeded in creating a philosopher’s stone, and
A slender elf quickly mixes liquids and herbs fewer still remain alive to divulge its secrets.
in a small bowl. She applies the mixture to an
arrow wound on an injured dwarf ’s side, which Creating an Alchemist
immediately stops bleeding.
Whether their methods are explosive, When you create an alchemist, consider why you
transformative, or restorative, alchemists live to study alchemy. Are you attracted to its dangerous
transmute the world around them to their liking. power or its ability to help others? Do you desire to
use magic, but lack the aptitude or inborn ability?
Chemical Reactions Why do you adventure? Are you searching for
new alchemical formulae or rare ingredients? Do
One of the first things an alchemist learns is how you, like so many, seek the philosopher’s stone?
to mix chemicals that react explosively with each Be sure to understand alchemy’s place in your
other. Ostensibly, this is taught to students to campaign world. You might have learned your
prevent deadly accidents, but adventuring alchemists trade from a master or studied alongside artificers
regularly apply this knowledge to create bombs. and wizards in a university. Your trade might be
An alchemical bomb is a 1-pound, apple-sized, commonplace or an oddity. Depending on the
spherical glass or clay flask filled with a reactive setting, you might be respected for your knowledge
chemical. A smaller vial of thin glass containing a or feared for your destructive potential.
reagent is suspended in the liquid, and the whole
thing is sealed with a cork or wax seal. The chemicals QUICK BUILD
violently explode when mixed. This occurs when You can make an alchemist quickly by following
the inner vial breaks, usually after the bomb impacts these suggestions. First, make Intelligence your
a solid surface or a fuse sets off a small explosive highest ability score, followed by Dexterity. Choose
detonator within the vial. Bombs are primarily any background of your choice, preferably one that
used to fend off enemies, but creative alchemists lends insight into your history with alchemy.
may find more practical uses for explosives, such as
demolishing obstacles.
Serums and Tinctures
More experienced alchemists learn to mix less
volatile substances into potions, alchemical
concoctions that replicate magical effects. These
potions range from the medicinal, such as potions
of healing, to the transformative, such as potions
of gaseous form, to the downright deadly, such
as potions of poison. Undisputed masters of
potions, alchemists constantly innovate with new
formulations and preparations, improving their
potions into magic items in their own right.
Elemental Sciences
The primary source of alchemy’s power comes
from the elemental planes. It is no surprise, then,
that alchemists strive to tap deeper into that power,
27
Classes THE ALCHEMIST
PROFICIENCY FORMULAE REAGENT DISCOVERIES FEATURES
LEVEL BONUS KNOWN DICE KNOWN
1st +2 — — — Bombs, Natural Philosopher
2nd +2 3 — — Bomb Formulae, Field of Study
3d10
3rd +2 3 4d10 — Reagent
5d10
4th +2 3 6d10 2 Ability Score Improvement, Discoveries
5th +3 4 7d10 2 Flashbang
6th +3 4 8d10 3 Field of Study feature
7th +3 5 9d10 3 Potions improvement
10d10
8th +3 5 11d10 3 Ability Score Improvement
9th +4 6 12d10 4—
10th +4 6 13d10 4 Field of Study feature
11th +4 7 14d10 4 Evasion
12th +4 7 15d10 4 Ability Score Improvement
13th +5 8 16d10 5—
14th +5 8 17d10 5 Potions improvement
18d10
15th +5 9 19d10 5 Blast Coating
16th +5 9 20d10 5 Ability Score Improvement
17th +6 10 6—
18th +6 10 6 Field of Study feature
19th +6 11 6 Ability Score Improvement
20th +6 11 6 Philosopher’s Stone
CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition
As an alchemist, you gain the following class features. to the equipment granted by your background:
HIT POINTS • (a) a light crossbow and 20 bolts or (b) any simple
Hit Dice: 1d6 per alchemist level weapon
Hit Points at 1st Level: 6 + your Constitution
• (a) an explorer’s pack or (b) a scholar’s pack
modifier • Alchemist’s supplies and (a) a vial of acid, (b) a
Hit Points at Higher Levels: 1d6 (or 4) + your
vial of alchemist’s fire, or (c) a vial of basic poison
Constitution modifier per alchemist level after 1st • Leather armor and a dagger
PROFICIENCIES Natural Philosopher
Armor: Light armor
Weapons: Simple weapons, bombs You have learned many things about alchemy during
Tools: Alchemist’s supplies, herbalism kit your studies. Starting at 1st level, you can add half
Saving Throws: Dexterity, Intelligence your proficiency bonus, rounded up, to any ability
Skills: Choose three from Arcana, History, Insight, check you make to identify herbs, potions, poisons,
or other alchemical substances. If the ability check
Medicine, Nature, Perception, Sleight of Hand, and already includes your proficiency bonus, you can add
Survival this bonus in addition to your normal proficiency
bonus.
28
BOMB Alchemist
Bombs are exotic ranged weapons with the following statistics:
Name Cost Damage Weight Properties
Bomb 2 sp 1d10 fire 1 lb. Finesse, special, thrown (range 30/90)
SPECIAL PROPERTY
Bomb. When a bomb hits a target, it explodes in a 5-foot radius and is destroyed. The bomb can be
thrown at an unoccupied space within its range. Each creature other than the target within the blast
radius must succeed on a DC 11 Dexterity saving throw, taking half the damage rolled on a failed save or
no damage on a successful one.
Additionally, as a bonus action, you can empty some of the bomb’s explosive material to
permanently remove the blast radius from this bomb, dealing damage only to the bomb’s target.
Bombs class, you can choose one of the formulae you know
and replace it with another formula.
At 1st level, you can create volatile alchemical bombs
using your alchemist’s supplies. Whenever you finish Field of Study
a short or long rest, you can create a number of
bombs equal to 10 + twice your alchemist level. For While all alchemists share a common knowledge
you the cost of materials necessary to create these base, most alchemists specialize into a particular
bombs is negligible. After 24 hours, an unused bomb field of study. When you reach 2nd level, you select
becomes inert. The statistics of a bomb are shown in your field of study, which grants you features at 2nd,
the Bomb sidebar above. 6th, 10th, and 18th level.
Priming Bombs. Once per turn you can A formula granted by your field of study doesn’t
take the Use an Object action to prime a bomb count against the total number of formulae you
with explosive reagents and make an attack with know.
it, increasing the bomb’s explosive potential. When
you do so, you can add your Intelligence modifier, Reagent
instead of Dexterity, to the bomb’s damage roll.
Additionally, when you throw a bomb in this Starting at 3rd level, you have a collection of
way, its damage increases by 1d10 when you reach powerful alchemical reagents, represented by a pool
5th level (2d10), 11th level (3d10), and 17th level of reagent dice, that you can spend to brew potions
(4d10). or magnify the power of your explosives.
Saving Throws. When you throw a bomb, the
save DC for its blast radius is calculated as follows: REAGENT DICE
You start with three reagent dice, which are d10s, and
Bomb save DC = 8 + your proficiency bonus you gain additional reagent dice as you gain levels in
+ your Intelligence modifier this class, as shown in the Reagent Dice column of
the Alchemist table. You regain all expended reagent
Bomb Formulae dice when you finish a long rest.
When you prime a bomb, you can expend a
By 2nd level, your research has granted you insight number of reagent dice up to your proficiency bonus
into new alchemical formulations for your bombs. and add the dice to the bomb’s damage roll.
Select three bomb formulae from the Bomb
Formulae section. Once per turn when you prime BREWING POTIONS
a bomb, you can apply a formula to it. Applying a You can spend 10 minutes and expend any number
formula sometimes changes all of the damage dice of reagent dice to brew potions. These potions retain
rolled for a bomb, but also grants it special effects. potency for 24 hours, after which they become inert.
When you gain certain levels in this class, you If a potion calls for a saving throw, it uses your bomb
learn additional formulae of your choice, as shown in save DC.
the Bomb Formulae Known column of the Alchemist The number of reagent dice and the alchemist
table. Additionally, when you gain a level in this level required to brew a potion are given on the
Potions table:
29
Classes Potions Cost Alchemist Flashbang
Level
Potion Beginning at 5th level, you carry a supply of
concussive explosives to help you escape from
Potion of Climbing 1 reagent die 3rd perilous situations. As a bonus action, you can throw
one of these explosives at your feet, disorienting
Potion of Growth 1 reagent die 3rd and distracting nearby foes. Each Large or smaller
creature within 5 feet of you can’t take reactions until
Potion of Healing 1 reagent die 3rd the start of its next turn.
