You are on page 1of 127

Created by Gimmicks &

Jeromous
Find us on:
Facebook: https://www.facebook.com/snakesandsaloons
Twitter: https://twitter.com/SnakesNSaloons
Reddit: https://www.reddit.com/r/snakesandsaloons/
Discord: https://discord.gg/vEXnsXM
Youtube:
https://www.youtube.com/channel/UCDvX5Wg5UMXRqCiLB
TeePublic: https://www.teepublic.com/user/snakesnsaloons
& Apple and Google Play Podcasts @ The Official Snakes &
Saloons Podcast
For inquiry please contact:
snakesandsaloons@gmail.com
https://www.reddit.com/user/snakesandsaloons
Artists & Contributors
Justin McNeill - Consultant
J Pomme - Logo Art
https://twitter.com/_jpomme
Scott Klapka / Zazul - Graphic Design & Branding
https://twitter.com/LeagueOfZazul
Special Thanks
Brittani Sipes
Dalton Burke
Matt Copperthite
Vincent Colangelo
Change Log & Release Notes

F
irst, we’d like to thank each and every one of you
that has taken the time to read our module,
provide us feedback, and/or join the community
through our subreddit, Facebook, Discord, or
Twitter. We’d also like to thank everyone at
Homebrewery for making such an amazing tool
for D&D community content creators like us.
But most of all, we’d like to thank everyone who’s sat down to
play some Snakes & Saloons, we love hearing stories about
home games in the community! Our hard work’s warm
reception has been as gratifying as it has been humbling.
None of this would have been possible without the growing
support of you guys. This is just one of the many Snakes &
Saloons updates to come as the module continues to be
expanded, polished, and refined.
Change Log:
General typing, wording, and formatting correction
The Derringer now has a special property in order to
mechanically represent its concealability
The Bayonet now does 1d6 piercing damage instead of
1d4 and is now considered a firearm for the purposes of
proficiency
The experience points of Adult Tremors have been
corrected
The Gunslinger's Bullseye feature has been limited to one
use at level 17, Gunslingers now have a new ability they
gain access to at level 9 and becomes improved at level 13
called 'Hit The Floor'.
Hunter Maverick's Volley feature has been changed so
that it can not be used to reload firearms
Mechanist Specialist's Dazzler feature has been corrected
to one use per long rest as intended
Some of the Specialist's features have been reworded in
order to be more easily understood
All Shaman now have access to cantrips
Races have been added! Create characters within eight
new Western-Fantasy themed races including: the
Afflicted, the Anomlian, the Cactoid, the Couatlborn, the
Extraterrestrial, the Rougaru, the Sasquatch, and the
Sayre.
New monsters! We've added a slew of new monsters
including: Animated Objects, the Minhocao, the Oil Ooze,
the Skunk Ape, the Thunderbird, and a new set of horned-
snake creatures called the Uktena!
20+ new magic items!
Contents
Mechanical Notes 6 Radiance Domain .......................................................................... 63
Sky Domain .....................................................................................64
Chapter 1: Equipment 7 Chapter 3: Races 65
Armor and Shields ..................................................... 7 Afflicted .............................................................................. 65
Weapons .................................................................................. 8 Anomlian ..............................................................................66
Weapon Notes ............................................................................ 9
Cactoid ..................................................................................67
Chapter 2: Classes 10 Couatlborn ........................................................................68
Brawler .................................................................................11 Extraterrestrial ...........................................................70
Monk ..........................................................................................13 Rougaru .................................................................................72
Pugulist ..................................................................................... 14
Ravager ..................................................................................... 14 Sasquatch ............................................................................73
Gunslinger ....................................................................... 15 Sayre ......................................................................................... 74
Crackshot ..................................................................................16 Chapter 4: Backgrounds 75
Holy Gunslinger ...................................................................... 18
Sharpshooter ........................................................................... 19
Chapter 5: Magical Items 79
Magus ......................................................................................20
Beguiler .....................................................................................23 84
Perserver .................................................................................. 24 Chapter 6: Monsters
Revoker ..................................................................................... 24 Animated Objects ........................................................ 84
Summoner ................................................................................25
Arcane Amalgamation ............................................ 86
Maverick ............................................................................. 26
Arcana Seeker ......................................................................... 28 Black Dog ............................................................................87
Hunter ....................................................................................... 29 Cactoid ..................................................................................88
Wrangler ................................................................................... 30 Couatl .....................................................................................89
Outlaw .................................................................................. 31 Chupacabra ........................................................................93
Bandito ......................................................................................33
Cutthroat ...................................................................................33 Cipitio .....................................................................................94
Desperado ................................................................................ 33 Gowrow ..................................................................................95
Knifeslinger ..............................................................................34 Jackalope ..............................................................................96
Sage ...........................................................................................35 Jersey Devil ........................................................................97
School of Arts .......................................................................... 37
School of Combat ................................................................... 38 Lakelurker .........................................................................98
School of Duality .....................................................................38 Lechuza ..................................................................................99
School of Thought .................................................................. 39 Minhocao ..........................................................................100
Shaman .................................................................................. 40 Mothman ............................................................................101
Animism ....................................................................................42
Totemism .................................................................................. 43 Oil Ooze .............................................................................102
Specialist ............................................................................44 Rougaru .............................................................................. 103
Alchemist ..................................................................................46 Sasquatch ..........................................................................104
Demolitionist ........................................................................... 48
Mechanist ................................................................................. 48 Scoloxidae ....................................................................... 105
Warlock ............................................................................... 50 Skunk Ape .......................................................................... 106
The Devil ...................................................................................53 Spring-heeled Jack .................................................. 107
The Eldritch Remnant ........................................................... 53 Sombreron ........................................................................108
The Loa .....................................................................................54
The Void ....................................................................................54 Thunderbird ...................................................................109
Wielder ................................................................................. 57 Tremor ................................................................................. 110
Brute ..........................................................................................58 Uktena ..................................................................................112
Knight ........................................................................................59 Void Ooze ..........................................................................122
Samurai .................................................................................... 59
Zealot .................................................................................... 60 Wendigo .............................................................................. 123
Combat Domain ...................................................................... 62 Wereant ...............................................................................124
Life Domain ............................................................................. 63
Authors’ Notes

S
nakes & Saloons was a project started in 2015
that was probably the result of watching a Clint
Eastwood movie and playing Dungeons &
Dragons on the same night. The idea behind
Snakes & Saloons was to create a Western-style
RPG within the rules and assumptions of content
created within the OGL (Open Game License). In
that, Players and Game Masters could branch away from
castles and liches and play a different genre of RPG without
having to start from scratch and learn an entirely different
game system.
I brought this idea to Gimmicks, he offered his help to me
and so I brought him in on this little project. His assistance
quickly transformed into a mutual partnership and before I
knew it he’d taken the ball I’d tossed to him and ran for the
hills. Without him, this project may not have even made it to a
playable state. Gimmicks is responsible for a majority of the
original content of Snakes & Saloons, though I’d like to think
I helped a little. He’s been a well of knowledge and ideas
throughout the process of developing this project and I’d like
to take this moment to thank him. Gimmicks, here’s to you!
Collectively, we declared somewhere in 2016 that Snakes
& Saloons was in “alpha”. This seemed appropriate for two
guys who had zero experience in the game design industry.
We’d took our “alpha build” to our friends and I started
GM’ing the very first game of Snakes & Saloons. We quickly
realized that we’d need more than just our home game and
our play testing in order to receive the feedback that we
needed to make Snakes & Saloons as fine-tuned as possible.
So together we decided that we’d take these handfuls of text
documents and spreadsheets and turn them into something
that others could also play, enjoy, and provide feedback on.
We’re constantly adding and tweaking things in the module
but now we’re confident enough to release some of what
we’ve been working on.
It’s important to note that this is not a stand-alone RPG.
This was originally a personal project for our own private use
that became a homebrew genre module because we felt it
was worthy of sharing. Snakes & Saloons is ever-evolving.
We’re making changes daily, ones that we think are for the
better of the module. And with that, we’ll be releasing
updates and expansions to Snakes & Saloons when we’ve felt
like we’ve made enough changes to warrant the update.
-Jeromous

AUTHOR NOTES
5
Mechanical Notes

I
n Snakes & Saloons we have several new additions
to make the game feel closer to the image of the
Western-Fantasy we had in mind while working on
this project.

Mechanics Skill: Technology has advanced significantly in


the settings in which Snakes & Saloons is played compared
to other swords and sorcery settings. Inventions like
firearms, locomotives, and electricity have complicated
everyday life. Because of this, we’ve introduced a new skill
called “Mechanics” which uses your Intelligence ability score.
“Mechanics” is used for situations that involve the complex
workings of machines and mechanical devices. This could
involve things like assembling, disassembling, repairing or
determining the nature of mechanical devices.
Firearms Weapon Type: The advancements in harvesting
and processing black powder have given rise to a new breed
of weapon. The “firearms” weapon type is a new form of
ranged weapon that consumes ammunition (referenced as
ammo) specific to the type of firearm. Firearms will state on
the weapons table which type of ammo they consume as well
as how many hands are required to operate the firearm. Two-
handed firearms require two hands to operate. In order to
attack with a two-handed firearm, the user must wield the
weapon with two hands and cannot be wielding any other
weapons or shields. Light firearms only require one hand to
operate. Users of light firearms may engage in two-weapon
fighting or don a shield.
Reloading: “Firearms” can hold a specified amount of
ammo within the firearms themselves. This can be found
under the weapons table. A firearm user can attack with a
firearm a number of times equal to the “Ammo” listed on the
weapon table before it must be reloaded. To reload a firearm,
a user must do so using an attack (NOT an attack action). For
example, A 5th level Gunslinger has 2 attacks when they use
the Attack action, if the Gunslinger has an unloaded revolver
and the required Pistol ammo, they can take the Attack action
and use one of the attacks to reload the revolver and then use
the other attack to attack with the now-loaded revolver.
Misfiring: When making an attack roll with a firearm,
rolling a 1 causes the firearm to misfire and jam. The misfire
consumes the ammo used for the attack and the ammo
becomes lodged in the firearm. The user must use an attack
to unjam the firearm and reset it to working conditions.
Cover Importance: In places where it is appropriate,
players can chose to take the Hide action in order to gain Full
Cover in places where they would normally have ½ or ¾
cover.

MECHANICAL NOTES
6
Equipment
Armor and Shields
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Leather Pads 5gp 11 + Dex modifier ─ Disadvantage 8 lb.
Duster 10gp 11 + Dex modifier ─ ─ 10 lb.
Padded Duster 45gp 12 + Dex modifier ─ ─ 13 lb.
Medium Armor
Hide Armor 10gp 12 + Dex modifier (max 2) ─ ─ 12 lb.
Lightweight Padded Vest 50gp 13 + Dex modifier (max 2) ─ ─ 20 lb.
Crude Padded Vest 50gp 14 + Dex modifier (max 2) ─ Disadvantage 45 lb.
Padded Vest 400gp 14 + Dex modifier (max 2) ─ ─ 20 lb.
Heavy Padded Vest 750gp 15 + Dex modifier (max 2) ─ Disadvantage 40 lb.
Heavy Armor
Chained Mail 30gp 14 ─ Disadvantage 40 lb.
Ballistic Mail 75gp 16 Str 13 Disadvantage 55 lb.
Splint Armor 200gp 17 Str 15 Disadvantage 60 lb.
Plate Armor 1500gp 18 Str 15 Disadvantage 65 lb.
Shield
Wooden Shield 5gp +1 (can be equipped ─ ─ 3 lb.
as a bonus action)
Metal Shield 10gp +2 ─ ─ 6 lb.

CHAPTER 1 | EQUIPMENT
7
Weapons
Weapons
Ammo Ammo
Name Cost Damage Weight type Capacity Properties
Simple Melee
Weapons
Brass Knuckles 5sp 1d4 1 lb. ─ ─
bludgeoning
Tomahawk 3gp 1d6 slashing 2 lb. ─ ─ Light, thrown (range 20/60)
Martial Melee
Weapons
Bowie Knife 7gp 1d6 slashing 3 lb. ─ ─ Finesse, light
Machete 4gp 1d6 slashing 3 lb. ─ ─ Finesse, light
Firearms
Bayonet 1gp 1d6 piercing 1 lb. ─ ─ Special
Bolt-Action Rifle 70gp 3d6 piercing 10 lb. rifle 1 Ammunition (range 180/500), heavy, two-
handed
Cannon 1000gp 6d12 3000 cannonball 1 Ammunition (range 250/1000), heavy,
bludgeoning lb. special
Derringer 20gp 2d4 piercing 2 lb. pistol 2 Ammunition (range 30/60), light, special
Double-Barrel 60gp 2d12 piercing 8 lb. shotgun 2 Ammunition (range 15/30), two-handed,
Shotgun special
Gatling Gun 1000gp 4d10 piercing 200 lb. rifle 40 Ammunition (range 60/120), heavy,
special
Lever Rifle 45gp 1d12 piercing 7 lb. rifle 4 Ammunition (range 120/300), two-
handed
Pepperbox 25gp 2d6 piercing 4 lb. pistol 3 Ammunition (range 45/120), light
Revolver 40gp 1d10 piercing 3 lb. pistol 6 Ammunition (range 60/180), light
Revolving Rifle 70gp 1d10 piercing 7 lb. rifle 8 Ammunition (range 150/400), two-
handed
Scattergun 45gp 2d8 piercing 5 lb. shotgun 2 Ammunition (range 15/30), light, special
Semi-Pistol 500gp 1d10 piercing 2 lb. pistol 8 Ammunition (range 30/60), light, special
Explosives
Dynamite 80gp 4d8 1 lb. ─ ─ Special, thrown (range 20/60)
bludgeoning

CHAPTER 1 | EQUIPMENT
8
Notes
Bowie Knife. This large and wickedly sharp knife is known
for the damage it's able to inflict in combat, was made James
Bowie who would go on to make it famous in the battles he
went through. This weapon has since spread in popularity is
a staple for those traveling through the wastelands so long as
you can use it properly. Functionally the same as a short
sword.
Machete. This curved blade is very reminiscent of swords
of the past such as cutlasses or scimitars, and as a weapon
the machete functions similarly to those weapon mentioned.
The function of a machete is more than just weapon, as it
functions as tool to clear the underbrush of overgrown areas
and can even be seen used in farms in some areas.
Functionally the same as a scimitar.
Tomahawk. The tomahawk is a small and simple axe that
could easily be thrown or be wielded as close range. Though
it is not amazing in a distance fight or a ranged fight its
versatility and light weight have allowed a lot of use not just
by those less technologically advanced but but by anyone
looking for something cheap and versatile that inflict a bit of
damage. Functionally the same as a handaxe
Special Weapons
Bayonet. The bayonet is a simple concept executed
efficiently "how do you make a gun deadlier at close range?"
by mounting a blade to the tip and attacking those who get
too close to you. The bayonet can be attached to any firearm
with the two handed property and while attached, the firearm
can function as a simple melee weapon that does 1d4
piercing damage and has the reach property.
Cannon. Though they may seem like a relic of the past
with the advancement of firearms, cannons are still
extremely destructive and crush anything they manage to hit.
The problem is their unwieldy nature can make them hard to
use on a modern battlefield and they are just as hard to
reload. This weapon must be reloaded with an action,
requires 2 people to operate.
Derringer. Dexterity (Sleight of Hand) checks made to
conceal Derringers are made with advantage. If the user
already has advantage on the roll, add +5 to the roll total.
Dynamite. As an action you can light the fuse of the
dynamite. Any creature within 5ft of the dynamite when it
goes off (at the end of your turn) must make a DC 13
Dexterity Saving Throw or be damaged by the dynamite, half
as much damage on a successful save.
Double-Barrel Shotgun. 1 attack with this weapon
consumes 2 ammo.
Gatling Gun. The gatling has exploded with popularity
into today's battlefields, with militaries at least. Though it
requires a lot of resources to get to work properly, you haven't
seen true carnage until you've seen well trained soldiers
properly use a gatling gun. 1 attack with this weapon
consumes 10 ammo, requires 3 people to operate
Scattergun. 1 attack with this weapon consumes 2 ammo.
Semi-Pistol. This pistol is the first in a new wave of easy to
fire and reload guns. It ignores reload properties provided the
user has extra magazines.

CHAPTER 1 | EQUIPMENT
9
Classes
Class Table
Hit Primary Saving Armor and Weapon
Class Description Die Ability Throws Proficiencies Spell List
Brawler A relentless fighter who seeks to hone d10 Strength Strength & Simple weapons, ─
themselves and their combat abilities to make Constitution great clubs
their body a deadly weapon capable of taking on
any foe
Gunslinger A master of ranged combat, able to use all d10 Dexterity Strength & Light armor, simple Zealot
firearms with a deadly efficiency Dexterity weapons, (Holy
shortswords, Gunslinger)
scimitars, whips,
firearms
Magus Students in the arcane arts that seek to combine d6 Intelligence Intelligence Daggers, darts, Wizard+
natural talent with exceptional knowledge to & Wisdom slings, quarterstaffs,
one day become masters shortbows,
derringers
Maverick Survivalists that often live outside of civilized d12 Dexterity & Strength & Light and medium Magus
society and employ their insticts and knowledge Wisdom Dexterity armor, shields, (Arcana
of the natural world simple weapons, Seeker)
martial weapons,
firearms
Outlaw These ne'er-do-wells can range from sneaky and d8 Dexterity Dexterity & Light armor, simple ─
mischievous to crooked and muderous, using Intelligence weapons, hand
their impressive agility to blind side foes crossbows,
longswords, rapiers,
shortswords,
firearms
Sage Lovers of knowledge, seekers of wisdom, and d8 Wisdom Intelligence Light armor, simple Bard+
students for life, they see the flow of magic & Wisdom weapons, derringers
around them and shape it to their will
Shaman These are practioners of religions of old, d8 Wisdom Strength & Light armor, Druid+
communing with spirits and drawing their magic Wisdom medium armor, and
from the spirit world, they are the links to shields, simple
another world, they use their powers to guide weapons, scimitar,
and heal shortsword, trident,
blowgun, long bow,
net
Specialist These are the operators and orchestrators of d8 Dexterity & Dexterity & Light armor, simple Custom
modern battles that use their cunning wits and Intelligence Intelligence weapons, firearms (Alchemist)
explosive weaponry to fully control every
situation
Warlock These mages hold great and often terrible power d6 Charisma Wisdom & Light armor, simple Warlock
derived from mysterious beings that live outside Charisma weapons, derringers
our reality
Wielder These are warriors of tradition and honor and d12 Strength Strength & All armor, simple ─
seek to do battle the way it has been done for Constitution weapons, martial
millenia, face to face and weapon clashing weapons
against each other
Zealot Zealous servants of gods that work as priests d8 Charisma Wisdom & Light armor and Cleric+
but also as warriors and defenders for their faith; Charisma medium armor,
indeed, they seek to dispatch the unholy and shields, simple
protect the just weapons, war
hammer, and maul

"+" = Expanded spell list, see "Spellcasting" section of class

CHAPTER 2 | CLASSES
10
Brawler
The Brawler
Proficiency Hand Fleet
Level Bonus to Hand of Foot Features
1st +2 1d4 +0 3 Combat Style, Hand to Hand, Unarmored Defense
2nd +2 1d4 +10 2 Fleet of Foot
3rd +2 1d4 +10 3 Combat Style feature, Quick Reflexes
4th +2 1d4 +10 3 Ability Score Improvement
5th +3 1d6 +10 3 Extra Attack, Uncanny Dodge
6th +3 1d6 +15 4 Burning Blood
7th +3 1d6 +15 4 Evasion
8th +3 1d6 +15 5 Ability Score Improvement
9th +4 1d8 +15 5 Nerves of Steel
10th +4 1d8 +20 5 Combat Style feature
11th +4 1d8 +20 5 Extra Attack (2)
12th +4 1d8 +20 5 Ability Score Improvement
13th +5 1d8 +20 6 Fleet of Foot Improvement
14th +5 1d10 +25 6 Combat Style feature
15th +5 1d10 +25 6 Unending Endurance
16th +5 1d10 +25 6 Ability Score Improvement
17th +6 1d10 +25 7 Nerves of Steel Improvement
18th +6 1d10 +30 8 Battle Senses
19th +6 1d10 +30 8 Ability Score Improvement
20th +6 1d10 +30 9 Combat Style feature

A warrior’s relationship with their weapon is often the The Pugilist shows similarities to the Monk in that they are
determinant of life and death during the heat of combat. trained in their fighting style often by a master (or rather, a
Those who do not know the capabilities of themselves and coach). But rather than being trained through discipline and
their weapons tend to live shorter lives. Brawlers bypass this monotonous practice, Pugilists are trained through
relationship entirely, becoming weapons themselves. experience. Their coach will often match them with other
Through experience and training Brawlers fight with the Pugilists by which to be beaten, treating the defeat as an
weapons they were born with, their hands and feet. Those opportunity to improve. They analyze their opponents in
that do use weapons view them as extensions of themselves search of weaknesses in their form that they could exploit.
rather than separate entities. Brawlers are fast on their feet Pugilists choose when and where to strike discriminately in
and often have no problem closing the distance between order to give themselves the competitive advantage.
themselves and their targets. In worlds where the distance of The Ravager differs greatly from the Monk and the Pugilist
combatants is growing, Brawlers thrive in being up-close and in that in most cases they are entirely untrained and have
personal. A Brawler’s fighting style falls in one of three merely developed their fighting style through real-world
distinct practices: the Monk, the Pugilist, and the Ravager. experience. They have a well of combative Fury which can
The Monk is a trained practitioner of martial arts. They stem from a multitude of things like an energized love for
often have a master from which they learn precise techniques combat or anger management issues. When Ravagers
which allow them to access a well of potential energy within embrace their Fury, they temporarily enter a trance of
themselves known as Ki. Monks are also trained to increased strength and ferality. In this trance they are able to
incorporate traditional weapons of their practice into their accomplish feats of strength that they would normally be
fighting style. Most Monks need to train for years before unable to, but they are also more impulsive and less
being able to find and access their Ki. They use this well of conscious of their actions. The Ravager’s practical experience
energy to enhance their agility, reflexes, and destructive has also allowed them to improvise and use objects in their
potential. environment as tentative weapons.
CHAPTER 2 | CLASSES
11
Fleet of Foot
Class Features Starting at 2nd level, your speed increases by 10 feet while
As a Brawler, you gain the following class features. you are not wearing armor or wielding a shield. This bonus
increases when you reach certain Brawler levels, as shown in
Hit Points the Brawler table. At 13th level, you gain the ability to expend
Hit Dice: 1d10 per Brawler level no extra movement climbing, swimming, or moving through
Hit Points at 1st level: 10 + your Constitution modifier rough terrain.
Hit Points at higher levels: 1d10 (or 6) + your Constitution
modifier per Brawler level after 1st Quick Reflexes
Proficiencies By 3rd level, you have have honed your reflexes and gained
Armor: none more physical agility. You gain proficiency in Dexterity saving
Weapons: simple weapons, great clubs throws.
Tools: none
Saving Throws: Constitution, Strength Ability Score Improvement
Skills: choose two skills from Acrobatics, Animal Handling, When you reach 4th level, and again at 8th, 12th, 16th, and
Athletics, History, Insight, Intimidation, Nature, Perception, 19th leveI. you can increase one ability score of your choice
Religion, and Survival 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
Equipment using this feature.
You start with the following equipment, in addition to the
equipment granted by your background: Extra Attack
(a) a great club (b) shortsword, or (c) any simple weapon Beginning at 5th level, you can attack twice, instead of once,
(a) a dungeoneer’s pack or (b) an explorer’s pack whenever you take the Attack action on your turn. The
10 darts number of attacks increases to three when you reach 11th
level in this class.
Hand to Hand Combat
At 1st level, your practice of melee combat gives you mastery Uncanny Dodge
of combat styles that use unarmed strikes and Brawler Starting at 5th level, when an attacker that you can see hits
weapons, which are simple melee weapons and greatclubs. you with an attack, you can use your reaction to halve the
Hand to Hand attacks are unarmed strikes involve using attack's damage against you.
parts of you body (such as your hands, elbows, knees, feet, or
head) in order to deal devastating strikes to your opponents.
You gain the following benefits while you are unarmed or Burning Blood
wielding only Brawler weapons and you aren't wearing armor Starting at 6th level, your unarmed strikes count as magical
or wielding a shield: for the purpose of overcoming resistance and immunity to
You can roll a d4 in place of the normal damage of your nonmagical attacks and damage.
unarmed strike or Brawler weapon. This die changes as
you gain Brawler level, as shown in the Hand to Hand Evasion
column of the Brawler table. Beginning at 7th level, you can nimbly dodge out of the way of
When you use the Attack action for a Hand to Hand attack certain area effects, such as the blast of an explosion or an
or a Brawler weapon attack on your turn you can make ice storm spell. When you are subjected to an effect that
one Hand to Hand attack as a bonus action. allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and Nerves of Steel
not wielding a shield, your AC equals 10 + your Dexterity At 9th level, you have mentally trained yourself to be able
modifier + your Constitution modifier. remain cognizant even in situations that normal people
would run away from or run towards without a second
Combat Style thought. You have advantage on saving throws against being
Brawlers all have multiple distinct combat styles that have frightened or charmed. At 17th level this changes so that you
been passed from teacher to student. Each combat style gives have immunity to the charmed and frightened conditions.
different advantages when used. The major three styles being
the monastic combat style denoting a monk, the pugilistic
style denoting a pugilist, and the ravager style denoting a
ravager. Each style gives you a feature at 1st, 3rd, 10th, 14th,
and 20th level.

CHAPTER 2 | CLASSES
12
Unending Endurance Deflect Missiles When a creature makes a ranged
weapon attack against you may expend 1 Ki point to
Starting at 15th level, when you are reduced to 0 hit points reduce that attack's damage by 1d10 + your Dexterity
and are not killed outright, you can choose to drop to 1 hit modifier + your Brawler level. If you reduce the damage to
point instead. Once you use this ability, you can't use it again 0, you can catch the missile if it is small enough for you to
until you finish a long rest. hold in one hand and you have at least one hand free. If
You also gain some resistance to exhaustion, you now you catch a missile in this way, you can spend 1 Ki point to
count as having 1 less level of exhaustion than you would make a ranged attack with the weapon or piece of
normally have. For example, if you were to gain one level of ammunition you just caught. You make this attack with
exhaustion you would have zero levels of exhaustion, if you proficiency, regardless of your weapon proficiencies, and
were to gain two levels of exhaustion you would have one the missile is considered a monk weapon for the attack.
level of exhaustion. Flurry of Blows Immediately after you take the Attack
action on your turn, you can spend 1 ki point to make two
Battle Senses Hand to Hand attacks as a bonus action.
Beginning at 18th level, you gain an uncanny sense of when Patient Defense You can spend 1 Ki point to take the
things nearby aren't as they should be, giving you an edge Dodge action as a bonus action on your turn.
when you dodge away from danger. You have advantage on Step of the Wind You can spend 1 Ki point to take the
Dexterity Saving Throws against effects that you can see, Disengage or Dash action as a bonus action on your turn,
such as traps and spells and no attack rolls made against you and your jump distance is doubled for the turn.
have advantage. To gain this benefit, you can't be blinded, At 10th level, you gain additional ways to use your ki points
deafened, or incapacitated. such as: Slow Fall, Stunning Strike, Unerring Resistance, and
Wholeness of Body.
Combat Styles Slow Fall You may expend 1 Ki point and your reaction to
Brawlers all rely on the same basic principles when reduce any fall damage you take to 0.
developing their combat skills. Their combat styles are the Stunning Strike When you hit another creature with a
thing that sets them apart. The combat styles they choose melee weapon attack. you can spend 1 Ki point to attempt
reflect the areas they seek to most develop and how they will a stunning strike. The target must succeed on a
choose to combat their enemies. Constitution saving throw or be stunned until the end of
your next turn.
Monk Unerring Resistance Whenever you make a saving throw
and fail, you can spend 1 Ki point to reroll it and you must
Master of the physical self use the second result.
Wholeness of Body You may spend 2 Ki points to regain
Monastic Training hit points equal to two times your Brawler level as a bonus
At 1st level you gain quite a few benefits from your monastic action.
training:
For use of Unarmored Defense; instead of using Unparallelled Movement
Constitution modifier you use your Wisdom modifier. At 10th level, you gain the ability to move along vertical
For the Hand to Hand feature; you may use your Dexterity surfaces and across liquids on your turn without falling
modifier on attack rolls and damage rolls on any Brawler during the movement.
weapons. You also gain proficiency with shortswords and for
the purposes of Hand to Hand they are now considered Quivering Palm
Brawler weapons At 14th level, you gain the ability to set up lethal vibrations in
someone's body. When you hit a creature with an Hand to
Ki Hand attack, you can spend 2 Ki points to start these
At 3rd level you gain the ability to use and manipulate the imperceptible vibrations, which lasts for a number of days
energy that your body produces to push your body further equal your Brawler level. The vibrations are harmless unless
than it would normally be able to go. You gain a number of Ki you use your action to end them. To do so, you and the target
points equal to your Brawler level and you can spend these must be on the same plane of existence. When you use this
points to fuel various Ki features: action. the creature must make a Constitution Saving Throw.
You start knowing four such features: Deflect Missiles, If it fails it takes 10d10 necrotic damage and on a success
Flurry of Blows, Patient Defense, and Step of the Wind. You they take half damage. You can have only one creature under
learn more ki features as you gain levels in this class. When the effect of this feature at a time. You can choose to end the
you spend Ki points, those points are expended until you vibrations harmlessly without using an action.
finish a short or long rest, at the end of which you recover alI
of your expended Ki points. You must spend at least 30 Perfect Self
minutes of the rest meditating to regain your Ki points. By 20th level your Ki has perfected your body and soul, you
Some of your Ki features require your target to make a suffer none of the frailty of old age, and you can't be aged
Saving Throw to resist the features effects: The Saving magically (you can still die of old age). In addition, you no
Throw DC is calculated as follows: longer need food or water, you gain proficiency in all Saving
Ki Save DC = 8 + your proficiency bonus + your Wisdom Throws, and you become immune to disease and poison.
modifier.
CHAPTER 2 | CLASSES
13
Pugilist Furiosity
Kingpin of fisticuffs At 3rd level, you’ve learned to harness your Fury and use it to
strengthen yourself in battle. You can become furious as a
bonus action. You can use your Fury a number of times equal
No Guard to your Constitution modifier, you regain all uses of your Fury
At 1st level, you’ve learned how to attack enemies much after a long rest. While in your Fury, you gain the following
easier but at the expense of the guard you would put up benefits as long as you aren’t wearing any armor or a shield:
against other melee combatants. When you make your first
attack on your turn and you do so using a Brawler weapon or You have advantage on Strength ability checks and
Hand to Hand, you can decide to drop your guard. Doing so Strength Saving Throws.
gives you advantage on melee weapon attack rolls using When you make a Brawler weapon attack using Strength,
Brawler weapons or Hand to Hand during this turn, but you can add double your Strength modifier to the damage
melee attack rolls against you have advantage until the start roll instead of your normal Strength modifier
of your next turn. You can jump double the distance you’d normally be able
to
Counterpunch If you drop a creature’s health to 0 when in Fury you may
At 3rd level, you’ve learned to seize an opportunity when your move half of your movement towards a hostile creature
opponent presents it. When a creature within melee range of immediately
you misses you with an attack, you may use your reaction to
make a Hand to Hand attack against them. If you are able to cast spells, you can't cast them or
concentrate on them while in Fury. Your Fury lasts for 1
Against the Ropes minute. All damage you do while in Fury is considered lethal
Starting at 10th level, you’re at your combative best when you damage. lt ends early if you are knocked unconscious or if
are up against the ropes. When your current Hit Points are your turn ends and you haven't attacked a hostile creature
equal to or lower that a quarter of your Hit Point total, melee since your last turn or taken damage since then. You can also
attacks against you have disadvantage. end your Fury on your turn as a bonus action.
Audacious Strikes Terrifying Strength
At 14th level, you are most destructive when you are Beginning at 10th level, you can use your action to frighten
concentrated on one target. Whenever you have advantage on someone with your terrifying strength. When you do so,
a Hand to Hand attack roll and successfully hit, you deal an choose one creature that you can see within 30 feet of you. If
extra 1d6 bludgeoning damage. Additionally, when you the creature can see or hear you, it must succeed on a
successful hit a creature with a Hand to Hand attack, all Wisdom Saving Throw (DC = 8 + your proficiency bonus +
subsequent Hand to Hand attacks against that creature deal your Strength modifier) or become frightened of you until the
an extra 1d6 bludgeoning damage until the end of your turn. end of your next turn. On subsequent turns, you can use your
action to extend the duration of this effect on the frightened
Unstoppable Force creature.
By 20th level, you have undeniably become an unstoppable
force. You gain advantage on Saving Throws against being Iron Grip
grappled, incapacitated, knocked prone, pushed back, or By 14th level, you’ve learned how to tighten your grip to the
restrained. You also gain the ability to ignore resistance to point where next to nothing can escape from your grasp.
bludgeoning damage and if a foe has immunity to When a creature attempts to break free from a grapple you’ve
bludgeoning damage you can treat that foe as if it instead had already established they must use Athletics to do so. You also
resistance to bludgeoning damage. can not be disarmed from any weapons or anything you're
holding in your hand unless you’re incapacitated.
Ravager Relentless Fury
Unpredictable fighting machine By 20th level you’ve learned how to extend your Fury beyond
its perceived limits but doing so takes a toll on your body.
Improvised Attacker When you enter a Fury you may extend it past the 1 minute
By 1st level, you’ve grown accustomed to attacking enemies duration. When you do, you gain a level of exhaustion for
with improvised weapons when you battle, to point where it each minute you stay in Fury past the initial minute. When
has become instinct. You can add your proficiency modifier you take a short rest you may reduce exhaustion levels gained
when you use an improvised weapon to attack. Improvised by this feature by half those accumulated (minimum of 1).
weapons are now also considered Brawler weapons. When Additionally, while in your Fury if any Strength ability
you successfully make an attack using a Brawler weapon you checks are lower than your Strength score you may use your
may use your bonus action to attempt to grapple the Strength score in place of that total.
opponent you attacked.

CHAPTER 2 | CLASSES
14
Gunslinger
The Sharpshooter places all of their bets on accuracy, they
believe that you can’t kill what you can’t hit. Sharpshooters
The Gunslinger put years of practice into getting their lead down-range and
Level Proficiency Bonus Features
on-target. Their focus on accuracy has not only allowed them
to consistently strike their target, but to do so in such a way
1st +2 Fighting Style, Second Wind that it damages them gravely. The Sharpshooter’s strenuous
2nd +2 Action Surge practice has also gifted them with the ability to reload their
firearms much faster than other Gunslingers. A
3rd +2 Gunslinger Archetype Sharpshooter’s intended target and point of impact rarely
4th +2 Ability Score Improvement differentiate.
5th +3 Extra Attack
The Crackshot is a believer that gunslinging is more
complex than the general population is lead to think. Where
6th +3 Longshot some are satisfied with simply “pointing and shooting,”
7th +3 Gunslinger Archetype feature Crackshots see potential in their weaponry. They use their
firearms as tools rather than weapons, putting intent into
8th +3 Ability Score Improvement their shots. Crackshots can use their firearms to distract,
9th +4 Hit The Floor disarm, push or otherwise impair their targets. They also
10th +4 Gunslinger Archetype feature
wield a combative know-how, which allows them to
manipulate themselves, their allies, and their opponents to
11th +4 Extra Attack (2) their tactical advantage.
12th +4 Ability Score Improvement The Holy Gunslinger merges gunslinging with zealotism.
Their devotion to their deity has granted them access to a
13th +5 Hit The Floor Improvement range of divine spells in addition to their gunslinging
14th +5 Longshot (2) prowess. The Holy Gunslinger’s faith also grants them the
15th +5 Gunslinger Archetype feature
ability to manipulate their gunslinging to fall further in line
with their Zealot siblings. They are able to inscribe their
16th +5 Ability Score Improvement rounds with divine properties and sing holy hymns in order to
17th +6 Action Surge (2), Bullseye channel their deity’s influence on the battlefield.
18th +6 Gunslinger Archetype feature
19th +6 Ability Score Improvement Class Features
20th +6 Quickdraw As a Gunslinger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Gunslinger level
Hit Points at 1st level: 10 + your Constitution modifier
Since their invention, firearms have been favored by the Hit Points at higher levels: 1d10 (or 6) + your Constitution
common folk over the bow and sword due to their relative modifier per Gunslinger level after 1st
ease of use. For most, firearms have become a tool in the kit
of their everyday lives. But Gunslingers refine the use of Proficiencies
firearms to a near art form. Gunslingers are at the top of their Armor: light armor
class in terms of speed, accuracy and grit. Through practice Weapons: simple weapons, shortswords, scimitars, whips,
and talent, they can draw, unload, and reload their guns in the firearms
time it would take a normal individual to manage their first Tools: none
straight shot. Gunslingers are the masters of all types of Saving Throws: Dexterity, Strength
firearms, from pistols, rifles and shotguns to larger weaponry Skills: choose two skills from Acrobatics, Animal Handling,
like gatling guns. If it slings lead, Gunslingers do it best. A Athletics, History, Insight, Intimidation, Perception,
Gunslinger's style of firearms combat falls into three Mechanics and Survival
categories: the Sharpshooter, the Crackshot, and the Holy
Gunslinger. Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
a duster
revolver and 20 pistol ammo
(a) a simple weapon or (b) shortsword
(a) derringer and 20 pistol ammo or (b) lever rifle and 20
rifle ammo
(a) a dungeoneer's pack or (b) an explorer's pack

CHAPTER 2 | CLASSES
15
Fighting Style Extra Attack
Starting at 1st level, you adopt a particular style of fighting as Beginning at 5th level, you can attack twice, instead of once,
your specialty, Choose one of the following options. You can't whenever you take the Attack action on your turn. The
take a Fighting Style option more than once, even if you later number of attacks increases to three when you reach 11th
get to choose again. level in this class.
Akimbo Longshot
When you engage in two weapon fighting, you may use your At 6th level, you’ve learned how to make a shot past the
bonus action to make a ranged weapon attack. You can add perceived limit of your firearms. At the start of your turn you
your ability modifier to the damage of the second attack. can use this feature to effectively double the ranges, both the
Dual-Weapon Fighting normal and the maximum range, of all firearm attacks you
When you are wielding a melee weapon in one hand and a make until the start of your next turn. Once you use this
ranged weapon in the other, you can add your ability modifier feature, you must finish a short or long rest before you can
to the damage of the second attack and you gain a +2 bonus use it again. Starting at 14th level, you can use it twice before
to damage rolls with the weapon in your main hand. a rest.

Marksman Hit The Floor


You gain a +2 bonus to attack rolls you make with ranged Beginning at 9th level, when a creature targets you with a
weapons. ranged weapon attack, you may use your reaction to fall
prone, imposing disadvantage on ranged attack rolls.
Rifleman Additionally at 13th level, you can stand up from prone using
When you roll a 1 or 2 on a damage die for an attack you only 5ft of movement and when you go prone using this
make with a ranged weapon that you are wielding with two feature you have advantage against dexterity saving throws.
hands, you can reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The ranged weapon must have the Bullseye
two-handed property for you to gain this benefit.
At 17th level, when you make a successful weapon attack
Second Wind with a firearm you can use this feature to make another
attack roll against the target and if you successfully make the
At 1st level, you have a limited well of stamina that you can attack roll you can double the damage dice for the attack. If
draw on to protect yourself from harm. On your turn, you can you use this feature when you score a critical hit the damage
use a bonus action to regain hit points equal to 1d10 + your dice are tripled altogether. You can use this feature once per
Gunslinger level. Once you use this feature, you must finish a long rest.
short or long rest before you can use it again.
Quickdraw
Action Surge By 20th level, Gunslingers know how to strike fast and true.
Starting at 2nd level, you can push yourself beyond your When you roll initiative, you gain a special turn that takes
normal limits for a moment on your turn. You can take one place before other creatures can act. On this turn, you can
additional action on top of your regular action and a possible use your action to take the Attack action. If more than one
bonus action. Once you use this feature, you must finish a creature in an encounter has this feature, they all act first in
short or long rest before you can use it again. Starting at 17th order of initiative, then the regular initiative order begins. If
level, you can use it twice before a rest, but only once on the you would normally be surprised at the start of an encounter,
same turn. you are not surprised but you do not gain this extra turn. In
addition you can draw and holster your weapons freely on
Gunslinger Archetype your turn.
At 3rd level, you choose an archetype that you strive to
emulate in your gunslinging style and techniques. Choose
Holy Gunslinger, Sharpshooter or Crackshot, all detailed at
Gunslinger Archetype
the end of the class description. The archetype you choose While the methodology between the archetypes may seem to
grants you features at 3rd level and again at 7th, 10th, 15th, be very different, with many differences in the guns used and
and 18th level. how to use them, all Gunslingers have one thought in mind:
“how do I inflict the most damage I can with the firearms at
Ability Score Improvement my disposal?”.
When you reach 4th level, and again at 8th, 12th, 16th, and Crackshot
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by Shoots with intent
1. As normal, you can't increase an ability score above 20
using this feature. Deliberate Aim
When you choose this archetype at 3rd level, you learn trick
shots that are fueled by special dice called trick dice.
CHAPTER 2 | CLASSESCHAPTER 2 |
CLASSES
16
Trick Shots. You choose three trick shots, which are detailed Gunslinger’s Grit When another creature damages you
under “Trick Shots” below. Trick Shots are used to with an attack, you can use your reaction and expend one
incorporate additional effects to your shots. You can use only trick die to reduce the damage by the number you roll on your
one Trick Shot per attack. You choose two additional Trick trick die + your Dexterity modifier.
Shots of your choice at 7th, 10th, and 15th level. Whenever Gunslinger's Reflexes On your turn, you can use a bonus
you choose new trick shots, you can replace one trick shot action and expend one trick die in order to take the “Dodge”
you’ve already chosen with a different one. action until the start of your next turn.
Trick Dice. You have four trick dice, which are d8s. A trick Hand Shot When you hit a creature with a firearm weapon
die is expended when you use it. You regain all of your attack, you can expend one trick die to attempt to make the
expended trick dice when you finish a short or long rest. You creature to drop one item that it’s holding (of your choice).
gain another trick die at 7th level and one more at 15th level. You add the trick die to the damage of the attack. The target
Saving Throws. Some of your trick shots require your must make a Strength Saving Throw, on a failed save, the
target to make a Saving Throw to resist the shot's effects. creature drops the item.
The Saving Throw DC is calculated as follows: Intimidating Shot When you hit a creature with a firearm
Trick Shot Save DC = 8 + your proficiency bonus + your weapon attack, you can expend one trick die to attempt to
Dexterity modifier intimidate the target. You add the trick die to the damage of
the attack. The target must make a Wisdom Saving Throw.
Points of Vulnerability On a failed save, the creature is frightened of you until the
At 3rd level, you have learned how to identify gaps in end of your next turn.
defenses and chinks in the armor of enemies that you face. Leg Shot When you hit a creature with a firearm weapon
You can choose a creature that you can see and until you attack, you can expend one trick die to attempt to knock the
finish a long rest, that creature’s AC is unaffected by any target down. You add the trick die to the attack's damage roll.
armor it's wearing (including natural armor) when If the target is a size of Large or smaller, it must make a
determining if attack rolls you make against it hit. This Strength Saving Throw. On a failed save, the target becomes
feature does not affect the creature adding it’s Dexterity prone.
modifier to its AC. Once you use this feature you can not use Long Shot When you make a firearm weapon attack on
it again until you finish a long rest. your turn, you can expend one trick die to make it so you can
shoot up to the maximum range of the weapon without
Correcting Shot disadvantage resulting from the target’s distance from you. If
Starting at 7th level, you’ve learned how to show off your the attack hits, you add the trick die to the attack's damage
shooting skills in battle, allowing you to make confusing roll.
shots some would call impossible. When you make an attack Opportuning Shot When you hit a creature with a firearm
roll and the DM declares that it missed, as a reaction you can weapon attack, you can expend one trick die to attempt to
expend a trick die, choosing a Trick Shot to go with it, and make the creature vulnerable to subsequent attacks. You add
make a new attack roll either against the original target or a the trick die to the damage of the attack. The next attack roll
new target of your choice. The trick die is expended whether against the target by a creature other than you has advantage.
you hit the target with your new attack roll or not. This effect becomes inactive at the start of your next turn.
Provoking Shot When you hit a creature with a firearm
Heightened Deliberate Aim weapon attack, you can expend one trick die to attempt to
At 10th level, your trick dice turn into d10s. at 15th level, they provoke a creature into attacking you. You add the trick die to
turn into d12s. the damage of the attack. The target must make a Wisdom
Saving Throw. On a failed save, the target had disadvantage
Relentless on all attack rolls against creatures other than you. This
Starting at 18th level, your gunslinging ability is unmatched, effect becomes inactive at the start of your next turn.
when you roll initiative and have no trick dice remaining, you Ramming Shot When you hit a creature with a firearm
regain 1 trick die. Also, when you take the Attack action you weapon attack, you can expend one trick die to attempt to
may make another attack in addition to the ones granted by shove a target backwards. You add the trick die to the damage
your class. of the attack roll. If the target is a size of Large or smaller, it
must make a Strength Saving Throw. On a failed save, the
Trick Shots creature is shoved up to 15 feet in a direction away from you.
The Trick Shots are presented below: Returning Shot When a creature misses you with an
Focused Shot When you make a firearm attack roll attack, you can use your reaction and expend one trick die to
against a creature, you can expend one trick die to add it to make a firearm weapon attack against that creature. If your
the attack roll. You can use this Trick Shot before or after the attack hits, you add the trick die to the damage of the attack.
attack roll is made, but before any results of the attack are Ricochet Shot When you hit a creature with a firearm
known. weapon attack, you can expend one trick die to attempt to
Gunslinger’s Cry On your turn, you can use a bonus action damage another creature with the same attack. Target
and expend one trick die to shout your gunslinger’s cry and another creature within 5 feet of the original target and
bostler one of your companions. Target a friendly creature within your weapon’s range. If the original attack roll would
who can see or hear you, that creature gains temporary hit hit the second creature, they take damage equal to the
points equal to your trick die + your Charisma modifier. number you roll on your trick die. The damage is of the same
damage type dealt by the original attack.