Potion of Water Breathing 1 reagent die 3rd Evasion
Universal Solvent 1 reagent die 3rd Beginning at 11th level, when you are subjected to
an effect that allows you to make a Dexterity saving
Cure-All 2 reagent dice 7th throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only
Potion of Greater Healing 2 reagent dice 7th half damage if you fail.
Potion of Heroism 2 reagent dice 7th Blast Coating
Potion of Resistance 2 reagent dice 7th Starting at 15th level, you automatically succeed on
saving throws against your own bombs and never
Sovereign Glue (1 ounce) 2 reagent dice 7th take damage from them.
Potion of Diminution 3 reagent dice 14th Philosopher’s Stone
Potion of Flying 4 reagent dice 14th At 20th level, you unlock the crowning achievement
of all alchemy: a philosopher’s stone, a dynamo of
Potion of Hill Giant Strength 4 reagent dice 14th alchemical energy in a fist-sized, glowing jewel. You
can construct your philosopher’s stone using your
Potion of Invisibility 4 reagent dice 14th alchemist’s supplies, 1,000 gp worth of materials, and
7 days of work. You can only have one philosopher’s
Potion of Superior Healing 4 reagent dice 14th stone at a time. As long as you possess the stone, you
gain the following benefits:
REAGENT SYNTHESIS
When you finish a short rest, you can choose to • Whenever you finish a short rest, you regain all
regain all of your expended reagent dice that weren’t expended reagent dice.
used to brew potions. Once you use this feature, you
can’t do so again until you finish a long rest. • You can brew potions as an action, instead of over
the course of 10 minutes.
Discoveries
• You age 10 times slower than normal, and you
In the course of your research, you have made can’t be aged magically.
a number of discoveries regarding the nature of
alchemy. At 4th level, you gain two discoveries of Additionally, you learn the following formula, which
your choice. When you gain certain alchemist levels, doesn’t count against the total number of formulae
you gain additional discoveries of your choice, as you know:
shown in the Discoveries Known column of the
Alchemist table. FORMULA:NUCLEAR BOMB
Additionally, when you gain a level in this class, By replacing your bomb’s explosive contents with
you can choose one of the discoveries you know and your philosopher’s stone, you can change it into a
replace it with another discovery that you could learn nuclear bomb. A nuclear bomb deals 10d10 + 100
at that level. force damage instead of its normal fire damage, has
a blast radius of 1 mile, and completely destroys the
Ability Score Improvement philosopher’s stone. Additionally, each creature within
the blast radius that fails its saving throw takes the full
When you reach 4th level, and again at 8th, 12th, bomb damage rolled, or half as much damage on a
16th, and 19th level, you can increase one ability successful save. Creatures within 60 feet of the bomb
score of your choice by 2, or you can increase two gain no benefit from Evasion or similar features.
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Alternatively, as an alchemist, when you gain an
ability score improvement, you can instead choose
to learn a new discovery for which you meet the
prerequisites.
30
BOMB FORMULAE MISSED BOMBS Alchemist
Bomb formulae are summarized on the following As bombs are explosive projectiles, it makes
table. Bombs that are exclusively available to one sense to ask what happens if a thrown bomb
field of study are marked with an asterisk. Unless fails to hit its target. For simplicity, we assume
otherwise stated, all bombs produce a loud boom, that missed bombs explode harmlessly in the
audible out to one mile, when they explode. Bombs background or fail to detonate altogether, but
are presented in alphabetical order. do not explode in the target’s space or deal
damage within their blast radius. The GM can
Bomb Formulae Saving decide which of these two outcomes happens or
Throw can determine the outcome randomly.
Formula Damage Dexterity
Dexterity BRAMBLE BOMB
Acid Bomb d4 acid — By adding a potent fertilizer to your bomb’s explosive
Constitution contents, you can change it into a bramble bomb. A
Arcano Bomb* d12 force Dexterity bramble bomb deals no damage, but instead causes
Dexterity tough, thorny brambles to sprout from any area of
Bramble Bomb — Dexterity natural ground within the bomb’s blast radius, which
Constitution becomes difficult terrain. Additionally, if a creature
Cryo Bomb d8 cold Dexterity in the blast radius is prone when the bomb detonates,
Dexterity it is enveloped by the brambles and must succeed on
Holy Bomb d8 radiant — a Strength (Athletics) check against your bomb save
— DC before it can move or stand. The brambles shrivel
Impact Bomb d8 force Wisdom and die after 1 minute.
Varies CRYO BOMB
Incendiary Bomb d6 fire Wisdom By replacing your bomb’s explosive contents with
Dexterity a piece of ice-nine, you can change it into a cryo
Laughing Gas Bomb d6 poison Dexterity bomb. A cryo bomb deals cold damage instead of
Dexterity fire damage, its damage dice are d8s, and it requires
Lightning Bomb d8 lightning — a Constitution saving throw, instead of a Dexterity
— saving throw. Additionally, the target, as well as each
Nonlethal Bomb d8 bludg. Constitution creature within the blast radius that fails its saving
Constitution throw, has its speed reduced by 10 feet until the end
Oil Bomb d6 fire — of its next turn.
Dexterity HOLY BOMB
Painkiller Bomb* — Constitution By adding a few drops of holy water to your bomb’s
Constitution explosive contents, you can change it into a holy
Pheromone Bomb* — bomb. A holy bomb deals radiant damage instead
of fire damage, and its damage dice are d8s, unless
Prismatic Bomb Varies the target is a celestial, fiend, or undead. The bomb’s
damage dice are d6s against celestials and d12s
Psionic Bomb d6 psychic against fiends and undead.
IMPACT BOMB
Quiet Bomb d8 fire By replacing your bomb’s explosive contents with
a more reactive one, you can change it into an
Seeking Bomb d6 fire impact bomb. An impact bomb deals force damage
instead of fire damage, and its damage dice are d8s.
Shrapnel Bomb* d8 piercing Additionally, the target, as well as each creature
within the blast radius that fails its saving throw, is
Slime Bomb* — pushed 5 feet away from the center of the blast.
Smoke Bomb —
Sonic Bomb d6 thunder
Stink Bomb d8 poison
Teleportation Bomb —
Thermobaric Bomb d6 fire
Venom Bomb* d8 poison
Withering Bomb d8 necrotic
ACID BOMB
By mixing your bomb’s explosive contents with a
few drops of ardenflotic acid, a highly corrosive
chemical, you can change it into an acid bomb. An
acid bomb deals acid damage instead of fire damage,
and its damage dice are d4s. Additionally, the target,
as well as each creature within the blast radius that
fails its saving throw, takes the same amount of
damage again at the end of its next turn.
31
Classes INCENDIARY BOMB LIGHTNING BOMB
By adding a thickening agent to your bomb’s By replacing your bomb’s explosive contents with a
explosive contents, you can change it into an charged arcane capacitor, you can change it into a
incendiary bomb. An incendiary bomb’s damage dice lightning bomb. A lightning bomb deals lightning
are d6s. Additionally, the area of the blast radius is damage instead of fire damage, and its damage dice
engulfed in flames, which persist until the start of are d8s. Additionally, the target, as well as each
your next turn. Flammable objects in this area that creature within the blast radius that fails its saving
aren’t being worn or carried ignite. Any creature throw, can’t take reactions until the end of its next
that ends its turn in this area takes half the bomb’s turn.
damage.
LAUGHING GAS BOMB NONLETHAL BOMB
By mixing your bomb’s explosive contents with a By replacing your bomb’s explosive contents
drop of jesterate, a highly euphoric chemical, you can with a pouch of rubber pellets, you can change it
change it into a laughing gas bomb. A laughing gas into a nonlethal bomb. A nonlethal bomb deals
bomb deals poison damage instead of fire damage, its bludgeoning damage instead of fire damage, and
damage dice are d6s, and it requires a Constitution its damage dice are d8s. If damage from this bomb
saving throw, instead of a Dexterity saving throw. drops a creature to 0 hit points, it knocks the creature
Additionally, the target, as well as each creature out, rather than dealing a killing blow, rendering
within the blast radius that fails its saving throw, falls the creature unconscious and stable. Additionally,
prone in a fit of laughter. Once a creature falls prone this bomb’s rubber pellets bounce around corners,
due to this bomb’s effects, it is immune to this effect ignoring half and three-quarters cover for targets
(but not the bomb’s poison damage) for the next 24 within the blast radius.
hours.