CHAPTER 2 | CLASSES
17
Rigged Shot You can expend one trick die and use a bonus You can have up to two bonded weapons, but can summon
action to prepare your next shot. Target one creature within only one at a time with your bonus action. If you attempt to
range of your drawn firearm. You have advantage on your bond with a third weapon, you must break the bond with one
next attack roll against that creature. If the attack hits, add of the other two.
the trick die to the damage of the attack.
Tactical Shot When you hit a creature with a firearm Holy Gunslinger Spellcasting
weapon attack, you can expend one trick die to inform one of – Spell Slots per Spell Level–
your allies of a more tactical position. You add the tick die to Gunslinger Cantrips Spells
the damage of the attack. Target a friendly creature who can Level Known Known 1st 2nd 3rd 4th
see or hear you. That creature can use its reaction to move 3rd 2 3 2 — — —
up to half of its movement speed, the creature doesn’t 4th 2 4 3 — — —
provoke opportunity attacks during this movement. 5th 2 4 3 — — —
Holy Gunslinger 6th 2 4 3 — — —
7th 2 5 4 2 — —
Covenant of death
8th 2 6 4 2 — —
Spellcasting 9th 2 6 4 2 — —
When you reach 3rd level, you augment your natural prowess 10th 3 7 4 3 — —
with the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the 11th 3 8 4 3 — —
Zealot spell list. You learn an additional Zealot cantrip of your 12th 3 8 4 3 — —
choice at 10th level. 13th 3 9 4 3 2 —
Spell Slots. The Holy Gunslinger Spellcasting table shows 14th 3 10 4 3 2 —
how many spell slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you must expend a 15th 3 10 4 3 2 —
slot of the spell's level or higher. You regain all expended spell 16th 3 11 4 3 3 —
slots when you finish a long rest. For example, if you know 17th 3 11 4 3 3 —
the 1st-level spell Cure Wounds and have a 1st level and a 18th 3 11 4 3 3 —
2nd level spell slot available, you can cast cure wounds using
either slot. 19th 3 12 4 3 3 1
Spells Known of 1st-level and higher. You know three 1st 20th 3 13 4 3 3 1
level Zealot spells of your choice. The Spells Known column
of the Holy Gunslinger Spellcasting table shows when you Your Name on It
learn more Zealot spells of 1st level or higher. Whenever you At 7th level, you’ve learned how to spiritually engrave your
gain a level in this class, you can replace one of the Zealot bullets with the proper markings so that they carry holy
spells you know with another spell of your choice from the elements with them. When you shoot a bullet you can choose
Zealot spell list. for it to do 1d6 of extra radiant, fire, or lightning damage.
Spellcasting Ability. Charisma is your spellcasting ability This damage increases at 13th level to 2d6.
for your Holy Gunslinger spells, but unlike Zealots you must
commit the spells that you use to memory. You use your Holy Hymns
Charisma whenever a spell refers to your spellcasting ability. At 10th level, you can call on your god’s assistance by singing
In addition, you use your Charisma modifier when setting the their praises (literally, you can sing, hum, whistle, speak
saving throw DC for any Holy Gunslinger spell you cast and scripture, etc). As a bonus action you can start your Hymn,
when making an attack roll with one. which lasts for 1 minute. It ends early if you are incapacitated
Spell Save DC= 8 + your proficiency bonus + your or can’t continue your Hymn (i.e. the Silence spell). You can
Charisma modifier not conduct your Hymns if you are wearing medium armor,
Spell Attack Modifier = your proficiency bonus + your heavy armor, or a shield. While your Hymn is active you gain
Charisma modifier all of the following benefits that you choose:
Covenant Weapon You gain a bonus to you AC equal to your Charisma
At 3rd level, you learn a ritual that creates a holy bond modifier (minimum +1)
between yourself and one weapon. You perform the ritual Your walking speed increases 10ft
over the course of 1 hour, which can be done during a short You have advantage on Dexterity (Acrobatics) and strength
rest. The weapon must be within your reach throughout the (Athletics) checks
ritual, at the conclusion of which you touch the weapon and When friendly creatures within 30 feet of you must make
forge the bond. Once you have bonded a weapon to yourself, a Saving Throw, the creature gains a bonus to the Saving
you can’t be disarmed of that weapon unless you are Throw equal to your Charisma modifier (with a minimum
incapacitated. If it is on the same plane of existence, you can bonus of +1)
summon that weapon as a bonus action on your turn, causing You regain the use of this feature after a short or long rest.
it to teleport instantly to your hand.

CHAPTER 2 | CLASSES
18
Cleansing Shot
Starting at 15th level, your shots can do more than just maim,
they carry your god’s power and they can heal. As an action
can shoot a creature and heal it for 8d8 and you can end one
negative condition or spell effect on the creature, this does
not affect undead or constructs. You regain use of this feature
after a short or long rest.
Avenging Angel
At 18th level, you can assume the form of an angelic avenger.
Using your action, you undergo a transformation. For 1 hour,
you gain the following benefits:
Wings sprout from your back and grant you a flying speed
of 60 feet.
You emanate an aura of menace in a 30-foot radius. The
first time any enemy creature enters the aura or starts its
turn there during a battle, the creature must succeed on a
Wisdom Saving Throw or become frightened of you for 1
minute or until it takes any damage.
Attack rolls against the frightened creature have
advantage. Once you use this feature, you can't use it
again until you finish a long rest.
DC = 8 + your proficiency bonus + your Charisma modifier
Sharpshooter
Always on target
Improved Critical
Beginning when you choose this archetype at 3rd level, your
firearm weapon attacks score a critical hit on a roll of 19 or
20.
Sleight of Hand
Starting at 7th level, you can ignore the reloading qualities of
all firearms which you are proficient in.
Deadly Focus
Starting at 10th level, when you make a firearm weapon
attack you may choose to reroll that attack, but before the
DM declares whether the attack hit or missed. You may use
this feature a number of times equal to your Wisdom
modifier and you gain all uses of this feature on a long rest.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit
on a roll of 18-20.
Eagle Eye
By 18th level, your ability to pick out targets from a range is
almost inhuman to the point where attacking at long range
doesn't impose disadvantage on your ranged weapon attack
rolls, your ranged weapon attacks ignore half cover and
three-quarters cover.
Additionally, you have advantage on any Wisdom
(Perception) and Intelligence (Investigation) checks relying
on sight.

CHAPTER 2 | CLASSES
19
Magus
The Magus
Proficiency Magi Cantrips
Level Bonus Points Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 ─ Spellcasting, Rigoric 3 2 — — — — — — — —
2nd +2 2 Arcane Research, Font of Magic 3 3 — — — — — — — —
3rd +2 3 Metamagic 3 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 4 4 2 — — — — — — —
5th +3 5 ─ 4 4 3 2 — — — — — —
6th +3 6 Arcane Research feature 4 4 3 3 — — — — — —
7th +3 7 ─ 4 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 9 Metamagic 4 4 2 3 3 1 — — — —
10th +4 10 Arcane Research feature 5 4 2 3 3 2 — — — —
11th +4 11 ─ 5 4 2 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 13 ─ 5 4 3 1 3 2 1 1 — —
14th +5 14 Arcane Research feature 5 4 3 3 3 2 1 1 — —
15th +5 15 ─ 5 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 5 4 3 3 2 2 1 1 1 —
17th +6 17 Metamagic Mastery 5 4 3 3 3 2 1 1 1 1
18th +6 18 Arcane Research feature 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 Font Overwhelming 5 4 3 3 3 3 2 2 1 1

The use of magic is a long standing tradition, though now it’s The Preserver practice focuses on the Divination and
become less common with fewer practitioners than ever. Abjuration schools of magic. Preservers use their magic to
Along with this, magic that isn’t derived from divinity is seen inform and protect their allies. Their Divination magic serves
as unholy and an affront the divine, making many ostracize to reveal useful information about their targets. Their
Magi and their like. Magus is one of the distinct arcane Abjuration magic serves to protect from, block harm from or
practices to survive through the progression of society. Magi otherwise banish the opponents of their allies. A Preserver’s
combine natural talent along with study and a keen mind in goal is support themselves and their allies by any means
order to perform the arcane arts they have dedicated possible.
themselves to. They commit themselves to a particular style The Revoker practice focuses on the Transmutation and
of casting and elevate spells of that style. Long live the Magi. Necromancy schools of magic. Revokers use their magic to
Magi scholars fall into four distinct practices denoted by their transform and manipulate the living and the unliving. Their
title: the Beguiler, the Preserver, the Revoker, and the Transmutation magic serves to transform the physical
Summoner. dimensions of beings. Their Necromancy magic serves to
The Beguiler practice focuses on the Illusion and manipulate the living and the dead and the relationship
Enchantment schools of magic. Beguilers use their magic to between them. Revokers are often the least respected of the
alter the mind and body of their targets. Their Enchantment Magi practices as their manipulation of life forces is often
magic serves to imbue their targets or give themselves power seen as heretical.
over the target. Their Illusion magic serves to alter their
targets’ perception and create false images to trick their
targets. Skilled Beguilers will have their opponents
questioning what reality actually is.

CHAPTER 2 | CLASSES
20
The Summoner practice focuses on the Conjuration and Your Spellbook
Evocation schools of magic. Summoners use their magic to The spells that you add to your spellbook as you gain levels
manipulate energies and create creatures or materials. Their reflect the arcane research you conduct on your own, as well
Conjuration magic serves to summon creatures and lasting as intellectual breakthroughs you have had about the nature
arcane energy and what’s conjured gain benefits based on the of the multiverse. You might find other spells during your
Conjurer’s elemental damage of choice. Their Evocation adventures. You could discover a spell recorded on a scroll in
magic serves to briefly create bursts of arcane energy in an evil Magus's chest, for example, or in a dusty tome in an
order to dispatch foes as needed. Summoners are the most ancient library.
combative of the Magi schools as they are unafraid of the Copying a Spell into the Book. When you find a Magus
risks of combat and they posses the types of magic best spell of 1st level or higher, you can add it to your spellbook if
suited for it. it is of a level for which you have spell slots and if you can
spare the time to decipher and copy it. Copying a spell into
Class Features your spellbook involves reproducing the basic form of the
spell, then deciphering the unique system of notation used by
As a Magus, you gain the following class features. the Magus who wrote it. You must practice the spell until you
understand the sounds or gestures required, then transcribe
Hit Points it into your spellbook using your own notation. For each level
Hit Dice: 1d6 per Magus level of the spell, the process takes 2 hours and costs 50 gp. The
Hit Points at 1st level: 6 + your Constitution modifier cost represents material components you expend as you
Hit Points at higher levels: 1d6 (or 4) + your Constitution experiment with the spell to master it, as well as the fine inks
modifier per Magus level after 1st you need to record it. Once you have spent this time and
money, you can prepare the spell just like your other spells.
Proficiencies Replacing the Book. You can copy a spell from your own
Armor: none spellbook into another book—for example, if you want to
Weapons: daggers, darts, slings, quarterstaffs, shortbows, make a backup copy of your spellbook. This is just like
derringers copying a new spell into your spellbook, but faster and easier,
Tools: none since you understand your own notation and already know
Saving Throws: Intelligence, Wisdom how to cast the spell. You need spend only 1 hour and 10 gp
Skills: choose two from Arcana, History, Insight, for each level of the copied spell. If you lose your spellbook,
Investigation, Mechanics, Medicine, and Religion you can use the same procedure to transcribe the spells that
you have prepared into a new spellbook. Filling out the
Equiptment: remainder of your spellbook requires you to find new spells
You start with the following equipment, in addition to the to do so, as normal. For this reason, many Magi keep backup
equipment granted by your background: spellbooks in a safe place.
a derringer and 20 pistol ammo The Book’s Appearance. Your spellbook is a unique
a dagger compilation of spells, with its own decorative flourishes and
(a) a component pouch or (b) an arcane focus margin notes. It might be a plain, functional leather volume
(a) a scholar’s pack or (b) an explorer’s pack that you received as a gift from your master, a finely bound
a spellbook gilt-edged tome you found in an ancient library, or even a
loose collection of notes scrounged together after you lost
Spellcasting your previous spellbook in a mishap.
As a student of arcane magic, you have started to show your Preparing and Casting Spells
abilities in using the arcane arts through natural talent and The Magus table shows how many spell slots you have to cast
study and your spellbook containing your spells show the first your spells of 1st level and higher. To cast one of these spells,
glimmerings of your true power. See chapter 10 of the PHB you must expend a slot of the spell’s level or higher. You
for the general rules of spellcasting and chapter 11 for the regain all expended spell slots when you finish a long rest.
Magus spell list. (For your list of spells refer to the Wizard list You prepare the list of Magus spells that are available for you
from the PHB and also including the following spells: 1st to cast. To do so, choose a number of Magus spells from your
level: Armor of A., 2nd level: Enthrall, spellbook equal to your Intelligence modifier + your Magus
4th level: Compulsion) level (minimum of one spell). The spells must be of a level for
which you have spell slots. For example, if you're a 3rd-level
Cantrips Magus, you have four 1st-level and two 2nd-level spell slots.
At 1st level, you know three cantrips of your choice from the With an Intelligence of 16, your list of prepared spells can
Magus spell list. You learn additional Magus cantrips of your include six spells of 1st or 2nd level, in any combination,
choice at higher levels, as shown in the Cantrips Known chosen from your spellbook.
column of the Magus table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level
Magus spells of your choice.

CHAPTER 2 | CLASSES
21
If you prepare the 1st-level spell magic missile, you can cast it Arcane Research
using a 1st-level or a 2nd-level slot. Casting the spell doesn’t
remove it from your list of prepared spells. You can change At 2nd level, the way that most Magi develop their natural
your list of prepared spells when you finish a long rest. talent is through research and intense practice that come
Preparing a new list of Magus spells requires time spent through the 4 major houses of magic: The Beguilers, The
studying your spellbook and memorizing the incantations and Preservers, The Revokers, and the Summoners. All four are
gestures you must make to cast the spell: at least 1 minute detailed at the end of the class description. Your choice
per spell level for each spell on your list. grants you features when you choose it at 2nd level and again
at 6th, 10th, 14th, and 18th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your Magus spells, Font of Magic
since you learn your spells through dedicated study and Starting at 2nd level, you tap into a deep wellspring of magic
memorization. You use your Intelligence whenever a spell within yourself. This wellspring is represented by magi
refers to your spellcasting ability. In addition, you use your points, which allow you to create a variety of magical effects.
Intelligence modifier when setting the Saving Throw DC for a
Magus spell you cast and when making an attack roll with Magi Points
one. You have 2 magi points, and you gain more as you reach
Spell Save DC = 8 + your proficiency bonus + your higher levels. as shown in the 'Magi Points' column of the
Intelligence modifier Magus table. You can never have more magi points than
Spell Attack Modifier = your proficiency bonus + your shown on the table for your level. You regain all spent magi
Intelligence modifier points when you finish a long rest.
Ritual Casting Flexible Casting
You can cast a Magus spell as a ritual if that spell has the You can use your magi points to gain additional spell slots, or
ritual tag and you have the spell in your spellbook. You don't sacrifice spell slots to gain additional magi points. You learn
need to have the spell prepared. other ways to use your magi points as you reach higher levels
Spellcasting Focus Creating Spell Slots
You can use an arcane focus (found in chapter 5 of the PHB) You can transform unexpended magi points into one spell
as a spellcasting focus for your Magus spells. slot as a bonus action on your turn. The Creating Spell Slots
table shows the cost of creating a spell slot of a given level.
Learning Spells of 1st level and higher You can create spell slots no higher in level than 5th.
Each time you gain a Magus level, you can add two Magus
spells of your choice to your spellbook. Each of these spells Spell Slot Magi Point
must be of a level for which you have spell slots, as shown on Level Cost
the Magus table. On your adventures, you might find other 1st 2
spells that you can add to your spellbook (see the “Your
Spellbook”). 2nd 3
3rd 5
Rigoric 4th 6
Starting at 1st level, Rigoric is the language of Magi that they 5th 7
use not only to communicate with each other but also helps
them channel arcane energies. Rigoric is largely a runic Converting Spell Slots to Magi Points.
language but takes from multiple languages from around the As a bonus action on your turn, you can expend one spell slot
world from those that have gone extinct to those still around and gain a number of sorcery points equal to the slot's leveI.
today. Rigoric takes from anything that better helps Magi
channel their magic. Rigoric is a secret language of Magi but
the basics of it are often known to those are proficient in Metamagic
knowledge of Arcana as the teachers often overlap. You and At 3rd level, you gain the ability to twist your spells to suit
others who know this language automatically spot hidden your needs. You gain two of the following Metamagic options
messages in Rigoric. Others spot the message's presence depending on your arcane research. You gain another
with a successful DC 15 Wisdom (Perception) check but can't Metamagic option at 9th and 15th level. You can use only one
decipher it without magic. You can also attempt to determine Metamagic option on a spell when you cast it, unless
the nature or gist of messages in Rigoric with a successful otherwise noted.
DC 15 Intelligence (Arcana) check, you may miss out on
certain information in the message or the nuances of the
message (the DM determines this) by trying to understand
the message in this manner.

CHAPTER 2 | CLASSES
22
Careful Spell Font Overwhelming
When you cast a spell that forces other creatures to make a By 20th level, you have found a way to overcharge yourself
Saving Throw, you can protect some of those creatures from with arcane energy for a short time so that you can twists
the spell's full force. To do so, you spend 1 magi point and spells to your whim without expending your magi points.
choose a number of those creatures up to your Intelligence When you use this ability for the next minute you may use
modifier (minimum of one creature). A chosen creature metamagic without expending magi points, you regain use of
automatically succeeds on its saving throw against the spell. this feature after a short or long rest.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, Arcane Research
you can spend 1 magi point to double the range of the spell. Magi have many options when choosing their area of
When you cast a spell that has a range of touch, you can research. Fortunately for them, their choices are narrowed by
spend 1 sorcery point to make the range of the spell 30 feet. the availability of instructors. The four major houses include
the beguilers, the preservers, the revokers, and the
Empowered Spell summoners. Often times, there is at least one specific school
When you roll damage for a spell, you can spend 1 magi point of magic that a Magus inherently favors. The reason Magi
to reroll a number of the damage dice up to your Intelligence houses adopt two styles is in order to broaden their horizons
modifier (minimum of one). You must use the new rolls. You so that their research isn’t too narrow and works with the
can use Empowered Spell even if you have already used a magic that seems most compatible with their preferred
different Metamagic option during the casting of the spell. school of magic.
These areas of specialization also seek to enhance the
Extended Spell magical abilities that they’re most comfortable with in
When you cast a spell that has a duration of 1 minute or interesting ways. It is meant to deepen their bonds with
longer. you can spend 1 magi point to double its duration, to a magic so that they gain magical skills unique to their
maximum duration of 24 hours. research. Combining these styles can create things most
useful for the kind of magic they seek to use. All schools of
Heightened Spell magic can work collaboratively and create unique abilities
When you cast a spell that forces a creature to make a Saving when learned and studied together. However, unique doesn't
Throw to resist its effects, you can spend 3 magi points to always mean useful. That is the reason why the schools are
give one target of the spell disadvantage on its first Saving often learned and taught together the way they are.
Throw made against the spell.
Quickened Spell Beguiler
When you cast a spell that has a casting time of 1 action, you Enchant and deceive
can spend 2 magi points to change the casting time to 1
bonus action for this casting. After Image
At 2nd level, you learn how to use your spells to bewilder your
Subtle Spell enemies and cause them to lose track of your exact location.
When you cast a spell, you can spend 1 magi point to cast it After casting an Illusion or Enchantment spell the next attack
without any somatic ar verbal components. roll against you is done so with disadvantage until the start of
your next turn.
Twinned Spell
When you cast a spell that targets only one creature and Classic Misdirection
doesn't have a range of self, you can spend a number of magi At 6th level, you’ve learned how to make a duplicate of
points equal to the spell's level to target a second creature in yourself to distract enemies and take your place in the fray. As
range with the same spell (1 magi point if the spell is a an action, you create a perfect illusion of yourself which is
cantrip). semi-tangible and has hit points equal to one fourth of your
hit point total, it lasts for up to 5 minutes. The illusion
Ability Score Improvements appears in an unoccupied space that you can see within 30
When you reach 4th level, and again at 8th, 12th, 16th, and feet of you. As a bonus action on your turn, you can move the
19th level, you can increase one ability score of your choice illusion up to 30 feet to a space you can see, but it must
by 2, ar you can increase two ability scores of your choice by remain within 120 feet of you. For the duration, you can cast
1. As normal, you can't increase an ability score above 20 spells as though you were in the illusion's space, but you must
using this feature. use your own senses.
Additionally, when both you and your illusion are within 5
feet of a creature that can see the illusion, you have
Metamagic Mastery advantage on attack rolls against that creature, given how
At level 17, your research on metamagic has peaked. Instead distracting the illusion is to the target. The duplicate
of only being able to use your subclass specific metamagic disappears when its hit points drop to 0, the creature that
option (received at 10th level in your subclass archetype) on caused its health to drop to 0 must make a Wisdom Saving
spells of your subclass's specific spell types, you may instead Throw against your Spell Save DC or be charmed by you for
use them on any Magus spells you know. one minute. You regain use of this feature after a short or
long rest.
CHAPTER 2 | CLASSES
23
Additional Metamagic: Flexible Saving Intervention
Throws By 6th level you can see glimpses into the future. These
At 10th level, you gain the ability to change and shift the type glimpses allow you to concentrate your magical energy to
of Saving Throw used to resist your spells from your give some ability change the future. Whenever you or a
specialized schools of magic to confuse and undermine those creature within 100 feet of you makes an ability check, attack
against you. When you cast an Enchantment or Illusion spell roll, or Saving Throw, you can use your reaction to store that
that requires a creature to make a Saving Throw, you may roll and make them reroll. You can then use another reaction
expend 3 magi points and change the type of Saving Throw to use the stored roll to replace any ability check, attack roll
the spell calls for to another type of Saving Throw of your or Saving Throw. If you do not use the stored roll before you
choice. finish a long rest you lose it. Once you use this feature you
can not use it again until you finish a long rest.
Mind Control
At 14th level, you gain the ability to take over the and control Additional Metamagic: Enhanced
the mind of another creature. You choose a creature within Concentration
60 feet of you that you can see, this creature must make a Starting at 10th level, you gain the ability to use your magic to
Wisdom Saving Throw (DC = your Spell Save DC). If you are enhance your concentration and make it so you can
in combat with the creature, it has advantage on the Saving concentrate multiple spells of your specialized schools of
Throw. If the creature is unconscious, it has disadvantage on magic at once. When you cast a spell on your turn and you
the Saving Throw. If the creature is immune to psychic are already concentrating on a spell you may expend 3 magi
damage, it is unaffected by this feature. On a failed save, you points to cast another spell that is either Abjuration or
are now completely in control of that creatures body for 1 Divination that requires concentration. When making a
hour, you gain the creature's physical stats but maintain your concentration checks on these spells you make each
mental stats. On a successful save, nothing happens. While in concentration check separately.
control of this creature's body, your body lies unconscious
and you can not feel or perceive anything that happens to Improved Intervention
your body. If your body dies while using this feature you lose By 14th level your glimpses into the future have grown strong
control of the creatures mind. After using this feature you enough that you can change events more frequently. You can
must finish a long rest before you regain use of this feature. use your 'Intervention' feature twice before finishing a long
rest.
Tangible Projections
By 18th level, you have learned the secret of weaving tangible Spell Resistance
magic into your illusions to give them a temporary reality. Starting at 18th level, you have advantage on Saving Throws
When you cast an Illusion spell of 1st level or higher, you can against spells and spell effects. Furthermore, you have
choose one inanimate, non-magical object that is part of the resistance against the damage of spells and spell effects.
illusion and make that object real. You can do this on your
turn as a bonus action while the spell is ongoing. The object Revoker
remains real for 1 minute. For example, you can create an Change and manipulate
illusion of door on the wall of a jail cell and make it real long
enough for you to step through. You can attempt to make an
Illusory creature real but it must be of CR 5 or lower. If you Success Revoked
choose illusory reality to create a creature, you may not use At 2nd level, you gain the ability to cause an enemy to fail
again this way until you finish a long rest. when they should have succeeded. When an enemy succeeds
a Saving Throw against a Transmutation or Necromancy
Preserver spell you used, you may instead use your reaction to make
them reroll the Saving Throw (they must use the new roll).
Perceive and protect Once you use this feature you may not use it again until you
finish a long rest.
Arcane Shield
At 2nd level your studies have revealed to you how to to use Phylactery
your arcane energy to protect you and those around you. By 6th level your work has brought you to the creation of a
When you cast Divination or Abjuration spell you may imbue phylactery, an ancient form of magic that you believe will give
one ally with minor protective magic. Choose yourself or one you insight into the vast mysteries of life. You can spend 8
ally within 50 feet of you, they gain an AC bonus equal to half hours creating a phylactery that contains vast magic that you
the level (rounded up) of Divination or Abjuration spell you can only tap the surface of. You gain one of the following
casted until the start of your next turn. You may use this benefits that you can change at the end of every long rest:
feature a number of times equal to your Intelligence modifier
and all uses of this feature are restored when you finish a Darkvision out to a range of 60 feet
long rest. An increase to speed of 10 feet while the creature is
unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, necrotic, or
thunder damage (your choice whenever you choose this
benefit)
CHAPTER 2 | CLASSES
24
Undead creatures you summon also gain health equal to your Additional Metamagic: Energy Change
Magus level and gain damage on their attacks equal to your Starting at 10th level, you have gained the ability to change
proficiency bonus. the damage type that a spell from your specialized school of
magic does. When you cast a spell that is either Conjuration
Additional Metamagic: Chronoshift or Evocation that does damage you may expend 3 magi
At 10th level, you gain the ability to manipulate the time it points to change that spell's damage type to acid, cold, fire,
would normally take to cast one of your spells from your lightning, or thunder damage.
specialized schools of magic. When you cast a Necromancy
or Transmutation spell that has a casting time of 1 hour or Elemental Aura
less you can choose to expend 3 magi points to change its By 14th level, you’ve learned how to make the creatures you
casting time to 1 action. summon, along with yourself, radiate your favored element.
At the end of your turn you and any creatures you summon
Flesh from Earth deal 5 damage of the type you chose at 2nd level with
At 14th level, you gain the ability to transmute humanoid 'Elemental Affinity' to any creature within 5ft of you or any
bodies. As an action, you can transform at least 100 pounds creature you summon. An enemy can not take more than 20
to at most 300 pounds of wood, dirt, stone, iron, copper, or damage per round from this feature.
material into a humanoid body or skeleton, and you can also
do the reverse, You can turn a creature within 5ft of you into Elemental Master
either wood, dirt, stone, iron, copper, or silver and when By 18th level, you have now mastered the element you chose
attempting this on a creature that is still alive that creature at 2nd level as part of your 'Elemental Affinity'. You now
makes a Constitution Saving Throw (DC = your Magi Spell ignore immunities and gain resistance to the damage type
Save DC). On a failed save they take 7d8 of force damage, the you chose with 'Elemental Affinity'.
creature takes half as much on a success. If the target is
dropped to 0 hit points by this feature, they turn into the
material you choose when you used this feature. This feature
has no effect on undead and constructs. You can use this a
number of times equal to your Intelligence modifier and you
regain all uses of this feature when you finish a long rest.
Enhanced Phylactery
By 18th level, you have now studied your phylactery further
and have uncovered more of it’s many mysterious properties.
Your phylactery can give you:
Resistance to necrotic damage (if you choose necrotic
damage as your resistance as your benefit through the
phylactery you instead gain immunity to necrotic
damage.), poison damage
Advantage on Saving Throws against being poisoned, and
immunity to disease.
Also when you cast Animate Dead or Create Undead you
can target one additional corpse or pile of bones, creating
another zombie, skeleton, or ghoul as appropriate.
Summoner
Conjure and destroy
Elemental Affinity
At 2nd level, you pick one damage type from acid, cold, fire,
lightning, or thunder. Spells you cast ignore resistance to the
damage of the chosen type (including attacks by creatures
summoned by spells you cast).
Potent Cantrip
Starting at 6th level, your damaging cantrips become more
effective at damaging foes. When a creature succeeds on a
Saving Throw against a cantrip you casted, the creature takes
half the cantrip's damage (if any) but suffers no additional
effect from the cantrip. Additionally, if the cantrip is casted as
a spell attack you may add your Intelligence modifier to the
damage roll.