OIL BOMB
A bomb for every occasion! By mixing your bomb’s explosive contents with a
few drops of a super-surfactant, you can change it
into an oil bomb. An oil bomb deals no damage, but
coats each creature within the blast radius in a sticky,
flammable oil. The next time a creature coated in oil
takes fire damage, it takes an extra d6 damage for
each die of fire damage rolled, up to a maximum of
half your alchemist level, rounded up. This oil can be
removed by dousing a creature with a gallon of water.
PRISMATIC BOMB
By adding an ounce of polyjuice, an unpredictable,
multicolored chemical, to your bomb’s explosive
contents, you can change it into a prismatic bomb.
A prismatic bomb deals damage of a randomly
determined type instead of fire damage, and it
requires a randomly determined type of saving
throw. Its damage dice are d8s. Roll on each of the
following tables.
d6 Damage Type d6 Saving Throw
1 Acid 1–2 Dexterity
2 Cold 3–4 Constitution
3 Fire 5–6 Wisdom
4 Lightning
5 Poison
6 Radiant
32
PSIONIC BOMB Alchemist
By mixing your bomb’s explosive contents with
dust from a psionic crystal, you can change it into a STINK BOMB
psionic bomb. A psionic bomb deals psychic damage By adding a single drop of skunkanide, a chemical
instead of fire damage, its damage dice are d6s, and too unholy to expound upon, you can change it into
it requires a Wisdom saving throw, instead of a a stink bomb. A stink bomb deals poison damage
Dexterity saving throw. Additionally, the target, as instead of fire damage, its damage dice are d8, and
well as each creature within the blast radius that fails it requires a Constitution saving throw, instead of a
its saving throw, has disadvantage on Constitution Dexterity saving throw. Additionally, the target, as
saving throws it makes to maintain concentration on well as each creature within the blast radius that fails
spells until the end of its next turn, including against its saving throw, has disadvantage on ability checks it
this bomb’s damage. makes until the end of its next turn.
QUIET BOMB TELEPORTATION BOMB
By replacing your bomb’s explosive contents with By replacing your bomb’s explosive contents with
a wad of thermal cotton, you can change it into a a glowing etherite crystal, you can change it into a
quiet bomb. A quiet bomb’s damage dice are d8s. teleportation bomb. A teleportation bomb deals no
When this bomb detonates, it makes only a low thud, damage and instead opens a rift in space, instantly
audible out to 10 feet, and releases a puff of smoke to teleporting you to its point of detonation. This effect
mask the light given off by its blast. Creatures have fails if the bomb explodes more than 30 feet away
disadvantage on ability checks to detect that this from you.
bomb was detonated nearby.
THERMOBARIC BOMB
SEEKING BOMB By replacing your bomb’s explosive contents with
By replacing your bomb’s explosive contents with a a lower speed explosive, you can change it into a
powerful lodestone, you can change it into a seeking thermobaric bomb. A thermobaric bomb’s damage
bomb. A seeking bomb’s damage dice are d6s. You dice are d6s, and it explodes in a 10-foot radius.
don’t have disadvantage on ranged attack rolls you
make using this bomb as a result of being within 5 WITHERING BOMB
feet of a hostile creature. By mixing your bomb’s explosive components with
a powerful desiccating agent, you can change it into
SMOKE BOMB a withering bomb. A withering bomb deals necrotic
By removing your bomb’s explosive contents entirely, damage instead of fire damage, its damage dice are
you can change it into a smoke bomb. A smoke d8s, it requires a Constitution saving throw, instead
bomb deals no damage but fills a 10-foot-radius of a Dexterity saving throw. Additionally, the target,
sphere with smoke. This smoke spreads around as well as each creature within the blast radius that
corners and its area is heavily obscured. It lasts for a fails its saving throw, can’t regain hit points until the
number of rounds equal to your Intelligence modifier end of its next turn.
(minimum of 1 round) or until a wind of moderate
or greater speed (at least 10 miles per hour) disperses
it. Once you throw one of these bombs, you can’t
throw another one for 1 minute.
SONIC BOMB
By mixing your bomb’s explosive contents with a few
drops of air elemental essence, you can change it into
a sonic bomb. A sonic bomb deals thunder damage
instead of fire damage, its damage dice are d6s, and
it requires a Constitution saving throw, instead of a
Dexterity saving throw. Additionally, the target, as
well as each creature within the blast radius that fails
its saving throw, is deafened until the end of its next
turn.
33
Classes DISCOVERIES ALCHEMY OF INFLUENCE
Prerequisite: 13th level
If a discovery has prerequisites, you must meet Your alchemical research has revealed many of the
them to learn it. You can learn the discovery at the basic chemicals that govern emotions. You can brew
same time that you meet its prerequisites. A level the following potions:
prerequisite refers to your level in this class. You
can only learn a discovery once, unless otherwise Potion Cost
specified.
Potion of Animal Friendship 1 reagent die
ADVANCED POISONER Philter of Love 2 reagent dice
Prerequisites: 13th level, Venomsmith Field of Study
Your morbid research into the most vicious, exotic Potion of Clairvoyance 3 reagent dice
poisons has revealed how to synthesize the following
poisons when you brew potions: Potion of Mind Reading 3 reagent dice
Potion Cost ALCHEMY OF TRANSFORMATION
Prerequisite: 13th level
Burnt Othur Fumes 3 reagent dice You have mastered the alchemical secrets of shifting
Crawler Mucus 3 reagent dice matter, which allow you to brew the following
Drow Poison 3 reagent dice potions:
Pale Tincture 4 reagent dice
Midnight Tears 5 reagent dice Potion Cost
Wyvern Poison 6 reagent dice
Oil of Slipperiness 2 reagent dice
ALCHEMY OF ASCENDANCY Sandstone Solution 2 reagent dice
Prerequisite: 17th level Aqua Fortis 3 reagent dice
A breakthrough in your alchemical studies has Chameleon Concoction 3 reagent dice
revealed the formulation of several potent elixirs. Potion of Gaseous Form 3 reagent dice
You can brew the following potions:
ARCANE STUDY
Potion Cost You learn three cantrips of your choice from the
wizard spell list. Intelligence is your spellcasting
Necromantic Draught 4 reagent dice ability for your wizard spells.
Oil of Etherealness 4 reagent dice BALLISTICS RESEARCH
You learn two additional bomb formulae.
Potion of Speed 4 reagent dice
BATTLE TRAINING
Potion of Stone Giant Strength 4 reagent dice You gain proficiency with martial weapons and
shields.
BEGUILING HAZE
Prerequisites: 13th level, Amorist Field of Study
When you charm a creature, you can
choose to place it in a dreamy state,
from which it regards everyone it
34
sees as close friends. While the creature is charmed, EXPLOSIVE MISSILE Alchemist
it is nonhostile and acts as though it is charmed As a bonus action, you can load one of your bombs
equally by each creature it sees. Once you use this onto the head of a crossbow bolt. Instead of its
ability, you can’t use it again until you finish a short normal damage, this bolt deals damage as if the
or long rest. bomb had been primed and thrown, but it doesn’t
have a blast radius. Only one of your bombs can be
BUFFERED METABOLISM loaded onto a bolt at a time, and you can’t fire an
Prerequisites: 13th level, Xenoalchemist Field of Study explosive bolt on the same turn you throw a bomb.