CHAPTER 2 | CLASSES
25
Maverick
The Arcana Seeker has a working knowledge of survival as
well as of the arts of magic. This makes them versatile as
The Maverick they have access to a number of arcane spells in addition to
Proficiency
their survival skills. Arcana Seekers place an emphasis on
Level Bonus Features intellect rather than wisdom as their arcane abilities require
them to understand and memorize the complexities of
1st +2 Favored Enemy, Natural Explorer spellcasting. Also within their well of knowledge is the ability
2nd +2 Fighting Style, Maverick’s Fortitude to identify and understand the nuances of the nature of magic
3rd +2 Poultices, Maverick archetype
and magical devices. Some skilled Arcana Seekers even
possess the ability to steal and replicate the spells of enemies
4th +2 Ability Score Improvement used against them.
5th +3 Extra Attack, Vanish The Hunter is a calculated survivalist. They meticulously
plan their strategies in order to best prepare themselves for
6th +3 Additional Fighting style, Experienced combat scenarios they are most likely to encounter. Hunters
Aim of large, individual prey may developed tactic around
7th +3 Maverick Archetype feature maximizing focused damage and avoiding the attacks of
8th +3 Ability Score Improvement, Land’s singular opponents. Hunters of smaller pacts of prey may
Stride invoke strategies that affect multiple targets at once and that
allow them to escape from being surrounded. Regardless of
9th +4 Natural Anti-Venom their prey, Hunters always have a plan.
10th +4 Ability Score Improvement, Hide in The Wrangler has a connection with nature that reaches
Plain Sight beyond that of other Mavericks. They posses a primal
11th +4 Maverick Archetype Feature understanding with animals and beasts, which are bastions
of nature itself. Wranglers forge personal bonds with a variety
12th +4 Ability Score Improvement of beasts. These beasts can serve a multitude of purposes like
13th +5 Experienced Aim Improvement scouts, fighters, or travelling companions. For a Wrangler,
14th +5 Field Medic
their beast companions hold as much (if not more) agency
than their adventuring comrades.
15th +5 Maverick Archetype feature
16th +5 Ability Score Improvement Class Features
17th +6 Master of Survival As a Maverick, you gain the following class features.
18th +6 Feral Senses
19th +6 Ability Score Improvement Hit Points
Hit Dice: 1d12 per Maverick level
20th +6 Foe Slayer Hit Points at 1st level: 12 + your Constitution modifier
Hit Points at higher levels: 1d12 (or 7) + your Constitution
modifier per Maverick level after 1st
Proficiencies
Improvisation is the key to survival in the wild. Luckily, Armor: light armor, medium armor
Mavericks are experienced in their ability to use the Weapons: simple weapons, martial weapons, firearms
resources around them to their advantage. They are masters Tools: none
of the terrains that they travel and are able to use the Saving Throws: Strength, Dexterity
surrounding natural resources to create poultices with Skills: choose three from Animal Handling, Athletics, Insight,
healing properties. Mavericks are also well versed in Investigation, Nature, Perception, Stealth, and Survival
weaponry of all kinds, which makes them adaptable to a
variety of combat scenarios. They have been weathered by Equipment
their time in the wilderness and they are stronger for it. You start with the following equipment, in addition to the
Mavericks are about survival, by any means necessary. equipment granted by your background:
Mavericks operate within three disciplines of survival: the
Arcana Seeker, the Hunter, and the Wrangler. a simple weapon
a duster (a) a martial weapon or (b) a longbow and 20
arrows
(a) a hunting rifle or (b) a bolt-action rifle and 20 rifle
ammo
(a) a dungeoneer's pack or (b) an explorer's pack

CHAPTER 2 | CLASSES
26
Favored Enemy Dual-Weapon Fighting
Beginning at 1st level, you have significant experience When you are wielding a melee weapon in one hand and a
studying, tracking, hunting, and even talking to a certain type ranged weapon in the other, you can add your ability modifier
of enemy. to the damage of the second attack and you gain gain a +2
Choose a type of favored enemy: aberrations, beasts, bonus to damage rolls with the weapon in your main hand.
celestials, constructs, elementals, fiends, giants, Dueling
monstrosities, oozes, plants, or undead. When you are wielding a melee weapon in one hand and no
Alternatively, you can select two races of humanoid (such other weapons, you gain a +2 bonus to damage rolls with that
as Tieflings and Rougaru) as favored enemies. weapon.
You have advantage on Wisdom (Survival) checks to track
your favored enemies, as well as on Intelligence checks to Great Weapon Fighting
recall information about them. When you gain this feature, When you roll a 1 or 2 on a damage die for an attack you
you also learn one language of your choice that is spoken by make with a melee weapon that you are wielding with two
your favored enemies, if they speak one at all. You choose one hands, you can reroll the die and must use the new roll, even
additional favored enemy, as well as an associated language, if the new roll is a 1 or a 2. The weapon must have the two-
at 6th and 14th leveI. As you gain levels, your choices should handed or versatile property for you to gain this benefit.
reflect the types of monsters you have encountered on your
adventures. Marksman
You gain a +2 bonus to attack rolls you make with ranged
Natural Explorer weapons.
At 1st level, you are particularly familiar with one type of
natural environment and are adept at traveling and surviving Rifleman
in such regions. Choose one type of favored terrain: arctic, When you roll a 1 or 2 on a damage die for an attack you
coast, desert, forest, grassland, mountain or swamp. When make with a ranged weapon that you are wielding with two
you make an Intelligence or Wisdom check related to your hands, you can reroll the die and must use the new roll, even
favored terrain, your proficiency bonus is doubled if you are if the new roll is a 1 or a 2. The ranged weapon must have the
using a skill that you're proficient in. While traveling for an two-handed property for you to gain this benefit.
hour or more in your favored terrain, you gain the following
benefits: Two-Weapon Fighting
When you engage in two-weapon melee fighting, you can add
Difficult terrain doesn't slow your group's travel. your ability modifier to the damage of the second attack.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while Maverick’s Fortitude
traveling (such as foraging, navigating, or tracking), you
remain alert to danger. Starting at 2nd level, whenever you roll hit dice during a short
If you are traveling alone, you can move stealthily at a rest you may add your Wisdom modifier in addition to your
normal pace. When you forage, you find twice as much Constitution modifier for the hit points you regain.
food as you normally would.
While tracking other creatures, you also learn their exact Poultices
number, their sizes, and how long ago they passed At 3rd level, you can create special herbal poultices that have
through the area. healing power comparable to some potions. You can spend 1
You choose additional favored terrain types at 6th and 10th hour gathering herbs and preparing herbal poultices, using
level. treated bandages to create a number of such poultices equal
to your Wisdom modifier (minimum 1). You can carry a
Fighting Style number of poultices at one time equal to your Wisdom
modifier (minimum 1). The poultices you create cannot be
At 2nd level, you adopt a particular style of fighting as your applied by anyone but you. After 24 hours, any poultices that
specialty. Choose one of the following options. You can't take you have not used lose their potency. You can spend 1 minute
a Fighting Style option more than once, even if you later get applying one of your poultices to a wounded creature, thereby
to choose again. expending its use. That creature regains 1d6 hit points for
every two Maverick levels you have (rounded up).
Akimbo
When you engage in engage in two weapon fighting, you can Maverick Archetype
add your ability modifier to the damage of the second attack.
At 3rd level, you choose an archetype that you strive to
Defense emulate: Arcana Seeker, Hunter, and Wrangler, all detailed at
While you are wearing armor, you gain a +1 bonus to AC. the end of the class description. Your choice grants you
features at 3rd level and again at 7th, 11th, and 15th level.

CHAPTER 2 | CLASSES
27
Ability Score Improvement Field Medic
When you reach 4th level, and again at 8th, 10th, 12th, 16th, Starting at 14th level, you’ve become extremely skilled at
and 19th level, you can increase one ability score of your applying poultices. The amount of time to apply a poultice is
choice by 2, or you can increase two ability scores of your now one action.
choice by 1. As normal, you can't increase an ability score
above 20 using this feature. Master of Survival
Extra Attack By 17th level, you have refined your survival skills until they
approach perfection. if you aren’t already proficient in
Beginning at 5th level, you can attack twice, instead of once, Survival, you gain proficiency with the Survival skill.
whenever you take the Attack action on your turn. Whenever you make a Wisdom (Survival) check you can treat
a d20 roll of 9 or lower as a 10.
Vanish
Starting at 5th level, you can use the Hide action as a bonus Feral Senses
action on your turn. Also, you can't be tracked by nonmagical At 18th level, you gain preternatural senses that help you fight
means, unless you choose to leave a trail. creatures you can't see. When you attack a creature you can't
see, your inability to see it doesn't impose disadvantage on
Additional Fighting Style your attack rolls against it. You are also aware of the location
At 6th level, you can choose a second option from the of any invisible creature within 30 feet of you, provided that
Fighting Style class feature. the creature isn't hidden from you and you aren't blinded or
deafened.
Experienced Aim Foe Slayer
Beginning at 6th level, your familiarity with your enemies' At 20th level, you become an unparalleled hunter of your
weak spots allows you exploit them and more easily bypass enemies, whenever you make a successful attack against one
their defenses. you gain a +1 bonus to any attack rolls made of your favored foes you can add your Wisdom modifier to
against your favored enemies. This bonus increases to +2 at your damage rolls.
level 13.
Land's Stride Maverick Archetype
Starting at 8th level, moving through difficult terrain costs A Maverick’s life is one that frequently goes off the beaten
you no extra movement. You can also pass through plants path. However, what they do on their trail depends on their
without being slowed by them and without taking damage archetype. Some have long since chosen the archetype they
from them if they have thorns, spines, or a similar hazard. In seek to emulate and the time before they fully commit is
addition, you have advantage on Saving Throws against spent honing themselves and preparing to commit
plants that are magically created or manipulated to impede themselves fully to their chosen archetype. Others journey
movement. and discover something that gives them a direction, rather
than aimlessly wandering through an unknown territory.
Natural Anti-Venom
Starting at 9th level, you have advantage on Saving Throws Arcana Seeker
against poison and have resistance to poison damage. Discoverer of magical secrets
Additionally, you can use one of your poultices to cure one
poison effect on the creature you are applying it to, in Spellcasting
addition to restoring hit points. When you reach 3rd level, you augment your natural prowess
with the ability to cast spells.
Hide in Plain Sight Cantrips. You learn two cantrips of your choice from the
Magus spell list. You learn an additional Magus cantrip of
Starting at 10th level, you can spend 1 minute creating your choice at 10th level.
camouflage for yourself. You must have access to fresh mud, Spell Slots. The Arcana Seeker Spellcasting table shows
dirt, plants, soot, and other naturally occurring materials with how many spell slots you have to cast your spells of 1st level
which to create your camouflage. Once you are camouflaged and higher. To cast one of these spells, you must expend a
in this way, you can try to hide by pressing yourself up against slot of the spell's level or higher. You regain all expended spell
a solid surface, such as a tree or wall, that is at least as tall slots when you finish a long rest. For example, if you know
and wide as you are. You gain a +10 bonus to Dexterity the 1st level spell shield and have a 1st level and a 2nd level
(Stealth) checks as long as you remain there without moving spell slot available, you can cast shield using either slot.
or taking actions. Once you move or take an action or a
reaction, you must camouflage yourself again to gain this
benefit. Also you can attempt to hide even when you are only
lightly obscured by foliage, heavy rain, falling snow, mist, and
other natural phenomena.

CHAPTER 2 | CLASSES
28
Spells Known of 1st-level and higher. You know three 1st Explorer of Arcana
level Magus spells of your choice. The Spells Known column By 7th level, you’re search of arcane treasures and secrets
of the Arcane Seeker Spellcasting table shows when you has lead you to gain an uncanny knack in identifying things of
learn more Magus spells of 1st level or higher. Whenever you an arcane nature as well as finding the spots in which they
gain a level in this class, you can replace one of the Magus hide. If you are not already proficient in the Arcana skill or
spells you know with another spell of your choice from the the Investigation skill you gain proficiency with those skills,
Magus spell list. your proficiency bonus is doubled for any ability checks you
Spellcasting Ability. Intelligence is your spellcasting make with the Arcana and Investigation skills.
ability for your Arcana Seeker spells, since you learn your
spells through study and memorization. You use your Use Magic Device
Intelligence whenever a spell refers to your spellcasting By 11th level, you have learned enough about the workings of
ability. In addition, you use your Intelligence modifier when magic that you can improvise the use of items even when
setting the Saving Throw DC for an Arcana Seeker spell you they are not intended for you. You ignore all class, race, and
cast and when making an attack roll with one. level requirements on the use of magic items.
Arcana Seeker Spellcasting
– Spell Slots per Spell Level– Arcane Emulation
At 15th level, you gain the ability to magically steal the
Maverick Cantrips Spells
Level Known Known 1st 2nd 3rd 4th knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or
3rd 2 3 2 — — — includes you in its area of effect, you can use your reaction to
4th 2 4 3 — — — make an Intelligence (Arcana) check. The DC of the check is
5th 2 4 3 — — — equal to the (Spells Saving Throw DC + the Spell Level) or
6th 2 4 3 — — —
(the Spell Attack roll + the Spell Level), depending on the type
of spell casted. If you succeed the ability check, you can use
7th 2 5 4 2 — — this spell once without having to expend a spell slot (it doesn't
8th 2 6 4 2 — — need to be a Magus spell). The spell is cast at the same level it
9th 2 6 4 2 — — was originally casted at. You can use this feature a number of
10th 3 7 4 3 — —
times equal to your Intelligence Modifier and you regain all
uses of this feature when you finish a long rest.
11th 3 8 4 3 — —
12th 3 8 4 3 — — Hunter
13th 3 9 4 3 2 — The ultimate predator
14th 3 10 4 3 2 —
15th 3 10 4 3 2 — A Hunter’s Mark
16th 3 11 4 3 3 —
Starting at 3rd level, you can pick out a creature's weak points
and you begin to pick up at where you can hit a creature to
17th 3 11 4 3 3 — deal extra damage. You can cast the Hunter’s Mark spell a
18th 3 11 4 3 3 — number of times equal to your Wisdom modifier. You don’t
19th 3 12 4 3 3 1 have to fulfill any of the components to cast these spells. You
20th 3 13 4 3 3 1
regain all uses of this feature when you finish a long rest.
Hunter's Prey
Spell Save DC = 8 + your proficiency bonus + At 3rd level, you gain one of the following features of your
your Intelligence modifier choice.
Colossus Slayer: Your tenacity can wear down the most
Spell Attack Modifier = your proficiency bonus + potent foes. When you hit a creature with a weapon attack,
your Intelligence modifier the creature takes an extra 1d8 damage if it's below its hit
point maximum. You can deal this extra damage only once
per turn.
Arcane Sniper Giant Killer: When a Large or larger creature within 5 feet
Starting at 3rd level, when you hit a creature with a ranged of you hits or misses you with an attack, you can use your
weapon attack, you can expend one Arcana Seeker spell slot reaction to attack that creature immediately after its attack,
to deal force damage to the target, in addition to the weapon's provided that you can see the creature.
damage. The extra damage is 2d6 for a 1st-level spell slot, Horde Breaker: Once on each of your turns when you
plus 1d6 for each spell level higher than 1st. make a weapon attack, you can make another attack with the
same weapon against a different creature that is within 5 feet
of the original target and within range of your weapon.

CHAPTER 2 | CLASSES
29
Defensive Tactics Wrangler
At 7th level, you gain one of the following features of your Bondsman of beasts
choice.
Escape the Horde: Opportunity attacks against you are
made with disadvantage. Maverick's Companions
Multiattack Defense: When a creature hits you with an At 3rd level, you gain the ability to fully tame beast
attack, you gain a +4 bonus to AC against all subsequent companions that will train and listen to your commands fully.
attacks made by that creature for the rest of the turn. To tame a companion it must be a beast. You must make a
Steel Will: You have advantage on saving throws against Wisdom (Animal Handling) check. If you do not have
being frightened. proficiency with the Animal Handling ability, you gain
proficiency with it. The DC for the ability check is equal to
Primal Torrent the beasts Constitution score + their CR (rounded up). If you
At 11th level, you gain one of the following features of your succeed your ability check, you must spend at least 24 hours
choice. within the next 7 days with the beast before it becomes your
Volley: You can use your action to make a ranged attack companion. You can tame multiple companion beasts at one
against any number of creatures within 10 feet of a point you time. However, the total CR of beasts you can tame at once
can see within your weapon's range. You must have must be less than or equal to one fourth of your Maverick
ammunition for each target, as normal, and you make a level. Your companions obey your commands as best as they
separate attack roll for each target. If you are using a firearm can. They takes their turns on your initiative, though they
you can not use any of your attacks that you have using this don’t take an actions unless you command them to. On your
feature to reload your weapon. turn, you can verbally command all of your beasts where to
Whirlwind Attack: You can use your action to make a move (no action required by you). You can use your action to
melee attack against any number of creatures within 5 feet of verbally command them to take the Attack, Dash, Disengage,
you, with a separate attack roll for each target. Dodge, or Help action. While traveling through your favored
terrain with only your companions, you can move stealthily at
Superior Hunter's Defense a normal pace.
At 15th level, you gain one of the following features of your
choice. Primeval Assault
Evasion: You can nimbly dodge out of the way of certain Beginning at 7th level, your Companions can add your
area effects. When you are subjected to an effect that allows Proficiency bonus to their attack rolls. Additionally, your
you to make a Dexterity saving throw to take only half Companions’ attacks count as magical for the purpose of
damage, you instead take no damage if you succeed on the overcoming resistances and immunities.
saving throw, and only half damage if you fail.
Stand Against the Tide: When a hostile creature misses Superior Taming
you with a melee attack, you can use your reaction to force Starting at 11th level, you have perfected the regiment you
that creature to repeat the same attack against another use to train your Companions and they have grown stronger
creature (other than itself) of your choice. as a result. You can add your Wisdom modifier to your
Uncanny Dodge: When an attacker that you can see hits Companions’ AC and Damage Rolls.
you with an attack, you can use your reaction to halve the
attack's damage against you. Absolute Coordination
By 15th level you and your Companions have become so in-
tune with each other that your coordination in battle has
become much more effective. Instead of using your action to
command your Companions, you can use your bonus action.

CHAPTER 2 | CLASSES
30
Outlaw
The Bandito dedicates themself to being as dexterous as
possible, in all aspects. For them, it is as if time worked a
The Outlaw little slower. Banditos make quick work of intricate tasks that
Proficiency Sneak
would take much longer for ordinary people, like picking
Level Bonus Attack Features locks, scaling buildings, or shuffling cards. A Bandito’s hands
are as swift as they are deliberate. Banditos also possess the
1st +2 1d6 Expertise, Sneak Attack, ability to separate themselves from their work, they could
Thieves Cant take a bounty on their mother and chalk it up to being “just
2nd +2 1d6 Cunning Action business”.
3rd +2 2d6 Outlaw Archetype The Cutthroat is a professional and a provider of services.
They treat bounties and the like as jobs, and they have the
4th +2 2d6 Ability Score Improvement right tools for it. Cutthroats are not only precise about killing,
5th +3 3d6 Uncanny Dodge but also every step that leads up to it. From infiltration, to
disguise, to getting the jump on their target Cutthroats do it
6th +3 3d6 Expertise all (and without suspicion if they’re skilled enough). Because
7th +3 4d6 Evasion bounty hunting is their profession, Cutthroats conduct their
8th +3 4d6 Ability Score Improvement business as so. They will not “kill some bloke who stole my
money!” but they will happily eliminate a party guilty of petty
9th +4 5d6 Outlaw Archetype feature theft, for the right price of course.
10th +4 5d6 Ability Score Improvement The Desperado strikes a balance between risk and reward.
For them, good fortune when they need it is very well worth
11th +4 6d6 Reliable Talent the potential bunders afterward. Desperados are able to
12th +4 6d6 Ability Score Improvement succeed in even the most unlikely of circumstances, using
13th +5 7d6 Outlaw Archetype Feature their wit to decipher the best moment to push their luck.
They’re also well versed in the dimensions of firearms and
14th +5 7d6 Blindsense through their understanding are able to load and smuggle
15th +5 8d6 Slippery Mind them with ease. Desperados favor the pistol, and are able to
use them to exploit their opponents in a similar fashion to
16th +5 8d6 Ability Score Improvement their Outlaw siblings.
17th +6 9d6 Outlaw Archetype Feature The Knifeslinger is the most specialized of the Outlaw
18th +6 9d6 Elusive focuses. They do one thing and they do it very well, sling
knives. Be it at a range or up close, Knifeslingers are at their
19th +6 10d6 Ability Score Improvement most natural with daggers in their hands. They are equally
20th +6 10d6 Stroke of Luck confident in throwing their daggers as they are in slashing
with them. The motions and techniques of close-quarters,
personal combat are second-nature to the Knifeslinger. Their
familiarity with dynamics of combat allows them to react
faster and grants them the ability to instill panic into their
Information is valuable, especially in combat. Outlaws enemies.
specialize in collecting as much information about their
opponents as they can while revealing as little information Class Features
about themselves as possible. They analyze their targets,
looking for weaknesses that they could exploit. Outlaws find as a Outlaw, you gain the following class features.
the metaphorical (sometimes literal) cracks in the armor of
the problems they face and dig their knives deep into them. Hit Points
They also deceive and vanish from their opponents, keeping Hit Dice: 1d8 per Outlaw level
their true intentions hidden. Outlaws thrive in the dichotomy Hit Points at 1st level: 8 + your Constitution modifier
of being unknown to their foes while simultaneously knowing Hit Points at higher levels: 1d8 (or 5) + your Constitution
everything about them. A Outlaw’s area of expertise falls into modifier per Outlaw level after 1st
three categories: the Bandito, the Cutthroat, the Desperado,
and the Knifeslinger. proficiencies
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords,
rapiers, shortswords, firearms
Tools: thieves’ tools
Saving throws: Dexterity, Intelligence
Skills: choose four from Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Mechanics, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth

CHAPTER 2 | CLASSESN
31
Equipment Ability Score Improvement
You start with the following equipment, in addition to the When you reach 4th level, and again at 8th, 10th, 12th, 16th,
equipment granted by your background: and 19th level, you can increase one ability score of your
a duster, revolver, and 20 pistol ammo choice by 2, or you can increase two ability scores o f your
two daggers choice by 1. As normal, you can’t increase an ability score
(a) derringer and 20 pistol ammo or (b) two additional above 20 using this feature.
daggers
(a) a burgular’s pack or (b) an explorer's pack Uncanny Dodge
Expertise Starting at 5th level, when an attacker that you can see hits
you with an attack, you can use your reaction to halve the
At 1st level, choose two of your skill proficiencies, or one of attack’s damage against you.
your skill proficiencies and your proficiency with thieves’
tools. Your proficiency bonus is doubled for any ability check Evasion
you make that uses either of the chosen proficiencies. At 6th
level, you can choose two more of your proficiencies (in skills Beginning at 7th level, you can nimbly dodge out of the way of
or with thieves’ tools) to gain this benefit. certain area effects, such as an explosion or cannonfire.
When you are subjected to an effect that allows you to make a
Sneak Attack Dexterity saving throw to take only half damage, you instead
take no damage if you succeed on the Saving Throw, and only
Beginning at 1st level, you know how to strike subtly and half damage if you fail.
exploit a foe’s distraction. Once per turn, you can deal an
extra 1d6 damage to one creature you hit with an attack if Reliable Talent
you have advantage on the attack roll. The attack must use a
finesse or a ranged weapon. You don’t need advantage on the By 11th level, you have refined your chosen skills until they
attack roll if another enemy of the target is within 5 feet of it, approach perfection. Whenever you make an ability check
that enemy isn’t incapacitated, and you don’t have that lets you add your proficiency bonus, you can treat a d20
disadvantage on the attack roll. The amount of the extra roll of 9 or lower as a 10.
damage increases as you gain levels in this class, as shown in
the Sneak Attack column of the Outlaw table. Blindsense
Starting at 14th level, if you are able to hear, you are aware of
Thieves’ Cant the location of any hidden or invisible creature within 10 feet
Beginning at 1st level, during your criminal training you of you.
learned thieves’ cant, a secret mix of dialect, jargon, and code
that allows you to hide messages in seemingly normal Slippery Mind
conversation. Only another creature that knows thieves’ cant By 15th level, you have acquired greater mental strength. You
understands such messages. It takes four times longer to gain proficiency in Wisdom saving throws.
convey such a message than it does to speak the same idea
plainly. In addition, you understand a set of secret signs and Elusive
symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves’ Beginning at 18th level, you are so evasive that attackers
guild, whether loot is nearby, or whether the people in an area rarely gain the upper hand against you. No attack roll has
are easy marks or will provide a safe house for thieves on the advantage against you while you aren’t incapacitated.
run.
Stroke of Luck
Cunning Action At 20th level, you have an uncanny knack for succeeding
Starting at 2nd level, your quick thinking and agility allow you when you need to. If your attack misses a target within range,
to move and act quickly. You can use a bonus action on each you can turn the miss into a hit. Alternatively, if you fail an
of your turns in combat to take the Dash, Disengage, or Hide ability check, you can treat the d20 roll as a 20. Once you use
action. this feature, you can’t use it again until you finish a short or
long rest.
Outlaw Archetype
At 3rd level, you choose an archetype that you emulate in the Outlaw Archetype
exercise of your Outlaw abilities: Bandito, Cutthroat, Outlaws usually have many features in common, including
Desperado, or Knifeslinger, all detailed at the end of the class their emphasis on perfecting their skills, their precise and
description. Your archetype choice grants you features at 3rd deadly approach to combat, and their increasingly quick
level and then again at 9th, 13th, and 17th level. reflexes. But different outlaws steer those talents in varying
directions, embodied by the Outlaw archetypes. Their choice
of archetype is a reflection of their focus. Not necessarily an
indication of your chosen profession, but a description of
your preferred techniques.
CHAPTER 2 | CLASSES
32
Bandito Innovating Intelligence
The elusive thief Starting at 9th level, you can use Aces to do more than exploit
the combative vulnerabilities of your targets. When using a
disguise kit for the purposes of deceiving or emulating your
Fast Hands target, you can spend an Ace to gain advantage on your ability
Starting at 3rd level, you can use the bonus action granted by check made in relation to the disguise kit. When using a
your Cunning Action to make a Dexterity (Sleight of Hand) forgery kit for the purposes of deceiving or emulating your
check, use your thieves’ tools to disarm a trap or open a lock, target, you can spend an Ace to gain advantage on your ability
or take the Use an Object action. check made in relation to the forgery kit. When using a
poisoner’s kit for the purposes of poisoning your target, you
Second-Story Work can spend an Ace to gain advantage on your ability check
When you choose this archetype at 3rd level, you gain the made in relation to the poisoner’s kit.
ability to climb faster than normal; climbing no longer costs
you extra movement. In addition, when you make a running Improved Aces
jump, the distance you cover increases by a number of feet At 13th level, your ability to gather, document, and
equal to your Dexterity modifier. comprehend the critical information that your target reveals
has vastly improved. You can now collect a maximum of five
Supreme Sneak Aces on one target and you can now have up to three targets
Starting at 9th level, you have advantage on a Dexterity at a time. Additionally, you now collect two Aces on your
(Stealth) check if you move no more than half your speed on target per hour. You must still spend an entire hour studying
the same turn. your target to collect Aces for that hour. For example, if you
had four Aces on a target, you would still need to spend an
Ruthless entire hour studying your target to reach your maximum of
By 13th level, you feel no compassion for your enemies, or if five Aces.
you do you don’t show it. If you don’t already have it you gain
proficiency in the Intimidation skill and you are immune to Perfectly Executed
being charmed. Along with this you’ve learned to spare no At 17th level, your tendency for careful planning and rigorous
one, not even the defenseless. When you make attack an research has granted you the ability to land that one perfect
incapacitated target double the sneak attack dice you use for strike. When you successfully hit a target of whom you have
your damage roll. collected Aces in a way which grants you Sneak Attack, you
may spend a number of Aces (collected from that target) to
Thief's Reflexes add additional Sneak Attack dice equal to the amount of Aces
When you reach 17th level, you have become adept at laying spent (these dice are not doubled for critical hits).
ambushes and quickly escaping danger. You can take two
turns during the first round of any combat. You take your first Desperado
turn at your normal initiative and your second turn at your
initiative minus 10. You can’t use this feature when you are The swift risk-taker
surprised.
Gun Smuggler
Cutthroat By 3rd level, you’ve learned how to conceal your weapons
The professional killer well enough that those that would want to take your
weaponry (or even want to know whether your carrying a
Professional Practices
weapon) have a hard time finding where you’ve hidden them.
When you choose this archetype at 3rd level, you gain You have advantage on any Dexterity (Sleight of Hand)
proficiency with two of the following tool sets: disguise kit, checks made to conceal firearms.
forgery kit, or poisoner’s kit. Speed Loader
At 3rd level, you’ve learned how to reload quickly so as not
Collecting Aces hinder yourself in a gunfight. You can use your bonus action
Starting at 3rd level, your experience with bounties and deals to reload a firearm.
has netted you with the ability to collect critical information
about your targets. Spending one hour studying a target Pistolero
grants you one 'Ace'. An Ace is a potential vulnerability of your By 9th level, you’ve learned how to take advantage of your
target which you’ve taken note of. You can collect a maximum ability with a pistol in order to give yourself an edge, even in
of three Aces on a single target and you can have up to two less than favorable circumstances. As long as you are using a
targets at a time. Any Aces you collect from a third target firearm that uses the pistol ammo type, you don't need
causes you to lose all Aces on your first target. When making advantage on your attack roll to use your Sneak Attack even if
an attack roll against a target which you have collected Aces no ally is within 5 feet of the creature you are attacking, and
for, you can spend an Ace to grant yourself advantage on the even if you have disadvantage on the attack roll. All the other
attack roll (the Ace you spend must have be collected from rules for the Sneak Attack class feature still apply to you.
the target of your attack). You gain additional uses for Aces at
9th, 13th, and 17th level.

CHAPTER 2 | CLASSES
33
Risky Gambit
By 13th level, you’ve learned how make risky decisions that
could pay off in spades, with the knowledge it may beset you
soon enough. When you make an ability check, attack roll, or
saving throw you can choose to make it with advantage. If you
use this feature, the next ability check, attack roll, saving
throw you make must be made with disadvantage. You may
use this feature a number of times equal to your Charisma
modifier and you regain all uses of this feature after you
finish a long rest.
Dark Horse
Starting at 18th level you’ve learned to pull yourself up when
the odds are stacked against your favor in order to come out
on top even in unlikely circumstances. When you make an
ability check, attack roll, or saving throw with disadvantage
you may add your Charisma modifier to the roll.
Knifeslinger
The sly blademaster
Knife Juggler
Starting at 3rd level, you can use your bonus action to make a
ranged dagger attack.
Tactical Instincts
Starting at 3rd level, your unmistakable confidence propels
you into battle. You can add your Intelligence modifier to your
initiative rolls. In addition, you don't need advantage on your
attack roll to use your Sneak Attack if no hostile creature
other than your target is within 5 feet of you. All the other
rules for the Sneak Attack class feature still apply to you.
Strike of Panic
Beginning at 9th level, when you make an attack with a
dagger you can force the target to make a Wisdom saving
throw (DC 8 + your Dexterity modifier + your proficiency
bonus). On a failed save, the target has disadvantage on its
next attack roll. You can use this feature a number of times
equal to your Intelligence modifier (min. 1). You regain all
uses of this feature after a long rest.
Flurry of Blades
By 13th level, when you're wielding your blades, your hands
move in a flurry of motion. You can use your action to make
either melee or ranged dagger attacks against all enemies
within 15ft of you. You must have a separate dagger for each
ranged attack, and you make a separate attack roll for each
target.
Right Between the Eyes
By the time you’ve reached 17th level, your deadliness and
accuracy with a dagger has reached its peak. When you
successfully make a dagger attack using the Knife Juggler
feature the enemy must make a Dexterity saving throw (DC 8
+ your Dexterity modifier + your proficiency bonus). Roll a
number of dice equal to half of your sneak attack dice pool
(rounded down). On a failed saving throw the target takes
sneak attack damage equal to the amount rolled, on a
successful saving throw the target takes half that damage.

CHAPTER 2 | CLASSES
34
Sage
The Sage
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Sagely Inspiration, Spellcasting 2 4 2 — — — — — — — —
2nd +2 Sage School, Renewal of Magic 2 5 3 — — — — — — — —
3rd +2 Expertise 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —
5th +3 Constant Musings, Sagely Inspiration (d8) 3 8 4 3 2 — — — — — —
6th +3 Magical Insight, Sage School feature 3 9 4 3 3 — — — — — —
7th +3 Serene Mind 3 10 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —
9th +4 ─ 3 12 4 3 3 3 1 — — — —
10th +4 Magical Secrets, Sage School feature, 4 13 4 3 3 3 2 — — — —
Sagely Inspiration (d10)
11th +4 ─ 4 13 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 14 4 3 3 3 2 1 — — —
13th +5 Lingual Essence 4 15 4 3 3 3 2 1 1 — —
14th +5 Magical Secrets, Sage School feature 4 16 4 3 3 3 2 1 1 — —
15th +5 Sagely Inspiration (d12) 4 16 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 17 4 3 3 3 2 1 1 1 —
17th +6 Inscrutable Soul 4 18 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 18 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 20 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 20 4 3 3 3 3 2 2 1 1

Few have the vigor to ask the hard questions in life. For the Sages that fall within the School of Combat treat battle as
majority, the most simple answer to the questions that they a field of study rather than a brackish melee. They are able to
face are often satisfactory enough. Sages dig deeper, they weave their insights and inspirations in the midst of combat.
wish to know the bigger picture. They are ever skeptic and Scholars of Combat are also trained in armor and weaponry
are always in search of a better, truer answer. Sages focus on and are eager to join their companions into the fray. They are
their own personal school of thought and find ways in which able to use their combative inspiration to focus their allies
they can alter it with their own ideas. They also share their and allow them to go beyond their normal limits. No fighter
ideas with their comrades, arousing their mind and allowing has ever leaped into battle with a Scholar of Combat at their
them to hone their focus. Sages combine their understanding side and been worse for it.
of reality and magic in order to cast and elevate spells based Sages that fall within the School of Duality believe that the
on their philosophical insight. Sages fall within four distinct synchronization of mind and body is essential. To be of both
schools of philosophy: the School of Arts, the School of sound mind and sound body takes years of study and
Combat, the School of Duality, and the School of Thought. meditation. Scholars of Duality find themselves able to
Sages that fall within the School of Arts place value in the enhance their arcane arts through the alignment of their body
importance of expression. While most Scholars of Art choose and mind. Their binary ideologies also influence the spell that
to express through music, it is not the only form of they cast, often included aspects of duality. Parts of reality
expression. Expression can come through all forms of art, which have duality, such as night and day or life and death,
such as visual arts like paintings or dancing, auditory arts like are seen as near-divine through the eyes of the Scholar of
music or poem, or sensory arts like cooking or candles. Duality.
Regardless of the medium, a Scholar of Art’s expressions
bolster their allies and hinder their foes.

CHAPTER 2 | CLASSES
35
Sages that fall within the School of Thought are the truest of Spell Slots
intellectuals. They emphasizes the necessity of being wise as The Sage table shows how many spell slots you have to cast
well as being knowledgeable. Scholars of Thought are your spells of 1st level and higher. To cast one of these spells.
consistently in the process of acquiring new information, you must expend a slot of the spell's level at higher. You
seeing life as a constant cycle of learning. They develop regain all expended spell slots when you finish a long rest.
critical thinking and logic skills which allow them to pursue For example. if you know the 1st-level spell cure wounds and
knowledge through both wisdom and intelligence. Scholars have a 1st-level and a 2nd-level spell slot available, you ean
of Thought are also able to allow both their wisdom and cast cure wounds using either slot.
intelligence to influence their spellcasting.
Spells Known of 1st level and higher
Class Features You know four 1st-level spells of your choice from the Sage
spell list. The Spells Known column of the Sage table shows
As a Sage, you gain the following class features. when you learn more Sage spells of your choice. Each of
these spells must be of a level for which you have spell slots,
Hit Points as shown on the table. For instance, when you reach 3rd level
Hit Dice: 1d8 per Sage level in this class, you can learn one new spell of 1st or 2nd level.
Hit Points at 1st level: 8 + your Constitution modifier Additionally, when you gain a level in this class, you can
Hit Points at higher level: 1d8 (or 5) + your Constitution choose one of the Sage spells you know and replace it with
modifier per Sage level after 1st another spell from the Sage spell list, which also must be of a
level for which you have spell slots.
Proficiencies
Armor: light armor Spellcasting Ability
Weapons: all simple weapons, derringers Wisdom is your spellcasting ability for your Sage spells. Your
Tools: none magic comes from your perception and of the universe and
Saving Throws: Wisdom, Intelligence the ways you’ve learned how to coax out this magic through
Skills: choose two from Arcana, Animal Handling, History, your perception and knowledge of this magic. You use your
Insight, Investigation, Medicine, Mechanics, Nature, Wisdom whenever a spell refers to your spellcasting ability.
Persuasion, and Religion In addition, you use your Wisdom modifier when setting the
saving throw DC for a Sage spell you cast and when making
Equipment an attack roll with one.
You start with the following equipment, in addition to the Spell Save DC = 8 + your proficiency bonus + your Wisdom
equipment granted by your background: modifier
a quarterstaff or (b) any simple weapon Spell Attack Modifier = your proficiency bonus + your
a derringer and 20 pistol ammo Wisdom modifier
(a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) an explorer’s pack Ritual Casting
You can cast any sage spell you know as a ritual if that spell
Spellcasting has the ritual tag.
You have learned to untangle and reshape the fabric of reality Spellcasting Focus
by understanding the flow and ebb of the magic and the You can use an arcane focus as a spellcasting focus for your
universe as a whole. Your spells are part of your vast sage spells.
repertoire, magic that you can utilize for different situations.
See chapter 10 of the PHB for the general rules of Sagely Inspiration
spellcasting and chapter 11 for the Bard spell list. (For your
list of spells refer to the Bard list from the PHB also Starting at 1st level, you can inspire others through stirring
including the following spells: Cantrip: Guidance and words, advice, or knowledge. To do so, you use a bonus action
Produce Flame, 2nd level: Aid, Darkvision, 4th level: Death on your turn to choose one creature other than yourself
Ward, 6th level: Forbiddance, 8th level: Antipathy/Sympathy, within 60 feet of you who can hear you. That creature gains
9th level: Astral Projection) one Sagely Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the
Cantrips die and add the number rolled to one ability check, attack roll,
You know two cantrips of your choice from the Sage Spell or Saving Throw it makes. The creature can wait until after it
list. You learn additional Sage cantrips of your choice at rolls the d20 before deciding to use the Sagely Inspiration
higher levels, as shown in the Cantrips Known column of the die, but must decide before the DM says whether the roll
Sage table. succeeds or fails. Once the Sagely Inspiration die is rolled, it
is lost. A creature can have only one Sagely Inspiration die at
a time. You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). You regain any
expended uses when you finish a long rest. Your Sagely
Inspiration die changes when you reach certain levels in this
class. The die becomes a d8 at 5th level, a d10 at 10th level,
and a d12 at 15th level.
CHAPTER 2 | CLASSES
36
Sage Schools Lingual Essence
At 2nd level, you delve into the advanced techniques of a sage Starting at 13th level, you learn to perceive the souls and
school of your choice: School of Arts, School of Combat, minds of others so that you understand all spoken languages.
School of Duality, and School of Thought all detailed at the Moreover, any creature that can understand a language can
end of the class description. Your choice grants you features understand what you say.
at 2nd level and again at 6th, again at 10th, and 14th level.
Inscrutable Soul
Renewal of Magic Starting at 17th level, your thoughts can not be read by
By 2nd level, you have learned to regain some of your magical telepathy or other means, unless you allow it. You can present
energy by through use of rest meditation and pondering. false thoughts by making a Charisma (Deception) check
Once per day when you finish a short rest, you can choose contested by the mind reader's Wisdom (Insight) check.
expended spell slots to recover. The spell slots can have a Additionally, no matter what you say, magic that would
combined level that is equal to or less than half your Sage determine if you are telling the truth indicates you are being
level (rounded up), and none of the slots can be 6th level or truthful if you so choose, and you can not be compelled to tell
higher. For example, if you're a 4th-level Sage, you can the truth by magic.
recover up to two levels worth of spell slots. You can recover
either a 2nd-level spell slot or two 1st-level spell slots. Superior Inspiration
Expertise At 20th level, when you roll initiative and have no uses of
Sagely Inspiration left, you regain one use.
At 3rd level, choose two of your skill proficiencies. Your
proficiency bonus is doubled for any ability check you make
that uses either of the chosen proficiencies. At 10th level, you Sage Schools
can choose another two skill proficiencies to gain this benefit. A Sage values knowledge by both learning from those around
them as well as evaluating themselves and the internal truths
Ability Score Improvement that they know. Sages are certain reflecting on reality and
When you reach 4th level, and again at 8th, 12th, 16th, and what they know is how they improve themselves. In order to
19th level, you can increase one ability score of your choice further their studies, Sages split in different colleges, all
by 2, or you can increase two ability scores of your choice by dedicating themselves to different aspects of society. Through
1. As normal, you can't increase an ability score above 20 questioning their own preconceived notions and help from
using this feature. their teachers and peers, they further themselves down their
chosen Sage school and develop the areas they seek to truly
understand. Through their chosen path they seek
Constant Musings enlightenment. Each path brings a different answer, because
Beginning when you reach 5th level, you regain all of your all good Sages know a good question has multiple answers.
expended uses of Sagely Inspiration when you finish a short
or long rest. School of Arts
Student of the fine arts
Magical Insight
Starting at 6th level, your perception of magic allows you to Bonus Proficiencies
see through magical deception much more easily. Any When you join the school of arts at 2nd level, you gain
Wisdom Saving Throws or ability checks to see through proficiency with three artistic instruments of your choice and
illusion spells are done with advantage. the Performance skill. You may also use instruments you are
proficient in as a spell focus.
Serene Mind
Starting at 7th level, you can use your action to end one effect Countercharm
on yourself that is causing you to be charmed or frightened. At 2nd level, you gain the ability to use musical notes or
words of power to disrupt mind-influencing effects. As an
action, you can start a performance that lasts until the end of
Magical Secrets your next turn. During that time, you and any friendly
By 10th level, you have plundered magical knowledge from a creatures within 30 feet of you have advantage on Saving
wide spectrum of disciplines. Choose two spells from any Throws against being frightened or charmed. A creature must
class, including this one. A spell you choose must be of a level be able to hear or see you to gain this benefit. The
you can cast, as shown on the Sage table, or a cantrip. The performance ends early if you are incapacitated or silenced
chosen spells count as Sage spells for you and are included in or if you voluntarily end it (no action required).
the number in the Spells Known column of the Sage table.
You learn two additional spells from any class at 14th level
and again at 18th level.