As a reaction when you take damage, you can expend
any number of reagent dice up to your proficiency FIRE BRAND
bonus to reduce the amount of damage taken by the As a bonus action you can mix your bomb’s contents
total rolled on the dice. together and apply the fiery concoction to a melee
weapon you are holding. Until the end of your turn,
CLOTTING AGENT this melee weapon deals an extra 1d6 fire damage on
You have developed a serum that thickens your a hit. This bonus damage increases by 1d6 at 5th level
blood. Your hit point maximum increases by your (2d6), 11th level (3d6), and 17th level (4d6).
alchemist level + your Constitution modifier, and it
increases by 1 again whenever you gain a level in this FIRE EATER
class. Instead of throwing a bomb, you use an action to
drink its contents and spit them out in a 15-foot
CRAFT HOMUNCULUS cone. Each creature within the cone must make a
Using a special alchemical process requiring 8 hours Dexterity saving throw against your bomb save DC.
of work, which can be performed over the course On a failed save, a creature takes fire damage as if
of a long rest, you can create a homunculus. A the bomb had been primed and thrown, or half as
homunculus functions as a familiar summoned by much on a successful save. When you use this ability,
the find familiar spell, with several differences: you take 1d4 points of fire damage for each of your
bomb’s damage dice.
• The telepathic link between you and your
homunculus functions at any distance, provided FIRE IN THE HOLE
you and your homunculus are on the same plane Prerequisite: 9th level
of existence. You have tweaked your bomb’s formula to increase
its explosive yield. Your bomb save DC increases by
• You can’t dismiss your homunculus as you would half your proficiency bonus, rounded down.
a familiar.
FORTIFIED SERUM
• Your homunculus is a construct and can’t assume Prerequisites: 13th level, Apothecary Field of Study
a different form. Whenever a creature regains hit points by
drinking one of your potions, it gains resistance to
• Your homunculus can take the Attack action on bludgeoning, piercing, and slashing damage from
its turn. nonmagical weapons until the end of its next turn.
When your homunculus dies, its body remains, and GRENADIER
can be reanimated in a procedure requiring 1 hour of When you prime and throw a bomb, you can use
work, which can be performed over the course of a your bonus action to make an attack with a weapon
short or long rest. that isn’t two-handed.
DEMOLITION SPREE DYNAMO CHARGER
Prerequisite: 13th level, Mad Bomber Field of Study Prerequisites: 13th level, Dynamo Engineer Field of
When you prime and throw a bomb, you can choose
to throw a number of bombs equal to the amount Study
of damage dice for the bomb instead of only one. You’ve invented a device that rapidly recharges
Each bomb you throw deals 1d10 damage plus your spell dynamos. Once per day when you finish
your Intelligence modifier and can’t target the same a short rest, you can regain 2 expended spell slots
creature or space. You must spend reagent dice stored in dynamos. You can configure these dynamos
separately on these bombs and can apply a bomb immediately.
formula to only one of them.
35
Classes HEMOREAGENT Potion Cost
Prerequisite: 17th level 2 × Antitoxin 1 reagent die
When you prime and throw a bomb, you can convert 2 × Basic Poison 1 reagent die
a measure of your own blood into reagents. You can Oil of Taggit 2 reagent dice
add five or fewer reagent dice to the bomb’s damage
roll without expending them, and you take 1d6 Potion of Poison 2 reagent dice
necrotic damage for each reagent die added. This Serpent Venom 2 reagent dice
damage can’t be reduced or prevented in any way. Truth Serum 2 reagent dice
LAZARUS BOLT PRECISION EXPLOSIVES
Prerequisite: 9th level You have modified your bombs to have narrow
You’ve discovered a radical necromantic gaps in their explosions, perfect for keeping some
workaround: restoring life with direct electricity to creatures safe from the blast. You can choose one
the heart. As an action, you can drive a bolt into the creature in the blast radius of a bomb, other than the
torso of a creature within 5 feet of you that has died target, to automatically succeed on its saving throw
within the last minute and shock it back to life. That against the bomb and take no damage from it.
creature returns to life with 1 hit point. This feature
can’t return to life a creature that lacks a heart, a REACTIONARY GULP
creature that has died of old age, or a creature that is Prerequisite: 17th level
missing vital organs. By keeping your potions organized on a bandolier
Once you use this ability, you can’t use it again or in a series of pouches, you can quickly draw them
until you finish a short or long rest. at a moment’s notice. Immediately after you take
damage from a creature you can see, you can use
MAGNIFIED BLAST your reaction to drink a potion.
Prerequisite: 17th level
Thanks to a new internal design for your bombs, you RECYCLED POTIONS
have expanded their blast radius and magnitude. Prerequisite: 9th level
Whenever you add reagent dice to your bomb’s When you brew potions, you can distill those you
damage, you can also choose to expand the bomb’s have already brewed, recovering the reagents stored
blast radius by a distance of up to 5 feet per two within. You can convert brewed potions into reagent
reagent dice spent. dice and you can choose to expend those dice to
create new potions. You can’t gain more than your
OOZE COWBOY maximum number of reagent dice using this ability.
Prerequisites: 13th level, Ooze Rancher Field of Study
Tired of waiting for your oozes to catch up with you, SYRINGE
you’ve modified your formula to make extra fast Using a sophisticated hypodermic needle, you can
slimes! All slimes you make have a speed of 30 feet, more quickly administer potions and poisons. As a
unless it was already higher. Additionally, you can bonus action, you can inject a potion into yourself
ride any ooze you make of Medium size or larger as or a willing creature within 5 feet of you, granting
a mount. You and your equipment suffer no ill effect the benefits of the potion as if it were consumed
from touching your oozes directly. Lastly, your oozes normally. You can inject a potion into an unwilling
add your proficiency bonus to their damage rolls and creature with a successful melee attack.
initiative rolls.
TRI-MUTATION
POISONER Prerequisites: 13th level, Mutagenist Field of Study
Your research into poisonous compounds has You’ve developed a powerful, but fleeting way of
taught you how to concoct lethal toxins. You gain blending your mutagens together. When you inject
proficiency with the poisoner’s kit. Additionally, yourself with a mutagen, you can choose to inject a
you can craft the following poisons when you brew tri-mutagen, which grants you the benefit of all your
potions, which use your bomb save DC instead of mutagens at once. This benefit lasts for 1 minute, or
their normal save DC: until you use your bonus action to inject yourself
with a different mutagen. Once you use this ability,
you can’t use it again until you finish a long rest.
36
FIELDS OF STUDY Alchemist
All alchemists learn the basics of their science: Never underestimate the power of blowing things up!
the elements, chemical reactions, and alchemical
formulae. Beyond that, alchemists pick up a
specialty, which they practice and research in depth.
Some focus on the healing arts, and some focus
on destruction, while others focus on research or
potion-brewing. Fields of study are as varied as
the alchemists who research them and have
applications equally as diverse.
Amorist
The study of mind-affecting alchemy is a
delicate one, practiced only by a small number of
alchemists, known as amorists. Often called “love
doctors” by their clientele, amorists specialize in the
brewing of potions that produce strong emotional
responses in their drinkers. While love potions are
by far their most popular product, amorists can
also craft pungent pheromone bombs that can even
soften the hearts of terrible monsters.
BONUS PROFICIENCIES
When you choose this field of study at 2nd
level, you gain proficiency in the Deception and
Persuasion skills.
FORMULA:PHEROMONE BOMB
Starting at 2nd level, you can replace your bomb’s
explosive contents with a potent pheromone,
changing it into a pheromone bomb. A pheromone
bomb requires a Wisdom saving throw, instead of a
Dexterity saving throw. The bomb deals no damage,
and instead causes the target, as well as each creature
within the blast radius that fails its saving throw, to
be charmed by you until the end of its turn or until it
takes damage.
FIELDS OF STUDY
NAME DESCRIPTION
Amorist Brewers of love potions and practitioners of mind-affecting alchemy
Apothecary Alchemical healers and herbalists
Dynamo Engineer Casts spells by preparing them in devices known as spell dynamos
Mad Bomber Pyromaniacs who fashion particularly devastating bombs
Mutagenist Transmutes their body with experimental, injected mutagens
Ooze Rancher Breeds and commands all manner of oozes and slimes
Venomsmith Poison expert and assassin
Xenoalchemist Modifies their body and the bodies of others with monster surgery
37
Classes MAGNETIC PERSONALITY POTION TOSS
Starting at 6th level, you can add your Intelligence Starting at 6th level, you’ve developed a chemical
modifier to Charisma checks that you make. mechanism to deliver potions more effectively to
distant allies. You can use your action to hurl a
ALCHEMICAL PERFUME potion at a willing or unconscious creature within 20
Beginning at 10th level, you wear an aromatic, feet of you. The target gains the potion’s benefit as if
mind-altering perfume that endears others to you. it had consumed the potion normally.