CHAPTER 2 | CLASSES
37
Cutting Words Combat Inspiration
At 6th level, you learn how to use your wit to distract, confuse, AIso at 2nd level, you learn to inspire others in battle. A
and otherwise sap the confidence and competence of others. creature that has a Sagely Inspiration die from you can roll
When a creature that you can see within 60ft of you makes an that die and add the number rolled to a weapon damage roll
attack roll, an ability check, a damage roll, or a Saving Throw when they successfully make a weapon attack. Alternatively,
you can use your reaction to expend one of your uses of when an attack roll is made against the creature, it can use
Sagely Inspiration, roll a Sagely Inspiration die and subtract its reaction to roll the Sagely Inspiration die and add the
the number rolled from the creature's roll. You can choose to number rolled to its AC against that attack, this feature can
use this feature after the creature makes its roll, but before be used after the attack is declared but before knowing
the DM determines whether the attack roll, ability check, or whether it hits or misses.
Saving Throw succeeds or fails, or before the creature deals
its damage. The creature is immune if it can't hear you or if Extra Attack
it's immune to being charmed. Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Nature’s Melody
By 10th level, you’ve learned how to draw on the essence of Instant Inspiration
nature and the meaning of the world. As an action you can Starting at 10th level, when a creature receives Sagely
express this essence and when you do you can choose from Inspiration it can use its reaction to immediately make one
cold, fire, lightning, necrotic, radiant, or thunder and you and weapon attack against an enemy.
a number of allies equal to your Charisma modifier (min. 1)
gain a resistance to that damage type. When you or an ally Battle Magic
make a damage roll, after making a successful weapon attack, At 14th level, you have mastered the art of weaving
you can add 1d6 of the chosen damage to the damage roll. spellcasting and weapon use into a single act. When you use
Instead of choosing a damage type you could instead choose your action to cast a Sage spell, you can make one weapon
to have a number of allies equal to your Charisma modifier attack as a bonus action.
(minimum 1) regain health equal to 1d6 plus your Charisma
modifier at the end of your turn until the end of the duration School of Duality
of this feature. This feature lasts for a number of rounds Student of dichotomy
equal to half of your Sage level and you must concentrate on
this feature as if it were a spell. Creatures can’t gain the
benefits of this feature if they can't hear you, if they are Bonus Cantrip
immune to being charmed, or if they are a construct or When you join the School of Duality at 2nd level, you can
undead. Once you use this feature, you must finish a long rest choose an additional cantrip of from the Sage’s cantrip list
before you can use it again. and add it to your cantrips known.
Display of Heroism Dual Casting
At 14th level, you’ve learned how to use your art to not only Starting at 2nd level, when you cast a cantrip that normally
touch people’s minds but also to inspire their souls. As an targets only one creature, the spell can instead target two
action you can begin to express an anecdote of heroism that creatures within range and within 5ft of each other, if the
gives all allies within 60ft advantage on attack rolls, ability cantrip has a range of touch both targets must be within
checks, and Saving Throws. You must concentrate on this touch range of you.
feature as if you were concentrating on a spell, and this
feature can last a number of rounds equal to your Charisma Perceptual Burst
modifier (minimum 1). Once you use this feature, you must At 6th level, you learn how to unleash the latent magical
finish a long rest before you can use it again. energy residing in yourself that can be a boon for allies but
the bane of your enemies. As an action you can unleash this
School of Combat energy, all allies within 30ft regain hit points equal to your
Sage level + your Wisdom modifier and all enemies within
Student of battle 30ft must make a Constitution Saving Throw against your
Sage spell save DC, on a failure they take damage equal to
Bonus Proficiencies two times your Sage level, half as much on a success. You can
When you join the School of Combat at 2nd level, you gain not use this feature again until you finish a long rest.
proficiency with medium armor, shields, martial weapons,
and firearms. Mind and Body
By 10th level, you’ve learned how to operate matters of mind
and body so that they don’t interfere as heavily with each
other. You gain resistance to psychic damage and you now
have advantage on all concentration checks.

CHAPTER 2 | CLASSES
38
Improved Dual Casting
Starting at 14th level, when you cast a Sage spell of 1st
through 5th level that targets only one creature, the spell can
instead target two creatures within range and within 5ft of
each other, if the spell has a range of touch it both targets
must be within touch range of you. If the spell consumes its
material components, you must provide the material
components for each target.
School of Thought
Student of the mind
Bonus Proficiencies
When you join the School of thought at 2nd level, you learn a
language of your choice. You also become proficient in your
choice of two of the following skills: Animal Handling,
Arcana, History, Insight, Investigation, Mechanics, Medicine,
Nature, Perception, Religion, or Survival.
Thorough Logic
At 2nd level, you gain the ability to further your logical
pursuits by using your wisdom. When you make an ability
check with a skill that you are proficient in and that uses your
Intelligence ability modifier you may also add your Wisdom
ability modifier to the ability check.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any
class. A spell you choose must be of a level you can cast, as
shown on the Sage table, or a cantrip. The chosen spells
count as Sage spells for you but don't count against the
number of Sage spells you have prepared.
Potent Spellcasting
Starting at 10th level, you add your Wisdom modifier to the
damage you deal with any Sage cantrip.
Rational Spells
By 14th level, you have learned to use not only your Wisdom
in spellcasting but also your Intelligence. When you cast a
Sage spell that you know, you can add your Intelligence
modifier in addition to any place you would use your normal
spellcasting ability. This includes when determining Spell
Save DC’s, spell attack modifiers and spell damage.

CHAPTER 2 | CLASSESN
39
Shaman
the Shaman
Spell Slot
Level Proficiency Bonus Features Cantrips Slots Level
1st +2 Spellcasting, Shamanic Path, Spirit Companion 2 1 1
2nd +2 Healing Touch 2 2 1
3rd +2 ─ 2 2 2
4th +2 Ability Score Improvement 3 2 2
5th +3 ─ 3 3 3
6th +3 Shamanic Path Feature 3 3 3
7th +3 Spirit Companion 3 3 4
8th +3 Ability Score Improvement 3 3 4
9th +4 ─ 3 4 5
10th +4 Land’s Stride 4 4 5
11th +4 Shamanic Mysticism (6th level), Shamanic Path Feature 4 4 5
12th +4 Ability Score Improvement 4 4 5
13th +5 Shamanic Mysticism (7th level) 4 5 5
14th +5 Spirit Companion 4 5 5
15th +5 Shamanic Mysticism (8th level) 4 5 5
16th +5 Ability Score Improvement 4 6 5
17th +6 Shamanic Mysticism (9th level) 4 6 5
18th +6 Shamanic Path feature 4 6 5
19th +6 Ability Score Improvement 4 7 5
20th +6 Immortal Body 4 7 5

Some people run themselves insane trying to forget their Animists are able to wield the dormant spiritual energies
pasts. But Shamans revel in their pasts, both the past that within any environment that they encounter. They are able to
they’ve experienced and the past of those that came before draw from the spiritual planes in order to fuel their
them. They draw their magic from the influential spirits that spellcasting ability, though drawing these energies comes at a
are tied to them. Be it their ancestors or a creature that cost to their own spiritual stability. Animists are also able to
represents what the Shaman stands for, Shamans rely channel the energies of the spiritual planes through them. In
heavily on the support of the past. They have a respect with this channeling, the are able to emit these spiritual energies
all things living and the spirits that they represent. Shamans to protect themselves and their companions. Some skilled
are able to communicate with their spiritual companions in Animists are even able to temporarily enter or send others to
order to harness their focus, to speak with others’ spirits (be the spiritual planes.
them living, dead, or otherwise), or to relive spiritual events Totemists channel the influence of specific animal spirits in
related to objects or locations. For Shamans death is only a order to physically represent the traits of those spirits. Those
stage in the greater scheme of life. A Shaman’s spiritualism who channel the bear are given strength and are made more
can be relative to a specific spirit or to life as a whole: these resilient to physical damage by their bear spirits. Those who
are denoted by the Animism and Totemism spiritual channel the wolf are made more hearty and pact-like by their
pathways. wolf spirits. Those who channel the eagle are made more
swift, agile, and dexterous by their eagle spirits. While a
Totemist’s spirit animal is not required to be a bear, eagle, or
wolf, it should represent similar traits to one of the three.

CHAPTER 2 | CLASSES
40
To cast one of your Shaman spells of 1st level or higher, you
Class Features must expend a spell slot. You regain all expended spell slots
As a Shaman, you gain the following class features. when you finish a short or long rest. For example, when you
are 5th level, you have two 3rd-level spell slots. To cast the
Hit Points 1sl-level spell thunderwave, you must spend one of those
Hit Dice: 1d8 per Shaman level slots, and you cast it as a 3rd-level spell.
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 5) + your Constitution Spellcasting Ability
modifier per Shaman level after 1st Wisdom is your spellcasting ability for your Shaman spells,
since your magic draws upon your devotion and attunement
Proficiencies to nature. You use your Wisdom whenever a spell refers to
Armor: light armor, medium armor, and shields your spellcasting ability. In addition, you use your Wisdom
Weapons: simple weapons, scimitar, shortsword, trident, modifier when setting the saving throw DC for a shaman
blowgun, long bow, and net spell you cast and when making an attack roll with one.
Tools: herbalism kit Spell save DC= 8 + your proficiency bonus + your Wisdom
Saving Throws: Strength, Wisdom modifier
Skills: choose two from Arcana, Athletics, Animal Handling, Spell attack modifier= your proficiency bonus + your
Insight, Medicine, Nature, Perception, Religion, and Survival Wisdom modifier

Equiptment Ritual Casting


You start with the following equipment, in addition to the You can cast a shaman spell as a ritual if that spell has the
equipment granted by your background: ritual tag and you have the spell prepared.
a tomahawk and a simple or martial weapon Spellcasting Focus
a long bow and 20 arrows You can use a shaman focus (found in chapter 5) as a
a hide armor or a duster spellcasting focus for your Shaman spells.
an explorer’s pack
a shaman focus Shamanic Path
Spellcasting At 1st level, you start down your shamanic path. Most
shamans have similar practices but each has a particular
Drawing on the divine essence of nature itself, you can cast path they follow that when followed have different practices
spells to shape that essence to your will. See chapter 10 of and give them different abilities specialized for their own
the PHB for the general rules of spellcasting and chapter 11 path. The two major paths are Animism and Totemism, both
for the Druid spell list. (For your list of spells refer to the detailed at the end of the class description. Your choice
Druid list from the PHB also including the following spells: grants you features at 1st level and again at 6th, 11th, and
Cantrip: Shocking Grasp, 1st level: Ensnaring Strike, Hail of 18th level.
Thorns, Hunter’s Mark, 2nd level: Cordon of Arrows, Silence,
3rd level: Conjure Barrage, Lightning Arrow, Nondetection, Spirit Companion
5th level: Conjure Volley, Swift Quiver)
Starting at 1st level, you have a spirit companion (you may
Cantrips choose the form it appears to you as). As a bonus action you
You know two cantrips of your choice from the Shaman spell can channel your spirit companion and either gain advantage
list. You learn additional Shaman cantrips of your choice at on all Wisdom checks and Wisdom Saving Throws for the
higher levels, as shown in the Cantrips Known column of the next 5 minutes or you can add your Wisdom modifier to your
Shaman table. You learn an additional cantrip at 4th level and attack rolls and damage rolls for the next 30 seconds. You
an additional one at 10th level. regain the use of this feature of a short or long rest.
At 7th level, your spirit companion allows you to
Preparing and Casting spells communicate with all creatures. You can cast Speak with
The Shaman table shows how many spell slots you have to Beasts, Speak with Plants, and Speak with the Dead as
cast your spells of 1st level and higher. To cast one of these rituals without expending a spell slot.
Shaman spells, you must expend a slot of the spell's level or At 14th level, your spirit companion can allow you to see
higher. You regain all expended spell slots when you finish a into the past. You can call up visions of the past that relate to
short or long rest. You prepare the list of Shaman spells that either an object or location in your immediate surroundings.
are available for you to cast, choosing from the shaman spell From this, your spirit companion can inform you of either
list. When you do so, choose a number of Shaman spells personal (using Personal Aura Seeking) or emotional (using
equal to your Wisdom modifier + half of your Shaman level Emotional Aura Seeking) energies related to it. To do so, you
(minimum of one spell). The spells must be of a level for enter a meditation-like trance in which you converse with
which you have spell slots. The Shaman table shows how your spiritual companion. The trance lasts for 1 minute and
many spell slots you have. The table also shows what the the seeking fails if you are interrupted. You can use this
level of those slots is; all of your spell slots are the same level. feature a number of times equal to Wisdom modifier, you
must take a long rest before you regain all uses of this
feature.

CHAPTER 2 | CLASSES
41
Personal Aura Seeking. You discover one piece of Shamanic Mysticism
information related to who or what has held this item or been
in this location in the last several weeks. The number of At 11th level, you gain access to primal mystical spells that
weeks you are able see back into are equal to your Wisdom only deep understanding of the world around you has allowed
modifier. The information you learn could be a name or a you to master. Choose one 6th-level spell from the Shaman
physical description of the individual. The individual you spell list because, unlike the spells you prepare every day,
learn of is the last person to hold the item or enter the these spells must be learned completely and attempting to
location, unless you have a physical description or name master them all can disrupt your inner balance and cause
which you can focus upon that can allow you to learn if that may disastrous effects. You can cast your spell once without
person was owned the item or visited the location in the last expending a spell slot. You must finish a long rest before you
number of weeks. further uses of this feature on the same can do so again. At higher level, you gain more Shaman spells
item or location yield information pertaining to the next of your choice that can be cast in this way: one 7th-level spell
person to hold the item or enter the location in reverse- at 13th level, one 8th-level spell at 15th level, and one 9th-
chronological order. level spell at 17th level. You regain all uses of your
Emotional Aura Seeking. You discover one piece of Shamanistic Mysticism when you finish a long rest.
information related to why or how this item came into
ownership or this location was entered in the last several Immortal Body
weeks. The number of weeks you are able to see back into Starting at 20th level, the primaI magic that you wield causes
are equal to your Wisdom modifier. The information you you to age and act far differently than a normal humanoid’s.
learn is limited, usually limited to only a single sentence like: For every 10 years that pass, your body ages only 1 year, you
“This area was last entered in a plot of revenge.” or “This suffer none of the frailty of old age, you can't be aged
item last came into ownership by way of theft.” Further uses magically, and you’re immune to disease and poison.
of this feature on the same item or location yield information
pertaining to the next person to hold the item or enter the
location in reverse-chronological order. Shamanic Path
Healing Touch Shamans represent many different things for many kinds of
people. For their own they are healers and medicine men and
At 2nd level, your touch becomes blessed with spiritual the one among them that can commune with the spirits. They
energy and you can use this energy to heal wounds. You have tread a line between our world and others, they can even
a pool of healing power that replenishes when you take a long draw power from this connection. For a Shaman, the
rest. With that pool, you can restore a total number of hit shamanic path they choose is one of great importance. Those
points equal to your Shaman level x 5. As an action, you can who walk this path usually end up being a student of
touch a creature and draw power from the pool to restore a totemism or animism and both have very different ways of
number of hit points to that creature, up to the maximum interacting with the spirits around them.
amount remaining in your pool. Alternatively, you can expend
5 hit points from your pool of healing to cure the target of one Animism
disease or neutralize one poison affecting it. You can cure Communion with souls
multiple diseases and neutralize multiple poisons with a
single use of healing touch, expending hit points separately
for each one. This feature has no effect on undead and Unyielding Magic
constructs. At 1st level, you have learned to use your own life energy to
tap into magic that you possess. You can cast a spell that is
Ability Score Improvement 5th level or lower that you have prepared without expending
a spell slot by expending an amount of hit points equal to 5
When you reach 4th level, and again at 8th, 12th, 16th, and times the spell’s level that you are casting. You can also cast
19th level, you can increase one ability score of your choice spells at higher levels using this feature, to do so you expend
by 2, or you can increase two ability scores of your choice by a number of hit points for the spell you are casting equivalent
1. As normal, you can't increase an ability score above 20 to what you would expend on a normal spell of that higher
using this feature. level. Any spells that allow you to regain hit points using this
feature can not be used on yourself.
Land’s Stride
Starting at 10th level, moving through non-magical difficult Spiritual Warding
terrain costs you no extra movement. You can also pass Beginning at 6th level, the animistic spirits which are draw to
through non-magical plants without being slowed by them you provide a protection to you and your allies. You and
and without taking damage from them if they have thorns, friendly creatures within 10ft of you have resistance to
spines, or a similar hazard. In addition, you have advantage damage from spells.
on saving throws against plants that are magically created or
manipulated to impede movement, such those created by the
Entangle spell.

CHAPTER 2 | CLASSES
42
Twilight State Bear: You gain resistance to all non-magical bludgeoning,
At 11th level, you gain the ability to put creatures or yourself piercing, and slashing damage
into a state of existence that would make the target unable to Eagle: Once per turn you may Disengage as a free action
interact with the world around you. You can use this feature and you may Dash as a bonus action
on yourself or a creature within touch range and it acts as if Wolf: You and all allies within 5ft of you gain advantage on
you casted the Etherealness spell with the following all attack rolls
exceptions: the plane they have been put in is the Twilight
Plane, a coalition of deep darkness or blinding light. Targets Primal Power
can only perceive the material plane while in this plane by At 18th level, you can feel the the primal power of your totem
making a DC 15 Wisdom (Perception) Ability check, the animal flowing through your veins and it allows you push past
target is stuck in the place in which they were transported to humanoid limitations based upon your totem animal.
the Twilight Plane and can not move from that spot. You can Bear: Your Strength ability score maximum is now 24 and
not dispel Twilight State early. If you attempt to use this you gain +4 to your Strength score
feature on an unwilling creature they can make a Charisma Eagle: Your Dexterity ability score maximum is now 24
Saving Throw against your Shaman Spell Save DC. On a and you gain +4 to your Dexterity score
success they are not affected by Twilight State. Once you use Wolf: Your Constitution ability score maximum is now 24
this feature, you must finish a long rest before you can use it and you gain +4 to your Constitution score.
again.
Primal Spirit
At 18th level, through channeling powerful spiritual energies
you can assume the form of an ancient force of nature, taking
on an appearance you choose. For example, your skin might
turn green or take on a bark-like texture, your hair might
become leafy or moss-like, or you might sprout antlers or a
lion-like mane. Using your action, you undergo a
transformation. For 1 minute, you gain the following benefits:
You and friendly creatures within 30ft of you can't be
charmed or frightened while you are in this form
All allies within 30ft you regain 5 hit points per turn
Enemies within 60ft of you have disadvantage on all
Saving Throws made against your Shaman spells that you
cast
Totemism
Communion with nature
Spiritual Path
At 1st level, you choose a totem animal from bear, eagle, and
wolf, the totem animal you choose will affect the benefits you
get at this level as well as affect benefits you gain from
abilities at later levels.
Bear: You immediately gain 2 HP and you gain an
additional 2 HP whenever you take a level into the Shaman
class.
Eagle: You gain flying speed equal to your current walking
speed. This benefit works only in short bursts; you fall if you
end your turn in the air and nothing else is holding you aloft.
Wolf: You gain proficiency with Constitution Saving
Throws
Extra Attack
Beginning at 6th level, you can attack twice, instead of once,
whenever you take the attack action on your turn.
Animalistic Ferocity
By 11th level, you’ve learned how to channel your animalistic
nature to give you an edge on the battlefield. On your turn you
can channel your totem animal as a bonus action to gain
benefits based on your spirit animal for 1 minute.You may use
this feature a number of times equal to your wisdom modifier,
you regain all uses of this feature after a long rest.
CHAPTER 2 | CLASSES
43
Specialist
Specialists combine their knowledge of a modern battlefield
and their excellent agility to blow away their enemies,
The Specialist literally. Specialists are also able to craft specialized bombs
Proficiency Bomb
that have a form and function that start out similar to
Level Bonus Damage Features grenades but evolve as they craft them further. They use
these bombs to demolish any obstacles that would get in their
1st +2 2d8 Bombs, By Land and by way, often without worry to their own wellbeing due to the
Sea safety mechanisms built into the bomb. Specialists are also
2nd +2 2d8 Area of Expertise, Quick highly adaptable and are usually smart enough to know when
Hands to blow things up and when to ask questions. Some skilled
3rd +2 2d8 Smoke Bomb specialists have even found a way to quiet the weapons of the
modern battlefield, building things to bring a stealthier
4th +2 2d8 Ability Score
Improvement
component to the loud firearms that define current combat.
Specialists have found a way to explode onto the battlefield in
5th +3 3d8 Extra Attack other ways too, especially by using the tools in their area of
6th +3 3d8 Explosive Force expertise. Specialist have three areas of expertise that they
can fit into: the Alchemist, the Demolitionist, and the
7th +3 3d8 Area of Expertise feature Mechanist, all of them serve to hone the skills of the
8th +3 3d8 Ability Score Specialists who go down them in one way or another.
Improvement Alchemists are skilled in the art of not only creating
9th +4 3d8 Blast Shield concoctions with various effects, but also reproducing
magical spells in their own way. The potions that an
10th +4 4d8 Improved Bombs alchemist creates can be imbued with the magic of a spell
11th +4 4d8 Area of Expertise feature that can aid themselves or an ally. They are also able to
create health potions so that themselves and their allies can
12th +4 4d8 Ability Score
Improvement
stay fresh during and after battles. Though only one potion
can be active at a time for a normal alchemist, they prove to
13th +5 4d8 Silencer be a great boon in times of need. Alchemists have also
14th +5 4d8 Area of Expertise feature learned how to effectively use poisons and acids in order to
leave their opponents cowering in fear, which they eventually
15th +5 5d8 Field Reconnaissance build up a resistance to themselves.
16th +5 5d8 Ability Score Demolitionists are the often the type of specialists that
improvement would rather blow things up first and ask questions later,
17th +6 5d8 Improved Bombs (2) despite what their better sense would tell them to do. These
specialists focus on making their bombs not only much
18th +6 5d8 Area of Expertise feature stronger but also more adaptable and will even remove safety
19th +6 5d8 Ability Score features from bombs so that they can blow up when certain
Improvement special conditions are met, even if they’re not there.
20th +6 6d8 Nitroglycerin Demolitionists will use whatever they can to blow up, set fire
to, and overall just completely ruin and demolish whatever
would stand in their way.
If Specialists are masters of the modern battlefield,
Mechanists seek to be those of the future battlefield.
Mechanists wish to understand and advance technology
beyond how it currently exists, including the technology used
in battle. Every Mechanist has an impressive knowledge of
mechanics and will often spend most of their free time
tinkering with something. This almost always leads to a
further understanding of energy, especially electricity, and to
what kind of weapons could be built out of what they are
learning. Often mechanists keep their new super weapons a
secret unless you're either close to them or they plan to use it
on you, but those that witness them equate them to things
that skilled practitioners of magic can do.