When a hostile creature within 5 feet of you makes
an attack roll against you, it must succeed on a SELF-MEDICATION
Wisdom saving throw against your bomb save DC or By 10th level, you’ve tested out your own tolerances
have disadvantage on the attack roll. Once a creature to painkillers such that you can take a small measure
succeeds on this saving throw, it is immune to this regularly without ill effect. Whenever you drink a
effect for 24 hours. A target automatically succeeds potion that has the effect of restoring your hit points
on this saving throw if it can’t be charmed. (even if you already have all of your hit points), you
gain advantage on saving throws until the end of
ALCHEMICAL ROMANCE your next turn.
Starting at 18th level, during a long rest, you can
spend 4 reagent dice to make an extremely potent ALCHEMICAL RESURRECTION
potion of true love. This potion acts much like a Starting at 18th level, your medicines are potent
philter of love, except that when you make the potion, enough to rouse the dead. By using your action to
you choose the creature the target regards as its mix 500 gp worth of diamond dust into a potion of
true love, provided the target knows the creature or superior healing or a potion of supreme healing, you
meets it within 24 hours of consuming the potion. create a potion of raise dead. If you use your action to
Additionally, this effect lasts indefinitely, ended only pour this concoction on a humanoid corpse that has
when you make a new potion of true love, or the been dead no longer than 10 days, the target gains
effect is removed with a remove curse spell or similar the effect of the raise dead spell.
magic. When this potion’s effects are ended on a
target, it regards the creature it once loved with total Dynamo Engineer
disgust, and can never love that creature again.
As an early alchemical thesis states: if the
Apothecary fundamental energy of magic could be captured
within physical substance, there would be no need
Many practically minded alchemists assume the role for magic-users. Some alchemists have founded
of the apothecary, for adventuring parties always their careers on this notion, inventing and iterating
need a healer, and clerics might be in short supply. upon small devices known as spell dynamos, which
During their downtime, such alchemists have a can store and manipulate arcane energy. These
marketable skill to depend upon for income and dynamos can be configured to store their energy at
can do an indisputable amount of good with their a specific resonance, such that, when it is released, it
knowledge. Apothecaries are constantly at work perfectly replicates the effect of a spell. Indeed, these
studying potions and herbology, preferring to learn few alchemists have begun to brave the frontier of
how to mend the body, rather than destroy it. spellcasting without an ounce of arcane talent; just a
knack for tinkering and endless inventiveness.
BONUS PROFICIENCIES
When you choose this field of study at 2nd level, you SPECTRUM ANALYZER
gain proficiency in the Medicine skill. Starting at 2nd level, you have invented a small
device shaped like a monocle capable of rendering
FORMULA:PAINKILLER BOMB magical auras visible to the naked eye. You can cast
At 2nd level, you can mix your bomb’s contents with the detect magic spell once without using a spell slot
a slurry of analgesic oil, changing it into a painkiller or spell components. Once you cast the spell in this
bomb. A painkiller bomb deals no damage, but instead way, you can’t do so again until you finish a short or
grants each creature within its blast radius temporary long rest.
hit points equal to 1d8 plus half your alchemist level,
which last until the end of your next turn. This bomb
has no effect on constructs and undead.
38
SPELLCASTING DYNAMO ENGINEER SPELLCASTING Alchemist
Also at 2nd level, you can cast spells by storing and
releasing energy in spell dynamos. See the core rules ALCHEMIST SPELLS SPELL SLOT
for the general rules of spellcasting and the wizard LEVEL KNOWN DYNAMOS LEVEL
spell list.
Spell Dynamos. You power your spells through 2nd 3 2 1st
handheld arcane devices called spell dynamos, which
each hold a single spell slot. The Dynamo Engineer 3rd 3 2 1st
Spellcasting table shows how many spell dynamos
you have. The table also shows what the level of 4th 4 3 1st
those slots held in each of your dynamos is; all of
these spell slots are the same level. To cast one of 5th 4 3 1st
your wizard spells of 1st level or higher, you must
expend a spell dynamo. You regain all expended spell 6th 4 3 1st
dynamos when you finish a long rest.
Preparing Spells. Unlike other spells, you 7th 5 4 2nd
must prepare the spells held in each of your spell
dynamos in advance. When you finish a long rest, you 8th 6 4 2nd
configure each of your dynamos to cast a particular
wizard spell you know. You can only use a spell 9th 6 4 2nd
dynamo to cast a spell to which it is configured. When
you finish a short or long rest, you can reconfigure 10th 7 5 2nd
your unexpended dynamos to hold different spells.
Spells Known of 1st-Level and Higher. You 11th 8 5 2nd
know three 1st-level wizard spells of your choice, two
of which you must choose from the evocation and 12th 8 5 2nd
transmutation spells on the wizard spell list.
The Spells Known column of the Dynamo 13th 9 5 3rd
Engineer Spellcasting table shows when you learn
more wizard spells of 1st level or higher. Each of 14th 10 5 3rd
these spells must be an evocation or transmutation
spell of your choice, and must be of a level for which 15th 10 5 3rd
you have spell slots.
The spells you learn at 8th, 14th, and 20th level 16th 11 6 3rd
can come from any school of magic.
Whenever you gain a level in this class, you 17th 11 6 3rd
can replace one of the wizard spells you know with
another spell of your choice from the wizard spell 18th 11 6 3rd
list. The new spell must be of a level for which you
have spell slots, and it must be an evocation or 19th 12 7 4th
transmutation spell, unless you’re replacing the spell
you gained at 3rd, 8th, 14th, or 20th level from any 20th 13 7 4th
school of magic.
Spellcasting Ability. Intelligence is your Spell attack modifier = your proficiency
spellcasting ability for your wizard spells, since you bonus + your Intelligence modifier
cast them using cutting-edge arcane technology. You
use your Intelligence whenever a spell refers to your FORMULA:ARCANO BOMB
spellcasting ability. Use your bomb save DC as the Starting at 6th level, you can craft arcano bombs.
saving throw DC for a wizard spell you cast, and use By adding an unexpended dynamo to your bomb
your Intelligence modifier when making an attack (and thus expending the dynamo’s spell slot), you
roll with one. can change it into an arcano bomb. An arcano bomb
deals force damage instead of fire damage, its damage
dice are d12s, and it deals one extra die of damage, as
if a reagent die were added to it.
COUNTER-DISCHARGE
Beginning at 10th level, when a creature you can
see casts a spell that affects you, you can use your
reaction to expend a spell dynamo to release a wave
of disruptive magical energy. If the spell requires
you to make a saving throw to resist its effects, you
have advantage on the saving throw. If the spell deals
damage, you have resistance against it. Once you use
this ability, you can’t use it again until you finish a
long rest.
39
Classes ARCANE RECYCLER Mutagenist
By 18th level, you can convert otherwise wasted
magical energy into a usable form. When you miss The study of alchemy is fundamentally the study of
with an arcano bomb, you can recycle the spell slot transformation. All alchemists transmute mundane
stored in the dynamo and transfer it to one of the materials into magical substances—potions, elixirs,
empty dynamos on your person. and bombs—yet some take it one step further. You
have discovered the secrets of the mutagen, the
Mad Bomber keystone of transmutation, which allows you to
transform your very body, gaining supernatural
While many “mad bombers” aren’t actually mad, it strength or speed, sprouting additional limbs or
takes a special kind of crazy to devote one’s life to claws, or thickening your skin into a stony aegis.
studying explosives. Most alchemists who specialize
in this field are incorrigible pyromaniacs who take BONUS PROFICIENCIES
great pleasure in burning, blasting, and blowing Starting when you choose this field of study at 2nd
things up. Mad bombers are always working to level, you gain proficiency in your choice of the
improve their bombs’ effectiveness. Acrobatics or Athletics skill, as well as with shields.
BLASTING SPECIALTY MUTAGEN
Starting when you choose this field of study at 2nd Also at 2nd level, you can use your bonus action to
level, your bombs deal double damage to objects and inject yourself with a potent transmutative potion
structures. known as a mutagen. You gain one of the following
benefits of your choice for 1 minute, or until you use
FORMULA:SHRAPNEL BOMB your bonus action to inject yourself with a different
At 2nd level, you can augment your bomb’s explosive mutagen:
contents with metal bearings, changing it into a Strength. Your Strength score increases by 3,
shrapnel bomb. A shrapnel bomb deals piercing to a maximum of 20.
damage instead of fire damage, its damage dice are Additionally, you sprout claws, fangs, spines,
d8s, and it explodes in a 10-foot radius. horns, or a different natural weapon of your choice.