CHAPTER 2 | CLASSES
44
Bombs fail to explode and become inert if they miss, they
Class Features may not have hit the enemy properly or completely missed
As a Specialist, you gain the following class features. their target. Any bombs you do not use before finishing a long
rest become inert once you finish a long rest. An inert bomb
Hit Points can not be used until after the interval in which you make
Hit Dice: 1d8 per Specialist level your bombs, at which point the inert bomb is renewed and
Hit Points at 1st level: 8 + your Constitution modifier counts as one part of your bomb total for that day. The
Hit Points at higher levels: 1d8 (or 5) + your Constitution amount of damage your bombs do increases as you gain
modifier per Specialist level after 1st levels in this class, as shown in the Bomb Damage column of
the Specialist table.
Proficiencies Specialist Save DC = 8 + your proficiency bonus + your
Armor: light armor Intelligence modifier
Weapons: simple weapons, firearms
Tools: none Quick Hands
Saving Throws: Dexterity, Intelligence At 2nd level, you gain the ability to use the use object and
Skills: choose three from the following skills Acrobatics, search for object actions as bonus actions
Athletics, Deception, Insight, Intimidation, History,
Investigation, Mechanics, Nature, Perception, Sleight of Area of Expertise
Hand, Survival, and Stealth
At 2nd level, you’ve begun to find what exactly you specialize
Equipment in as a Specialist and what kind of Specialist you want to
You start with the following equipment, in addition to the become: Alchemist, Demolitionist, or Mechanist. Your choice
equipment granted by your background: grants you features at level 2, 7, 11, 14, and 18.
a duster, revolver, and 20 pistol ammo Smoke Bomb
a simple weapon By 3rd level, you’ve learned how to create smoke bombs to
derringer and 20 pistol ammo give yourself a tactical advantage on the battlefield. As a
(a) a dungeoneer's pack or (b) an explorer's pack bonus action you can throw a smoke bomb to a point within
the material to make 40 bombs 60ft of you. The smoke bomb creates a 10-foot-radius sphere
By Land and By Sea of smoke centered on the point you threw it to. The smoke
continues to expand after your turn with the radius
By 1st level, you’ve learned how to operate most vehicles increasing 5ft at the start of each of your turns until the fog
rather proficiently, you gain proficiency with vehicles (land) cloud has a 20ft radius. The sphere spreads around corners,
and vehicles (water). and its area is heavily obscured. It lasts for 1 minute or until a
wind of moderate or greater speed (at least 10 miles per
Bombs hour) disperses it. You can not use this feature again until you
At 1st level, you gain the ability to specially craft bombs finish a short or long rest. Smoke Bombs do not count
similar to grenades used to damage your enemies. After you towards your daily total of bombs.
finish a long rest you can construct a number of bombs equal
to you Specialist level + your Intelligence modifier (min. 1). It Ability Score Improvement
takes an hour interval to craft all of your bombs. You can buy When you reach 4th level, and again at 8th, 12th, 16th, and
the materials to make your bombs at most general stores for 19th level, you can increase one ability score of your choice
1 gold per the materials to make 1 bomb. by 2, or you can increase two ability scores of your choice by
The materials to make 1 bomb weigh half of a pound 1. As normal, you can't increase an ability score above 20
(Specialists who choose to carry the materials to make using this feature.
multiple bombs with them must take this into consideration
when determining their carrying capacity). With your bombs Extra Attack
you take an Attack action to make a Special Ranged Weapon
Attack that can be thrown up to 60ft (This Special Ranged Beginning at 5th level, you can attack twice, instead of once,
Weapon Attack uses your entire action). The target hit by the whenever you take the Attack action on your turn. You can
bomb takes 2d8 bludgeoning from the explosion and every not use this feature to make more than one Bomb Attack.
creature within 5ft of the target must make a Dexterity
Saving Throw against your Specialist Save DC (your Explosive Force
Specialist Save DC will be used for other class features that At 6th level, you’ve learned how to make your bombs have a
require your target to make a saving throw to resist the bigger bang for their buck. You may add your Intelligence
feature’s effects), this includes the original target of the bomb. modifier to the damage your bombs do.
On a failure effected targets take 2d6 piercing damage from
shrapnel, targets suffer no damage taken on a successful
save.

CHAPTER 2 | CLASSESN
45
Blast Shield Additionally, every creature within a 15ft radius of the
detonation point takes 4d8 bludgeoning damage and 4d8 fire
By 9th level, you’ve become quite adept at dodging any damage. The impact also leaves a crater destroying things in
damage done by bombs, especially your own. When you are the area of detonation, leaves scorch marks in the area, and
subjected to an explosion that allows you to make a saving can be heard by creatures miles away.
throw to take only half damage, you instead take no damage if
you succeed on the saving throw, and only half damage if you
fail. You have advantage on saving throws against your own Area of Expertise
bombs and other Specialist features. All Specialists bring the same general things with them when
they enter into the fray, their quick wits and reflexes and the
Improved Bombs ability to blast away whatever gets into their path. What
Starting at 10th, level the radius to which the shrapnel of differentiates Specialists is also the most important aspect of
your bombs will travel to increases from 5ft to 10ft. what means to be a Specialist, their area of expertise. This
Additionally At 17th, level the shrapnel damage your bombs will often define how they best utilize the tools they’ve been
increase from to 4d6. given in any situations as they strive to show how the features
of the expertise they embody, whether new or old, shines.
Silencer Alchemist
Starting at 13 level, you’ve invented to the best of your ability Brewer of potions and poisons
a way to quiet your firearm’s noise. When you use a firearm,
you can attach a silencer to your firearms that will mask the
noise very efficiently, from a range it would be very hard to Potions
tell that there was a noise or -if someone did hear- that it was At 2nd level, you learn how to craft potions that contain the
even a firearm and not some noise natural to the area. Other ingredients to distill your magic. The potions you craft only
creatures have disadvantage on Wisdom (Perception) checks contain the basic ingredients needed to house a spell. As an
to hear the noise your silenced firearms make. The silencer action you can instill the magic of one of the spells from your
however is unwieldy, technical, and somewhat impractical to alchemist spell list, listed below, into one of the potions.
the point that anyone other than you can not use it efficiently. Your potions also work differently than normal spell would
The first time you construct a silencer it comes without any in multiple ways, twisting the spells to your expertise. As a
cost due to you having been experimenting with the potion, all spells have a range of self (unless stated in the
foundation of it for some time, but if you need to craft another spell that the spell only affects you and the range indicates
one it requires one day of downtime and 200 gold to how far the spell’s powers emit from you).
represent the cost of materials used. All spells only affect the person that drank the potion, even
if the spell indicates that it affects multiple people and tells
Field Reconnaissance you to choose multiple people.
You do not need any of the material components for the
Starting at 15th level, if you spend at least 1 minute observing spells on your list. All potions last until the time limit on the
or interacting with another creature outside combat, you can spell is reached (you can not choose to end it early).
learn certain information about its capabilities compared to You do not need to make concentration checks for spells
your own. The DM tells you if the creature is your equal, cast through potions that you or others have used. The effect
superior, or inferior in regard to two of the following of the potions become inert through spells that would negate
characteristics of your choice: magical effects (such as dispel magic).
Strength score Potions become active from the moment you drink them by
Dexterity score taking the use object action. Only one potion can be active at
Constitution score a time, if another one of your potions becomes active the
Intelligence score effects of the last potion become inert and end immediately.
Wisdom score Potions that you make only last until you finish a long rest at
Charisma score which point they become inert and cannot be carried over
Class levels (if any) At the DM's option, you might also into the next day. At the end of a long rest you have access to
realize you know a piece of the creature's history or one of a number potions equal to the number of Alchemist spell
its personality traits, if it has any. slots according to your Alchemist level indicated on the
Alchemist potion making table.
Nitroglycerin To make a potion you must have a Alchemist spell slot for
the appropriate spell level or higher. If you gain any
At 20th level, you’ve learned how to make a very high impact improvements from using a higher spell slot level you gain
explosive bomb containing nitroglycerin. When making your them (except if it gives you an increase in how many people
bombs you can choose one to have it contain nitroglycerin would be affected by the potion at once).
rather than its normal components. You can throw the
nitroglycerin bomb to a spot within 60ft of you. Every
creature within 25ft radius of that spot must make a
Dexterity Saving Throw. On a failed save, effected creatures
suffer 6d6 of piercing damage.

CHAPTER 2 | CLASSES
46
Alchemist Potion Crafting Apothecary
– Potions per Spell Level– By 2nd level, you’ve learned how to properly use tools that are
Specialist Level 1st 2nd 3rd 4th 5th 6th normal for an alchemist or apothecary to use. You gain
2nd 1 — — — — —
proficiency with the alchemist supplies, herbalism kit, and
poisoner’s kit if you are not already proficient with them.
3rd 2 — — — — — Along with this, using these tools you’ve become able to craft
4th 2 — — — — — healing potions. You can make Potions of Healing that heal
5th 2 1 — — — — for 1d8 hit points, you can make a number of these per short
6th 2 1 — — — —
or long rest equal to your Intelligence modifier. It cost 20 gold
per potion made to represent materials used.
7th 2 2 — — — —
8th 2 2 1 — — — Noxious Bombs
9th 2 2 1 — — — Starting at 7th level, you’ve learned how to learn add
elements to your bombs to cause your opponents even more
10th 3 2 1 — — — dismay on the battlefield. Rather than the bludgeoning
11th 3 2 1 — — — damage that your bombs normally do, you can have them do
12th 3 2 1 1 — — either acid or poison damage instead, your choice.
13th 3 2 2 1 — — Additionally you can also convert one of your bombs into a
Gas Bomb with the following effects: you throw your bomb to
14th 3 2 2 1 — — an area within your normal range as an action, the bomb
15th 3 2 2 1 1 — releases a poisonous gas within a 25ft radius of the spot it
16th 3 2 2 1 1 — landed, the gas lasts 1 minute and any creature that starts its
17th 3 2 2 2 1 —
turn in the poisonous gas must make a Constitution Saving
Throw vs your Spell Save DC. On a failed save, effected
18th 3 2 2 2 1 — creatures are poisoned for 1 hour. You can not make another
19th 3 2 2 2 2 1 gas bomb again using this feature until you finish a long rest.
20th 3 2 2 2 2 1
Potions of Greater Healing
Spellcasting Ability. Intelligence is your spellcasting ability By 11th level, you’ve learned how to greatly enhance your
for your alchemist spells, since you learn your spells and how potions of healing. Your potions of healing now heal for 2d8 +
to make potions through dedicated study, practice and your Intelligence modifier. At 18 level this increases to 4d8 +
memorization. You use your Intelligence whenever a spell your Intelligence modifier and you can make your potions
refers to your spellcasting ability. In addition, you use your without a cost.
Intelligence modifier when setting the saving throw DC for a
Alchemist spell you cast. Natural Resistance
Spell save DC = 8 + your proficiency bonus + your By 14th level, due to your extend time spent around acids and
Intelligence modifier. poisons your body has built up a resistance to them. You gain
Spell List. the following table is a list of spells that you can resistance to acid and poison damage and have advantage on
craft into potions to use: all saving throws against being poisoned.
Alchemist Spell List Potion Chugger
Spell Starting at 18th level, you’ve learned how to keep your last
Level Spell potion intact even while under the effects of a new one. You
1st Armor of A., Comprehend Languages, Detect Magic, can have two separate creatures, including yourself under the
Detect Poison and Disease, Disguise Self, effects of potions, or two potions affecting yourself at the
Expeditious Retreat, False Life, Feather Fall, Jump, same time. A creature other than yourself can not be under
Longstrider, Mage Armor, Protection from Good the effects of two of your potions and potions become inert
and Evil, Sanctuary, Speak with Animals the same way as before when you use a new one while two
2nd Barkskin, Beast Sense, Blur, Darkvision, Detect are active the older one becomes inert.
Thoughts, Enhance Ability, Enlarge/Reduce,
Invisibility, Lesser Restoration, Levitate, Mirror Demolitionist
Image, N.’s Magic Aura, Protection from Poison, See
Invisibility, Spider Climb Creator of blasts and bombardments
3rd Blink, Clairvoyance, Gaseous Form, Fly, Haste,
Nondetection, Protection from Energy, Remove Mad Bomber
Curse, Speak with Dead, Speak with Plants, Tongues, At 2nd level, you begin to hone your skills as a bomber which
Water Breathing, Water Walk allows you to throw your bombs twice the distance, up to
4th Death Ward, Divination, Freedom of Movement,
120ft, that you would normally be able to. You also gain the
Greater Invisibility, Polymorph, Stoneskin ability to make an additional number of bombs equal to half
of your Specialist level on a short or long rest.
5th Commune with Nature, Contact Other Plane, Dispel
Good and Evil, Greater Restoration, Legend Lore,
Telekinesis, Scrying, Seeming
6th Find the Path, True Seeing, Wind Walk
CHAPTER 2 | CLASSES
47
Light the Fuse Mechanist
By 7th level, you’ve learned how to truly demolish anything Inventor of machines and mechanisms
you hit with your bombs. Rather than the bludgeoning
damage that your bombs normally do, you can have them do
either fire or thunder damage instead, your choice. Technological Expert
Additionally you can also convert one of your bombs into a By 2nd level, you’ve become quite the savant when it comes to
Satchel Charge. You can throw the Satchel Charge to an area dealing with machines and burgeoning technology. If you are
within your normal range and you can detonate the Satchel not already proficient in the Mechanics skill or tinker tools
Charge as a bonus action. The satchel charge has a 15ft you gain proficiency with them, your proficiency bonus is
radius from where you threw it and any creature within the doubled for any ability checks you make with the Mechanics
radius must make a Dexterity Saving Throw. Effected targets skill and tinker tools.
suffer 4d6 of piercing damage and 4d6 of fire damage on a
failed save, or half damage on a successful one. Then, Dazzler
effected targets within the radius must then succeed a by 7th level, you’ve learned how to harness the energy you’ve
Strength Saving Throw or be flung back 20ft in the opposite been studying and infuse your bombs with it. rather than the
direction of the Satchel Charge. You can not make another bludgeoning damage that your bombs normally do you can
Satchel Charge again using this feature until you finish a long have them do either lightning or radiant damage instead, your
rest. choice. Additionally, you can convert one of your bombs to
produce a Flare Bomb which the light of can blind your
Extra Sharp Shrapnel enemies. You can throw this bomb the same range as a
By 11th level, you’ve learned how to make your bomb’s normal bomb as an action and anyone within 40ft radius of
shrapnel even deadlier than before. When a creature the flare must make a Constitution Saving Throw. On a failed
succeeds the Dexterity Saving Throw on your bombs' save, effected creatures are blinded for next 1 minute. You
shrapnel piercing damage, they now take half damage. can not make another Flare Bomb again using this feature
until you finish a long rest.
Conditional Detonation
Starting at 14th level, you can set a condition to detonate Railgun
your bombs when the chosen condition is met. At 11th level, your study of electricity has reached a point that
You may set your bombs on a timer, preparing a time for you’ve begun to understand the powers of electromagnetism
your bombs to detonate (up to but not surpassing 24 hours). and have the ability to harness electromagnetism in order to
You may also set your bombs detonate when a certain create a railgun. The first time you construct your Railgun it
amount of pressure is put on them with the lower limit being is a product of long and arduous work which took place over
20 pounds of pressure and the upper limit being 600 pounds your entire time spent as a Mechanist, if you ever need to
of pressure. If these bombs do not explode within 24 hours construct an additional one it will three days worth of
they become inert. downtime and 4000 gold to represent materials used.
If the bombs you applied conditions to are discovered The railgun is a ranged weapon with a range of 180/400
before they explode someone can attempt to disarm them and and does 5d8 + your Dexterity modifier piercing damage
with the DC = 10 + your proficiency bonus + your Intelligence and has the 'Loading' property. If there is an enemy directly
modifier using either thieves tools or the Mechanics skill. If behind an enemy you hit with the railgun (up to 20ft behind
they fail the check to disarm the bomb, the bomb will explode the creature you hit) you can make an attack roll against that
and they must then make a Dexterity Saving Throw, creature and this attack deals 2d8 + your Dexterity modifier.
creatures that fail the saving throw take the bomb’s full You can use your railgun a number of times equal to your
damage, creatures that succeed take half damage. Intelligence modifier after which you must finish a long rest
before you can use it again.
Thermite Reaction
By 18th level, as a Demolitionist you’ve learned how to Analyst
harness the destructivity of thermite. As an action, you can At 14th level, you have advantage on ability checks made to
apply thermite to one creature or object within 5ft of you. repair, disable, or discern the properties and abilities of
Targeted creatures must make a Dexterity Saving Throw (DC mechanical devices.
= 8 + your proficiency bonus + your Dexterity modifier) to
determine if the target is doused in thermite. When a
creature doused in thermite suffers fire damage they become
ignited, when a creature is ignited they immediately suffer
4d8 fire damage on a failure and take half as much on a
success. The creature then continues to suffer this damage
as a new damage roll at the start of the creature’s turn for 1
minute or until the creatures uses two consecutive actions to
attempt to put out the fire. You can not use this feature again
until you finish a short or long rest.

CHAPTER 2 | CLASSES
48
Death Ray
Beginning at 18th level, your studies and tinkering have
culminated into what might be one of the deadliest weapons
man has ever created, the Death Ray. The first time you
construct your Death Ray it is a product of long and arduous
work which took place over your entire time spent as a
Mechanist, if you ever need to construct an additional one it
will take one week's worth of downtime and 10,000 gold to
represent materials used. As an action you can fire the Death
Ray directly from you in a straight line for 120ft. Any creature
in that line must a make a Dexterity Saving Throw, effected
creatures take 6d12 radiant damage on a failed save, half as
much on a successful one. The Death Ray disintegrates, sets
fire to, or sears anything within the area that isn’t being worn.
You can not use the Death Ray again until you finish a short
or long rest.

CHAPTER 2 | CLASSES
49
Warlock
The Warlock
Cantrips Spells Spell Slot Invocations
Level Proficiency Bonus Features Known Known Slots Level Known
1st +2 Spellcasting, Otherworldly Patron, Pact Magic 2 2 1 1 ─
2nd +2 Eldritch Invocations 2 3 2 1 2
3rd +2 Pact Boon 2 4 2 2 2
4th +2 Ability Score Improvement 3 5 2 2 2
5th +3 ─ 3 6 3 3 3
6th +3 Otherworldly Patron feature 3 7 3 3 3
7th +3 ─ 3 8 3 4 4
8th +3 Ability Score Improvement 3 9 3 4 4
9th +4 ─ 3 10 4 5 5
10th +4 Otherworldly Patron feature 4 10 4 5 5
11th +4 Mystic Arcanum (6th level) 4 11 4 5 5
12th +4 Ability Score Improvement 4 11 4 5 6
13th +5 Mystic Arcanum (7th level) 4 12 5 5 6
14th +5 Otherworldly Patron feature 4 12 5 5 6
15th +5 Mystic Arcanum (8th level) 4 13 5 5 7
16th +5 Ability Score Improvement 4 13 6 5 7
17th +6 Mystic Arcanum (9th level) 4 14 6 5 7
18th +6 ─ 4 14 6 5 8
19th +6 Ability Score Improvement 4 15 7 5 8
20th +6 Black Magic 4 15 7 5 8

The Warlock uses ancient arcane ability to unleash power The Devil as a patrons are sly by nature and will often
that most mortals could only dream of having. Though they make bargains that allow you to gain powers in return for
do increase their powers through hard work and discipline something important to the,. This important object may draw
like others, they draw their powers from ancient, mysterious, its importance not because they want it but because someone
and immensely powerful entities that have shown them favor. does, maybe even you. They require sacrifices that they know
These powers are thrust upon some Warlocks, some bargain they can use later and they frequently opt to take the long
with their would-be patron or one of the servants of them, con. The deals they ensnare many into often seem too good
and others work hard to garner enough favor to be gifted the to be true, and that’s because they are. Though you will gain
power that they seek. The power of the Warlock gives those great power and skill from your pact, often the price you paid
that use it choices as to the exact nature of their powers, from will not even be remotely worth it. Sometimes lesser servants
the spells they use, to the invocations they take, to the pact of The Devil will form pacts themselves but the power all
boons they receive. The pact boons Warlock receive can be derives from the same source and the outcome is always the
the pact of the armament which gives the user a conventional same.
weapon to match the powers received from their patrons, the The Eldritch Remnants are ancient, powerful bodies of
pact of the chain deems you the master over a creature that magical energy. These cosmic fields have been left to fester
not only serves your patron but now serves under you for millenia. Over the course of time they have grown to
completely. The final and most important choice a Warlock massive reserves of potential arcane energy. They have
must make is the pact itself and which patron they will be grown powerful enough to form their own consciousness and
working under as all them have advantages and drawbacks agency. Though they can not act in their own right, Eldritch
some kind. Warlocks can invoke pacts with a variety of Remnants impose their influence through those whom have
powerful entities: the Devil, the Eldritch Remnant, the Loa, or borrowed from their massive arcane reserves.
the Void.