You can use this natural weapon to make unarmed
TIMED DEMOLITION strikes. If you hit with it, you deal damage equal
Starting at 6th level, when you prime and throw to 1d4 + your Strength modifier instead of the
a bomb, you can set a duration for its detonation, bludgeoning damage normal for an unarmed strike.
which can be any number of rounds (any increment The damage of this attack is bludgeoning, piercing,
of 6 seconds) up to 1 minute. The bomb detonates at or slashing, as appropriate for the natural weapon.
the end of your turn after this duration. If a creature Dexterity. Your Dexterity score increases by
is in the area of more than one bomb’s blast radius 3, to a maximum of 20. Additionally, your walking
simultaneously, the creature is only affected by one of speed increases by 5 feet.
the bombs of your choice. Constitution. Your Constitution score
increases by 3, to a maximum of 20. As a result,
BLAST SHIELD your current and maximum hit points increase
Starting at 10th level, you have developed an accordingly with your new Constitution score,
elemental plating to protect you from hazardous but when this effect ends, both your current and
energies. You gain resistance to your choice of acid, maximum hit points decrease by the same amount.
cold, fire, lightning, or thunder damage and can
change your selection whenever you finish a long SHARED MUTAGEN
rest. At 6th level, you’ve created a mutagen formulation
generic enough to safely be injected into others. You
FORMULA:BLACK POWDER BOMB can use your action and spend a reagent die to inject
Beginning at 18th level, you can replace your bomb’s a willing creature within 5 feet of you with a mutagen
explosive contents with a charge of black powder, of your choice. A creature can only be under the
changing it into a dreaded black powder bomb. A effect of one mutagen at a time. Once you have
black powder bomb’s damage dice are d12s. injected another creature with a mutagen, you can’t
do so again until the original mutagen ends.
40
ADVANCED MUTATION FORMULA:SLIME BOMB Alchemist
Starting at 10th level, whenever you inject yourself At 2nd level, you can mix your bomb’s explosive
with a mutagen, you can choose one of the following contents with the remnants of an ooze, changing it
additional mutations: into a slime bomb. A slime bomb deals no damage,
Hyperelastic. Your flesh takes on a rubbery but coats each creature within the blast radius in a
quality, allowing you to bend and stretch with ease. viscous, green slime. No creature coated in slime can
Melee weapons you use are considered to have the take the Dash action or the Disengage action. Slime
Reach property, if they didn’t already have it already. can be removed by dousing a creature with a gallon
Additionally, you have advantage on ability checks of water or by taking an action to remove most of it.
you make to escape grapple or slip binds.
Mucilaginous. Your skin secretes a thick, BOTTLED OOZES
extremely sticky substance, which helps you adhere Starting at 6th level, you’ve learned a clever
to objects. You can move up, down, and across alchemical trick for condensing oozes into denser
vertical surfaces and upside down along ceilings, states and storing them in stasis for later use.
while leaving your hands free. You also have a Whenever you brew potions, you can spend 2
climbing speed equal to your walking speed. reagent dice to create an ooze bottle (see Chapter 5).
Additionally, creatures have disadvantage on
ability checks made to escape your grapples. LIQUID ANATOMY
Polybrachia. You grow a pair of additional By 10th level, your experiments with ooze alchemy
arms. These arms are fully functional and can be have resulted in injecting yourself with a measure of
used to hold weapons and shields (allowing you ozoplasm, a fundamental substance which composes
to hold 2 two-handed weapons, or 4 one-handed oozes and slimes. As a result, you can move
weapons), perform somatic components of spells, through any space as narrow as 1 inch wide without
and perform other actions, though the arms squeezing (though your equipment doesn’t similarly
themselves don’t grant you any additional actions. compress). Moreover, any critical hit against you
becomes a normal hit.
MUTATED BLOOD
By 18th level, your mutagens have permanently OOZE JUG
altered your biology. Choose Strength, Dexterity, or Beginning at 18th level, you’ve solved the major
Constitution. The chosen ability score increases by problem preventing large oozes from being bottled:
2, and and your maximum for this score is now 22. you just needed a much larger bottle. You have one
Once you have chosen an ability score, this selection ooze jug, which functions like an ooze bottle, but
can’t be altered. contains a larger ooze. You can only have one ooze
jug at a time and it can only contain one ooze at a
Ooze Rancher time. You can fill it with the following oozes when
you brew potions:
Unsurprisingly, oozes, jellies, and slimes are a
fascinating subject for alchemists who wish to figure Ooze Cost
out how inanimate chemicals can form together and Ochre Jelly 4 reagent dice
rise up in a moving, hungry mass. The answer to this Gelatinous Cube 8 reagent dice
question may very well be at the heart of alchemy Black Pudding 10 reagent dice
itself. Alchemists who choose to research slimes in
depth are called ooze ranchers, for they breed and Venomsmith
keep numerous slimes to experiment upon.
For every alchemist that has devoted their life to
OOZE EMPATHY healing the sick and infirm, there is another with
Starting when you choose this field of study at a darker calling. Commonly called poisoners or
2nd level, you’ve developed a pheromone mix that venomsmiths, these alchemists are masters in the art
endears all kinds of slime to you. Whenever an ooze of crafting deadly and debilitating poisons. Whether
tries to attack you, it must make a Wisdom saving employed by an assassin’s guild or performing
throw against your bomb save DC. On a failed save, assassinations themselves, a venomsmith’s presence is
its attack misses. On a successful save, the ooze is usually accompanied by untimely death.
immune to this feature for the next 24 hours.
41
Classes POISONER Xenoalchemist
Beginning when you choose this field of study at
2nd level, you gain the Poisoner discovery. Until A small number of renegade alchemists elect to
you reach 3rd level, you have 2 reagent dice, which experiment on themselves, modifying their anatomy
you can spend only on crafting poisons using this or even outright attaching new body parts. These
discovery. This discovery doesn’t count against your experiments are often considered unethical and
number of discoveries known, and you can’t later dangerous, even by other alchemists, and those that
replace this discovery with a different one when you practice them are branded xenoalchemists for their
gain a level in this class. efforts. As xenoalchemists progress in their studies,
Additionally, when you deal poison damage to a they invariably stumble upon the dangerous practice
creature, you ignore resistance to poison damage and of alchemical necromancy, which allows them to
you treat immunity to poison damage as resistance imbue unlife upon amalgamations of body parts.
instead, dealing half damage.
XENOBIOLOGY
FORMULA:VENOM BOMB Starting when you choose this field of study at 2nd
At 2nd level, you can mix a few drops of a fast- level, you have advantage on all ability checks you
acting toxin into your bomb’s explosive components, make to identify or research monsters.
changing it into a venom bomb. A venom bomb
deals poison damage instead of fire damage, its MAD SCIENTIST
damage dice are d8s, and it requires a Constitution By 2nd level, you’ve learned the finer points of
saving throw instead of a Dexterity saving throw. reanimating dead appendages and stitching them
Additionally, the target, as well as each creature to things. You gain two monstrous grafts of your
within the blast radius that fails its saving throw, choice. Additionally, you don’t lose hit points or Hit
has disadvantage on the next Strength, Dexterity, or Dice from installing or removing grafts, and it takes
Constitution saving throw it makes before the end of you no time to recover after the attachment of a new
its next turn. graft. See Appendix C for monstrous grafts.
ALCHEMICAL ASSASSIN SURGICAL ATTACK
Beginning at 6th level, you are adept at applying Beginning at 6th level, whenever you take the Attack
poisons without being seen. You have advantage on or prime and throw a bomb on your turn, you can
Dexterity (Sleight of Hand) checks you make to add make an unarmed strike as part of that action. You
ingested poison to food or drink, to apply poison to can only use this ability if your unarmed strike is
a weapon you are holding without being seen, or to improved by a graft, such as Bestial Features.
place a vial of poison on another creature without it
noticing. NECROMANTIC ORGANS
By 10th level, you’ve learned how to tinge your own
MITHRIDATISM biology with necromancy through reanimated organs
By 10th level, by administering yourself small doses that will persist after your death. If you are reduced
of various poisons and toxins, you have developed to 0 hit points but not killed outright, you can drop
an immunity to their ravages. You have immunity to to 1 hit point instead.
poison damage and can’t be poisoned. Once you use this ability, you can’t use it again
until you finish a long rest.
TOXIC RECOMPENSE
Starting at 18th level, whenever a creature within IT'S ALIVE!
5 feet of you hits you with a melee attack, you can Beginning at 18th level, your research into the field
use your reaction to unleash a spray of poisonous of necromancy has culminated in an alchemical
vapor. The attacker must make a Constitution saving golem stitched together from discarded body parts.
throw against your bomb save DC or be poisoned for You can create an alchemy golem through an 8-hour-
1 minute. While poisoned, the creature takes 1d10 long procedure, which can be conducted over the
poison damage at the start of each of its turns. A course of a long rest. To complete this process, you
poisoned creature can repeat the saving throw at the must have a healer’s kit, alchemist’s supplies, and a
end of each of its turns, ending the effect on itself on knife (or a facility with access to such tools), as well
a success. as at least three recently deceased humanoid corpses.
42
ALCHEMY GOLEM Your alchemy golem acts independently on its Alchemist
own turn, but always obeys your commands. On
MEDIUM CONSTRUCT, NEUTRAL each of your turns, you can use a bonus action to
mentally command your golem if it is within 60
Armor Class 13 (natural armor) feet of you. You decide what action the golem will
Hit Points 76 (9d8 + 36) take and where it will move during its next turn, or
Speed 30 ft. you can issue a general command, such as to guard
a particular chamber or corridor. If you issue no
STR DEX CON INT WIS CHA commands, the golem only defends itself against
17 (+3) 9 (–1) 18 (+4) 6 (–2) 10 (+0) 5 (–3) hostile creatures. Once given an order, the golem
continues to follow it until its task is complete.
Damage Resistances bludgeoning, piercing, and When the alchemy golem drops to 0 hit points,
it dies. You can restore your alchemy golem’s hit
slashing from nonmagical weapons that aren’t points and reanimate it over the course of a short or
adamantine long rest.
You can attach up to three grafts to your
Damage Immunities lightning alchemy golem. You can only have one alchemy
Condition Immunities charmed, exhaustion, golem at a time.
frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its
creator but can’t speak
CHALLENGE
5 (1,800 XP)
Aversion to Fire. If the alchemy golem takes fire
damage, it has disadvantage on ability checks and
attack rolls until the end of its next turn.
Immutable Form. The alchemy golem is immune
to any spell or effect that would alter its form.
Lightning Absorption. Whenever the alchemy
golem is subjected to lightning damage, it takes
no damage and instead regains a number of hit
points equal to half the lightning damage dealt.
Magic Resistance. The alchemy golem has
advantage on saving throws against spells and
other magical effects.
Monstrous Grafts. The alchemy golem’s
weapon attacks, including monstrous grafts added
by its creator, are magical. Monstrous grafts have
a +6 attack bonus, deal twice the normal number
of damage dice, and have a +5 bonus to their
damage rolls. The alchemical golem can only have
1 graft in each slot.
ACTIONS
Multiattack. The alchemy golem
makes two melee weapon attacks.
Slam. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 12 (2d8 + 3)
bludgeoning damage.
43
44 Classes
CAPTAIN Moreover, captains lead by example. They stand Captain
shoulder-to-shoulder with knights, creep through
A half-elf, adorned in the ribbons and medals of a the night alongside rogues, and study arcane texts
high-ranking commander, sits astride an armored with mages, even when they barely understand what
warhorse. To her right, a powerfully built orcish man they’re reading. Captains are at the front line with
in more pedestrian attire sits atop his own horse, their allies, not barking orders from afar.
shouldering a hefty greataxe. They set down the
road together, accompanied by blaring trumpets and Cohort and Commander
banging drums, which announce their approach.
Puffing on a pipe and eyeing the room, a halfling A captain is only as good as their second in
guildmaster in a fitted suit twirls a dagger between command, their cohort, who stands by them at every
his fingers. A crowd of thieves, crooks, and bandits step and safeguards their plan’s success. Far more
are arrayed before him, all studying blueprints laid than a simple ally, a captain’s cohort is a confidant,
out on a candlelit table. Tonight, their chapter of the an advisor, and a trusted friend. Cohorts see their
Thieves’ Guild becomes rich, and their guildmaster captain as a wellspring of information, and will
goes down in history. follow them to the ends of the earth.
Kobolds swarm left and right, scampering across
piles of gold pieces, only to be met by the dwarf ’s Creating a Captain
greataxe. Arrow after arrow, a human archer looses
shots that merely plink off the enraged dragon’s The ideal captain—a consummate leader—can be
crimson scales. A gnomish mage gathers crackling realized in many different ways. Your captain could
arcane might in his hands for a devastating magical be a head of an adventuring company, an officer in
blast. Across the chamber, amidst the chaos, a plan an army, the president of a corporation, the chief of
crystallizes in the adventuring company’s leader. a tribe, the admiral of a fleet, or any other type of
She begins shouting orders, and the party sets into leader. The only commonalities amongst captains are
motion. their positions of authority and natural inclinations
Decisive leaders and brilliant strategists, captains towards leadership.
inspire their allies to greatness. Invariably, they stand You should consider how your captain chooses
alongside their cohorts—their devoted lieutenants, to lead: not simply what banner they fly, but how
whom they entrust with their lives. Captains out- they treat their followers and how they give orders.
strategize their enemies, ensuring that, while they Do you rally others to your side with a magnetic
rarely deal the killing blow, they’re always on the personality or a stoic facade? How would you deal
winning side. with a dilemma that offers only losing strategies?
How do you treat your opponents once you’ve
Fearless Leaders secured victory?
You should also think of previous victories or
Many people aspire to command, but few inspire defeats that have defined your captain in the past.
loyalty as a captain does. Captains rally allies to Has your story been that of a meteoric rise or a
their side through confidence and determination, disgraceful fall? What event first thrust you into
but gain long-term friends through wisdom and leadership, and how did you first take to it? Which
accountability. success or defeat led you to the life of an adventurer?
A good captain thinks a little bigger than their
compatriots, planning one step further and fitting QUICK BUILD
their allies like puzzle pieces to the challenges ahead. You can make a captain quickly by following these
To their eyes, there are few defeats; only setbacks, suggestions. First, make Strength or Dexterity your
diversions, and detours. Success is always on the path highest ability score, followed by Charisma. Next,
ahead. select History and Persuasion as your skills, and
take the Dueling Fighting Style. Lastly, choose a
background reflecting your leadership experience.
45
Classes THE CAPTAIN
PROFICIENCY FEATURES BATTLE COHORT FEATURE
LEVEL BONUS Born Leader, Fighting Style DICE —
1st +2 Cohort — Cohort feature
2nd +2 Banner, War Tactics — —
3rd +2 Ability Score Improvement 2d8 —
4th +2 Blitz 2d8 —
5th +3 — 2d8 Cohort feature
6th +3 Banner feature 3d8 —
7th +3 Ability Score Improvement 3d8 —
8th +3 Advanced Tactics 3d8 —
9th +4 — 3d8 Cohort feature
10th +4 Coordinated Strike 3d10 —
11th +4 Ability Score Improvement 3d10 —
12th +4 Banner feature 3d10 —
13th +5 — 3d10 Cohort feature
14th +5 Lead by Example 4d10 —
15th +5 Ability Score Improvement 4d10 —
16th +5 Banner feature 4d10 —
17th +6 — 4d10 Cohort feature
18th +6 Ability Score Improvement 4d12 —
19th +6 Warlord 4d12 —
20th +6 4d12
CLASS FEATURES • (a) scale mail, or (b) leather armor
• A dagger and (a) a warhammer, (b) a longsword,
As a captain, you gain the following class features.
or (c) any simple weapon
HIT POINTS • (a) a light crossbow and 20 bolts, (b) a shortbow
Hit Dice: 1d8 per captain level
Hit Points at 1st Level: 8 + your Constitution and 20 arrows, or (c) 5 javelins
• An embroidered standard and (a) a diplomat’s
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your pack or (b) an explorer’s pack
Constitution modifier per captain level after 1st Born Leader
PROFICIENCIES By 1st level, your competence and commanding
Armor: Light armor, medium armor, shields personality lend you a knack for leadership.
Weapons: Simple weapons, martial weapons Common folk defer to your authority and influence,
Tools: None especially in times of crisis. As a result, you have
Saving Throws: Constitution, Charisma advantage on any Charisma (Persuasion) check you
Skills: Choose two from Animal Handling, make to convince someone to let you take charge of
a situation or to give someone orders in a dangerous
Athletics, Deception, History, Insight, situation.
Intimidation, Perception, and Persuasion Additionally, you can use your Charisma
modifier, instead of your Intelligence modifier, for
EQUIPMENT any ability check you make related to planning,
You start with the following equipment, in addition strategy, or tactics.
to the equipment granted by your background:
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Fighting Style Your cohort obeys your commands as best it Captain
can. Your cohort takes its turn immediately before
At 1st level, you adopt a style of fighting as your or after your turn each round (your choice), and you
specialty. Choose one of the following options. You determine its actions, decisions, attitudes, and so on.
can’t take a Fighting Style option more than once, If you are incapacitated or absent, your companion
even if you later get to choose again. acts on its own.
ARCHERY COHORT FEATURES
You gain a +2 bonus to attack rolls you make with At 2nd, 6th, 10th, 14th, and 18th levels, your cohort
ranged weapons. gains new abilities based on its archetype.
DEFENSE HIT POINTS
While you are wearing armor, you gain a +1 bonus For each captain level you gain after 2nd, your
to AC. cohort gains an additional Hit Die and increases its
hit points accordingly.
DUELING
When you are wielding a melee weapon in one ABILITY SCORES
hand and no other weapons, you gain a +2 bonus to Whenever you gain the Ability Score Improvement
damage rolls with that weapon. class feature, your cohort’s abilities also improve.
Your cohort can increase one ability score of your
PROTECTION choice by 2, or it can increase two ability scores of
When a creature you can see attacks a target other your choice by 1. As normal, your companion can’t
than you that is within 5 feet of you, you can use increase an ability score above 20 using this feature,
your reaction to impose disadvantage on the attack unless its description specifies otherwise.
roll. You must be wielding a shield. When you improve a cohort’s ability scores,
remember to also increase other relevant statistics,
Cohort such as skill bonuses, bonuses to hit and damage,
and spell save DCs.
Starting at 2nd level, you gain a loyal cohort
who carries your banner and follows your
lead.
INITIATING A COHORT
Select a companion from the Cohort section;
following an 8-hour initiation period, that
creature becomes your cohort. You can have
only one cohort at a time.
If your cohort is ever slain, you can raise
them from the dead by the usual methods,
such as the raise dead spell, or you can spend
8 hours initiating a new cohort. If you do so,
your previous cohort loses all abilities granted
by this ability, even if it is later returned to life.
You’re not a “hireling” if I don’t pay you!
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Classes special maneuvers in combat. You begin with 2 battle
dice, which are d8s. You regain all expended battle
PROFICIENCIES dice when you finish a short or long rest, or when
Your cohort gains proficiency in skills listed in you roll initiative.
its statistics. It also gains proficiency with simple Your battle die changes and more battle dice
weapons, martial weapons, light armor, medium become available when you reach certain levels in
armor, heavy armor, or shields if its statistics contain this class, as shown in the Battle Dice column of the
weapons or armor from that category. Captain table.
Your cohort uses your proficiency bonus rather
than its own. Because cohort statistics already SAVING THROWS
include a +2 proficiency bonus, you need only adjust If one of your maneuvers calls for a saving throw to
the attack bonus and skill proficiency bonus starting resist its effects, the saving throw DC is calculated as
at 5th level. follows:
ALIGNMENT Maneuver save DC = 8 + your proficiency
Your cohort’s alignment is within one step of your bonus + your Charisma modifier
own, and has a personality trait and flaw determined
by the GM. Its bond is always, “I will follow my MANEUVERS
commander into any fray, and I will gladly fight by You can spend battle dice to use the following
their side until my death.” maneuvers:
Brace. As a bonus action on your turn, you can
Banner expend a battle die to bolster your allies. Each allied
creature within 30 feet of you that can see or hear
Starting at 3rd level, you adopt a banner which you you adds the battle die to all saving throws it makes
fly in combat, emblazon on your armor, and fix to until the end of your next turn.
your seal. You can select from the banners which Rally. As a bonus action on your turn, you can
are detailed at the end of the class description. Your expend a battle die to choose one allied creature
choice grants you features at 3rd level, and again at within 60 feet of you who can see or hear you. That
7th, 13th, and 17th level. creature regains hit points equal to the number rolled
+ your Charisma modifier. You can’t use this ability
War Tactics to heal a creature who has 0 hit points.
Staggering Strike. As a bonus action when
Starting at 3rd level, you have a pool of battle dice you make a weapon attack against a humanoid, you
that you can use to bolster your allies or perform can expend a battle die to attempt to stun the target.
On a hit, the target succeed make a Constitution
saving throw or be incapacitated until the start of
your next turn.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature.
Blitz
Starting at 5th level, as a bonus action on your turn,
you can direct your cohort or a friendly creature
within 60 feet of you that can see or hear you to
fight alongside you. The chosen creature can use its
reaction to move up to its speed or make a single
weapon attack.
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Advanced Tactics BANNERS Captain
At 9th level, your maneuvers improve in the Captains adopt emblems that denote their virtues,
following ways: skills, and command styles, which they fly upon
Brace. Allies can also add the battle die to their their banners to rally allies to their side. A symbolic
ability checks until the start of your next turn. statement, this heraldry speaks volumes about what a
Rally. Whenever you spend a battle die to cause captain prizes in the world, be it knowledge, allies, or
a creature to regain hit points, that creature also personal gain.
gains temporary hit points equal to your captain
level. Dragon Banner
Staggering Strike. When you hit with a
staggering strike, you add the battle die to the Captains under the banner of the Dragon are among
damage roll. the most formidable warriors to grace the battlefield.
Armed with an array of lethal maneuvers, these
Coordinated Strike captains cut through lesser combatants with ease,
turning the tides of battle on their own, if needed.
By 11th level, you and your cohort fight as a perfect The visage of the dragon banner inspires fear
fighting unit. Once on each of your turns, when you and loyalty in equal measure, for the carnage and
hit a creature with an attack, you can deal an extra bloodshed left in a dragon warrior’s wake speaks
2d8 damage to the creature if your cohort has also hit volumes of their skill.
that creature with an attack since the end of your last
turn. BONUS BATTLE DIE
Starting when you choose this banner at 3rd level,
Lead by Example your total number of battle dice increases by 1.
Starting at 15th level, whenever you roll a 20 on MANEUVER:CLEAVE
an attack roll, ability check, or saving throw, each Also at 3rd level, you learn the following maneuver:
friendly creature within 30 feet of you has advantage When you reduce a hostile creature to 0 hit
when it makes the same type of roll (attack roll, points or score a critical hit with a melee weapon
ability check, or saving throw) before the start of attack on your turn, you can spend a battle die to
your next turn. move up to 15 feet and make an another melee
weapon attack as part of the same action. On a hit,
Warlord you add the battle die to the attack’s damage roll.
At 20th level, when a friendly creature you can see MANEUVER:WADE INTO BATTLE
within 30 feet of you misses an attack against a At 7th level, you learn the following maneuver:
target within range, you can turn the miss into a hit. You can expend a battle die to take the Dash or
Alternatively, if it fails a saving throw, you can treat Disengage action as a bonus action on your turn.
the d20 roll as a 20.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
BANNERS DESCRIPTION
NAME Uses maneuvers to annihilate their foes on the battlefield
A bow master who uses precision shots to strike foes from high above
Dragon Banner A duelist and swashbuckler trained with a cutlass and the unfair tactics of brigands
Eagle Banner A knightly leader who challenges their foes to honorable combat
Jolly Roger Banner Shoves their foes and knocks them prone to gain the upper hand in combat
Lion Banner A stealthy master of guerilla warfare and covert tactics
Ram Banner Emphasizes defense above all else, using heavy armor and shield wall tactics
Raven Banner
Turtle Banner
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