CHAPTER 2 | CLASSES
50
Because Eldritch Remnants have no control of their own Otherworldly Patron
cosmic bodies, they are often very controlling of their
detractors’ actions. Their goals are often fueled by their At 1st level, you have struck a bargain with an otherworldly
desire for a physical form. Those who have taken the Eldritch being of your choice: The Devil, The Eldritch Remnant, The
Remnant as a patron will often be given obscure tasks which Loa, or The Void each of which is detailed at the end of the
seem fruitless but will build upon the work of other class description. Your choice grants you features at 1st level
detractors and ultimately contribute to the Eldritch and again at 6th, 10th, and 14th level.
Remnant’s larger plans.
The Loa exist as powerful spirits, some seeking to guide, Pact Magic
others seeking to grant luck (good or bad), and others seeking Your arcane research and the magic bestowed on you by your
only further their own goals. The one thing that links them patron have given you facility with spells.
together is that they all very macabre in nature and while it
might seem evil to some to them, it’s just how they function Spellcasting
and some mean no harm by it. Many Lao seek to help their Drawing arcane power from your pact, you can cast spells
followers, who revere them as gods in their own rights, that reflect the essence of your otherworldly patron. See
though their practices may seem odd and undesirable to chapter 10 of the PHB for the general rules of spellcasting
outsiders. Just as many Loa are extremely dark entities and chapter 11 for the Warlock spell list. (For your list of
though pleasure themselves through death and suffering. spells refer to the Warlock list from the PHB)
Sometimes being able to tell the difference between which
Loa is which is impossible. Cantrips
The least is known about The Void than any of the other You know two cantrips of your choice from the Warlock spell
patrons, which seems impossible considering the Great Old list. You learn additional Warlock cantrips of your choice at
Ones, but at least things are sometimes comprehensible higher levels, as shown in the Cantrips Known column of the
through the gibbering madness of those that chose to study Warlock table.
them. The Void however, has few that have had any
interactions with it and survived to tell the tale. Those that do Spell Slots
survive only speak of a soul crushing black abyss that seeks The Warlock table shows how many spell slots you have. The
to envelop all that is into itself. Though some of the Warlocks table also shows what the level of those slots is; all of your
that make their pacts with the Void follow these ideals, others spell slots are the same level. To cast one of your Warlock
just thirst for powers. For some it is unknown why The Void spells of 1st level or higher, you must expend a spell slot. You
gave them these powers, other than that the Void may be regain all expended spell slots when you finish a short or long
seeking to further its horrific and mysterious goals. rest. For example, when you are 5th level, you have two 3rd-
level spell slots. To cast the 1st-level spell thunderwave, you
Class Features must spend one of those slots, and you cast it as a 3rd-level
spell.
As a Warlock, you gain the following class features.
Spells Known of 1st level and higher
Hit Points At 1st level, you know two 1st-level spells of your choice from
Hit Dice: 1d6 per Warlock level the Warlock spell list. The Spells Known column on the
Hit Points at 1st level: 6 + your Constitution modifier Warlock table shows when you learn more Warlock spells of
Hit Points at higher levels: 1d6 (or 4) + your Constitution your choice of 1st level and higher. A spell you choose must
modifier per Warlock level after 1st be of a level no higher than what’s shown in the table's Slot
Level column for your level. When you reach 6th level, for
Profiencies example, you learn a new Warlock spell, which can be 1st,
Armor: light armor 2nd, or 3rd level. Additionally, when you gain a level in this
Weapons: simple weapons, derringers class, you can choose one of the Warlock spells you know and
Tools: none replace it with another spell from the Warlock spell list,
Saving Throws: wisdom, charisma which also must be of a level for which you have spell slots.
Skills: choose two skills from arcana, deception, history,
intimidation, investigation, nature, and religion Spellcasting Ability
Charisma is your spellcasting ability for your Warlock spells,
Equipment so you use your Charisma whenever a spell refers to your
You start with the following equipment, in addition to the spellcasting ability. In addition, you use your Charisma
equipment granted by your background: modifier when setting the saving throw DC for a Warlock
a quarterstaff spell you cast and when making an attack roll with one.
(a) a derringer and 20 pistol ammo or (b)other weapon of Spell save DC = 8 + your proficiency bonus + your
choice Charisma modifier
(a) a component pouch or (b) an arcane focus Spell attack modifier = your proficiency bonus + your
(a) a scholar’s pack or (b) an explorer’s pack Charisma modifier

CHAPTER 2 | CLASSES
51
Spellcasting Focus Pact of the Tome
You can use an arcane focus as a spellcasting focus for your Your patron gives you a grimoire. When you gain this feature,
Warlock spells. choose three cantrips from any class’s spell list. While the
book is on your person, you can cast those cantrips at will.
Eldritch Invocations They don’t count against your number of cantrips known. If
Beginning at 2nd level, in your study of occult lore, you have you lose your grimoire, you can perform a 1-hour ceremony
unearthed eldritch invocations, fragments of forbidden to receive a replacement from your patron. This ceremony
knowledge that imbue you with an abiding magical ability. can be performed during a short or long rest, and it destroys
You gain two eldritch invocations of your choice. Your the previous book. The book turns to ash when you die.
invocation options are detailed at the end of the class Ability Score Improvement
description. When you gain certain Warlock levels, you gain
additional invocations of your choice, as shown in the When you reach 4th level, and again at 8th, 12th, 16th, and
invocations known column of the Warlock table. Additionally, 19th level, you can increase one ability score of your choice
when you gain a level in this class, you can choose one of the by 2, or you can increase two ability scores of your choice by
invocations you know and replace it with another invocation 1. As normal, you can't increase an ability score above 20
that you could learn at that level. using this feature.
Pact Boon Mystic Arcanum
At 3rd level, your otherworldly patron bestows a gift upon you At 11th level, your patron bestows upon you a magical secret
for your loyal service. You gain one of the following features called an arcanum. Choose one 6th-level spell from the
of your choice: Warlock spell list as this arcanum. You can cast your
arcanum spell once without expending a spell slot. You must
Pact of the Chain finish a long rest before you can do so again. At higher levels,
You learn the Find Familiar spell and can cast it as a ritual. you gain more Warlock spells of your choice that can be cast
The spell doesn’t count against your number of spells known. in this way: one 7th-level spell at 13th level, one 8th-level spell
When you cast the spell, you can choose one of the normal at 15th level, and one 9th-level spell at 17th level. You regain
forms for your familiar or one of the following special forms: all uses of your Mystic Arcanum when you finish a long rest.
imp, pseudodragon, sprite, or void ooze. Additionally, when
you take the Attack action, you can forgo one of your own Black Magic
attacks to allow your familiar to make one attack of its own. by 20th level, you can increase the power of your spells by
Pact of the Armament letting in more of your patron’s power and overcharging
You can use your action to create a pact weapon in your yourself with your patron’s magical energy. When you cast a
empty hand. You can choose the form that this weapon takes Warlock spell that deals damage and uses one of your spell
each time you create it (a ranged weapon does not come with slots, you can deal maximum damage with that spell. The
ammo, you must have ammo for the weapon). You are first time you do so, you suffer no adverse effect. If you use
proficient with it while you wield it. This weapon counts as this feature again before you finish a long rest, you take 10d6
magical for the purpose of overcoming resistance and necrotic damage immediately after you cast the spell. Each
immunity to nonmagical attacks and damage. Your pact time you use this feature again before finishing a long rest,
weapon disappears if it is more than 5 feet away from you for the necrotic damage increases by 8d6. This damage ignores
1 minute or more. It also disappears if you use this feature resistance and immunity.
again, if you dismiss the weapon (no action required), or if
you die. You can transform one magic weapon into your pact Otherworldly Patron
weapon by performing a special ritual while you hold the
weapon. You perform the ritual over the course of 1 hour, A Warlock’s choice of patron is the first and most important
which can be done during a short rest. You can then dismiss choice that they will make. Patrons are beings of great power
the weapon, shunting it into an extradimensional space, and that will lend that power to those they see fit. This first choice
it appears whenever you create your pact weapon thereafter. is so important because it defines the power the Warlock will
You can’t affect an artifact or a sentient weapon in this way. receive depending on the type of patron. Even among the
The weapon ceases being your pact weapon if you die, if you same kind patron, the patron’s identity and expectations are
perform the 1-hour ritual on a different weapon, or if you use very important to how a Warlock will act.
a 1-hour ritual to break your bond to it. The weapon appears
at your feet if it is in the extradimensional space when the
bond breaks.

CHAPTER 2 | CLASSES
52
Each patron is unique in their own way, despite how their Hurled Through Hell
pacts often have similar effects with patrons of the same type. Starting at 14th level, when you hit a creature with an attack,
Some patrons seek to further their own goals through you can use this feature to instantly transport the target
whatever means including living emissaries. Some are through the lower planes. The creature disappears and
unknowable and inscrutable, their true intentions hidden hurtles through a nightmare landscape. At the end of your
from all views except those they find necessary to know. next turn, the target returns to the space it previously
There are those that are collectors; whether that be occupied, or the nearest unoccupied space. If the target is not
knowledge, various arcane secrets, physical objects, or even a fiend, it takes 10d10 psychic damage as it reels from its
Warlocks themselves. There exists those that aren’t in these horrific experience. Once you use this feature, you can’t use it
categories and to go through them all would take far too long, again until you finish a long rest.
as patrons are as diverse as the warlocks they employ.
The Devil The Eldritch Remnant
Deals with the infernal Deals with ancient arcanum
Expanded Spell List
Expanded Spell List The Eldritch Remnant lets you choose from an expanded list
The Devil lets you choose from an expanded list of spells of spells when you learn a Warlock spell. The following spells
when you learn a warlock spell. The following spells are are added to the warlock spell list for you.
added to the warlock spell list for you.
Eldritch Remnant Expanded Spells
Devil Expanded Spells Spell Level Spell
Spell Level Spell
1st identify, magic missile
1st burning hands, command
2nd levitate, magic mouth
2nd scorching ray, suggestion
3rd counterspell, dispel magic
3rd fireball, compulsion
4th arcane eye, dimension door
4th fire shield, wall of fire
5th legend lore, telekinesis
5th flame strike, hallow
Spell Recharge
Deal with the Devil Starting at 1st level, your patron’s power overflows within
At 1st level, the deal with your devil has afforded you some you, allowing you to regain magic without even resting. You
kind of exceptional ability. Choose a skill or tool of your regain a Warlock Spell Slot for every 8 - your Charisma
choice that you are not proficient in and you gain proficiency modifier hours since you’ve finished your last short or long
in it, you then also choose a skill or tool (it can be the same rest. If you already have your maximum number of Warlock
skill or tool this feature gave you proficiency in), your spell slots you can not regain a spell slot until one has been
proficiency bonus is doubled for any ability check you make used.
with the skill or tool you’ve chosen.
Arcane Aura
Shrewd Minded By 6th level, the magic that your patron has bestowed upon
At 1st level, the pact with your devil makes it so being you is seeping out and is creating a magical aura. This aura
charmed by other lesser beings is much harder. You gain allows you to always perceive magic around you and cut
advantage on all Saving Throws made against being down the magical defenses of those that oppose you. Your
charmed. Arcane Aura’s range is a 15 feet radius from you. Within that
radius, all creatures have disadvantage on Saving Throws
Light Bearer against your Warlock spells. Additionally, you are always
By 6th level, the pact you’ve made with your patron has given under the effects of detect magic within that 15 feet radius.
you insight into to better use of the tools your devil has given The radius of your aura increases to 30 feet at 14th level.
you. When you use a spell that does fire or radiant damage
you may add your Charisma modifier to the damage roll. Eldritch Vitality
Starting at 10th level, you have learned to bolster your arcane
Fiendish Resilience defenses immensely. As a bonus action, you can gain
Starting at 10th level, you can choose one damage type when resistance to all magical damage. But doing so leaves you
you finish a short or long rest. You gain resistance to that vulnerable to physical attacks. While you use this feature, you
damage type until you choose a different one with this have vulnerability to all non-magical bludgeoning, piercing,
feature. Damage from magical weapons or silvered weapons and slashing damage. You can stop use of this feature as a
ignores this resistance. bonus action.

CHAPTER 2 | CLASSES
53
Magical Discharge Hoodoo, Heals, and Hexes
At 14th level, you gain the ability create a reactive magical Starting at 10th level, after you finish a long rest you can take
explosion when you are damaged by a spell. Whenever you a short amount of time to construct hoodoo bags that you can
take magical damage, you can use your reaction to make expend to do multitude things. You can construct a number of
every creature within 30 feet of you make a Dexterity Saving bags equal to your Charisma modifier. As an action, you can
Throw. The DC for the Saving Throw is equal to your use it to cast the Nondetection spell without expending a
Warlock Spell Save DC. On a success, a creature takes spell slot, you may cast Bestow Curse without expending a
damage equal to Warlock level + your Charisma modifier, on spell slot, or you can heal a creature of your choice within
a fail they take double that damage. Once you use this feature touch range for 3d6 plus your Charisma modifier. As a bonus
you must finish a long rest before you regain use of this action, you may cast Hex as a 3rd level spell without
feature. expending a spell slot.
The Loa Friends from the Other Side
Deals with spirits By 14th level, you’ve found a way to bring forth some of the
friends you’ve made on the ethereal plane. As a bonus action
you can summon a number of spirits. You have 20 points to
Expanded Spell List select a number of spirits to summon that equal to or less
The Loa lets you choose from an expanded list of spells when than the number of points you have.
you learn a warlock spell. The following spells are added to
the warlock spell list for you. Zombies and Skeletons = 1 point
Loa Expanded Spells
Shadows = 2 points
Specters and Ghouls = 4 points
Spell Level Spell Will-o’-Wisps and Ghasts = 8 points
1st hex, unseen servant Wights = 12 points
2nd blindness/deafness, hold person
Ghosts = 16 points
Wraiths = 20 points.
3rd animate dead, speak with the dead
On your turn you can use your action to command the
4th fabricate, polymorph spirits you summon. The spirits last for 10 minutes or until
5th cloudkill, contagion their hit points drop to 0 at which point they disappear. You
can not use this feature again until you finish a long rest.
Luck of the Spirits
Starting at 1st level, you can call on your patron to alter fate The Void
in your favor. When you make an ability check, attack roll, or a Deals with the unknown
Saving Throw, you can use this feature to add 1d10 to your
roll. You can do so after seeing the initial roll but before any of Expanded Spell List
the roll’s results occur. Once you use this feature, you can’t The Void lets you choose from an expanded list of spells
use it again until you finish a long rest. when you learn a warlock spell. The following spells are
added to the warlock spell list for you.
Voodoo Doll
By the time you’ve reached 6th level, you’ve learned how to Void Expanded Spells
imbue a doll with the likeness and essence of another Spell Level Spell
creature. As an action, you can turn your voodoo doll into one 1st inflict wounds, sleep
that resembles a creature that you can see within 60 feet, a
creature you have met and associated with for at least 30 2nd darkness, silence
minutes, or a creature you have observed for at least 4 hours. 3rd fear, hunger of hadar
The voodoo doll has hit points equal to 4 times your Warlock
level. While you have the voodoo doll you have advantage on 4th banishment, o.’s resilient sphere
attack rolls made against that creature and advantage 5th antilife shell, wall of force
Wisdom (Perception) checks involving that creature. The
voodoo doll ceases to function if it is farther than 1 mile from Bleak Emptiness
the target. You can cast spells and attack the doll as if you At 1st level, you can plunge a creature into an illusory realm.
were attacking the creature in question and any attack rolls As an action, choose a creature that you can see within 60
or saving throws for damaging spells the creature would feet of you. It must make a Wisdom Saving Throw against
make the doll automatically fail. Non-damaging spells cast on your Warlock spell save DC. On a failed save, it is frightened
the doll act as if the spell was cast on the creature the doll by you for 1 minute or until your concentration is broken (as
was made to resemble. Every time you damage the doll, the if you are concentrating on a spell). This effect ends early if
creature who it resembles make a Constitution Saving Yhrow the creature takes any damage. Until this illusion ends, the
and on a failure they take full damage done to the doll, on a creature thinks it is lost in the dark emptiness of the void
success they take half the damage done. The doll dissipates which you can detail to your choosing. The creature can see
when its hit points drop to 0 and any excess damage is not and hear only itself, you, and the illusion. You must finish a
carried over. long rest before you can use this feature again.

CHAPTER 2 | CLASSES
54
Crushing Aura Bewitching Whispers
At 6th level, you gain the ability crush and stun your foes with Prerequisite: 7th level
the aura of the void as an action. When you take this action, You can cast compulsion once using a Warlock spell slot. You
each creature within 10 feet of must succeed on a can’t do so again until you finish a long rest.
Constitution Saving Throw or be stunned until the end of
your next turn. This effect also ends if the creature takes Book of Ancient Secrets
damage. Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your grimoire.
Crushing Force Choose two 1st-level spells that have the ritual tag from any
By 10th level you’ve learned how to add the crushing force of class’s spell list. The spells appear in the book and don’t
the void to your spells. When you roll a 1 or 2 on a damage count against the number of spells you know. With your
die for a spell you cast that deals force damage, you can reroll grimoire in hand, you can cast the chosen spells as rituals.
the die and must use the new roll, even if the new roll is a 1 or You can’t cast these spells except as rituals, unless you’ve
a 2. learned them by some other means. You can also cast a
Warlock spell you know as a ritual if it has the ritual tag. On
One with the Void your adventures, you can add other ritual spells to your
Starting at 14th level you gain the ability to transform grimoire. When you find such a spell, you can add it to the
yourself into a shadow form as a bonus action. In this form, book if the spell’s level is equal to or less than half your
you have resistance to all damage and immunity to force Warlock level (rounded up) and if you can spare the time to
damage, and you can move through other creatures and transcribe the spell. For each level of the spell, the
objects as if they were difficult terrain. You take 5 force transcription process takes 2 hours and costs 50 gp for the
damage (ignoring any immunity) if you end your turn inside rare inks needed to inscribe it.
an object. You remain in this form for 1 minute or until your
concentration is broken (as if you are concentrating on a Combat Synchronization
spell). You can not use this feature again until you finish a Prerequisite: 13th level, Pact of the Chain feature
long rest. You may use your bonus action have your familiar take an
attack action instead of forgoing one of your attacks.
Eldritch Invocations Devil's Sight
If an eldritch invocation has prerequisites, you must meet You can see normally in darkness, both magical and
them to learn it. You can learn the invocation at the same nonmagical, to a distance of 120 feet.
time that you meet its prerequisites.
Dreadful Word
Advanced Secrets prerequisite: 7th level
Prerequisite: 11th level, Pact of the Tome feature You can cast confusion once using a Warlock spell slot. You
You learn a 3rd level spell from any spell list of your choice, can’t do so again until you finish a long rest.
you can cast this spell as a Warlock spell without expending a
spell slot. When you cast this spell you must finish a long rest Eldritch Sight
before you can use this spell again. This spell does not count You can cast Detect Magic at will, without expending a spell
against the Warlock spells you know. slot.
Agonizing Blast Eldritch Spear
Prerequisite: Eldritch Blast cantrip Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to When you cast Eldritch Blast, its range is 300 feet.
the damage it deals on a hit.
Eyes of the Rune Keeper
Armor of Shadows You can read all writing.
You can cast Mage Armor on yourself at will, without
expending a spell slot or material components. Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell,
Ascendant Step without expending a spell slot or material components.
Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a Forceful Weapons
spell slot or material components. Prerequisite: Pact of the Armament feature
When you make an attack roll with your pact weapon you
Beast Speech may substitute your Charisma modifier for the normal ability
You can cast Speak with Animals at will, without expending a modifier you would use for the attack roll made.
spell slot.
Formidable Chains
Beguiling Influence prerequisite: 10th level, Pact of the Chain feature
You gain proficiency in the Deception and Persuasion skills. You can choose to replace your current familiar with a more
formidable familiar, choosing from arcane amalgamation,
black dog, poltergiest, scoloxidae.
CHAPTER 2 | CLASSES
55
Gaze of Two Minds Repelling Blast
You can use your action to touch a willing humanoid and Prerequisite: Eldritch Blast cantrip
perceive through its senses until the end of your next turn. As When you hit a creature with Eldritch Blast, you can push the
long as the creature is on the same plane of existence as you, creature up to 10 feet away from you in a straight line.
you can use your action on subsequent turns to maintain this
connection, extending the duration until the end of your next Sculptor of Flesh
turn. While perceiving through the other creature’s senses, Prerequisite: 7th level
you benefit from any special senses possessed by that You can cast Polymorph once using a Warlock spell slot. You
creature, and you are blinded and deafened to your own can’t do so again until you finish a long rest.
surroundings.
Sign of Ill Omen
Lifedrinker Prerequisite: 5th level
Prerequisite: 12th level, Pact of the Armament feature You can cast Bestow Curse once using a Warlock spell slot.
When you hit a creature with your pact weapon, the creature You can’t do so again until you finish a long rest.
takes extra necrotic damage equal to your Charisma modifier
(minimum 1). Soul Incinerator
Prerequisite: 12th level, Pact of the Armament feature
Mask of Many Faces When you hit a creature with your pact weapon, the creature
You can cast Disguise Self at will, without expending a spell takes extra fire damage equal to your Charisma modifier
slot. (minimum 1).
Master of Myriad Forms Thief of Five Fates
Prerequisite: 15th level You can cast Bane once using a Warlock spell slot. You can’t
You can cast Alter Self at will, without expending a spell slot. do so again until you finish a long rest.
Master of the Tome Thirsting Weapon
Prerequisite: 15th level, Pact of the Tome feature Prerequisite: 5th level, Pact of the Armament feature
You learn a 4th level spell from any spell list of your choice, You can attack with your pact weapon twice, instead of once,
you can cast this spell as a Warlock spell without expending a whenever you take the Attack action on your turn.
spell slot, when you cast this spell must finish a long rest
before you can use this spell again. This spell do not count Tome of Secrets
against the Warlock spells you know. Prerequisite: 7th level, Pact of the Tome feature
You learn one 1st level and one 2nd level spell from any spell
Mind Flayer list of your choice. You can cast these spells as a Warlock
Prerequisite: 12th level, Pact of the Armament feature spell without expending a spell slot, when you cast either of
When you hit a creature with your pact weapon, the creature these spells you must finish a long rest before you can use
takes extra psychic damage equal to your Charisma modifier the spell used again. These spells do not count against the
(minimum 1). Warlock spells you know.
Minions of Chaos Visions of Distant Realms
Prerequisite: 9th level Prerequisite: 15th level
You can cast Conjure Elemental once using a Warlock spell You can cast Arcane Eye at will, without expending a spell
slot. You can’t do so again until you finish a long rest. slot.
Mire the Mind Voice of the Chain Master
Prerequisite: 5th level Prerequisite: Pact of the Chain feature
You can cast Slow once using a Warlock spell slot. You can’t You can communicate telepathically with your familiar and
do so again until you finish a long rest. perceive through your familiar’s senses as long as you are on
the same plane of existence. Additionally, while perceiving
Misty Visions through your familiar’s senses, you can also speak through
You can cast Silent Image at will, without expending a spell your familiar in your own voice, even if your familiar is
slot or material components. normally incapable of speech.
One with Shadows Whispers of the Grave
Prerequisite: 5th level Prerequisite: 9th level
When you are in an area of dim light or darkness, you can use You can cast Speak with Dead at will, without expending a
your action to become invisible until you move or take an spell slot.
action or a reaction.
Witch Sight
Otherworldly Leap Prerequisite: 15th level
Prerequisite: 9th level You can see the true form of any shapechanger or creature
You can cast Jump on yourself at will, without expending a concealed by illusion or transmutation magic while the
spell slot or material components. creature is within 30 feet of you and within line of sight.
CHAPTER 2 | CLASSES
56
Wielder
The Knight is a chosen defender, a vanguard that will
protect those all those that they deem worthy of being
The Wielder defended. They are immovable objects that will face any foe
Proficiency
without falter and dispatch any that would become obstacles
Level Bonus Features in the path that they’ve chosen. These warriors represent not
only an unyielding defense but also respectable offense that
1st +2 Fighting Style, Wielder Archetype nobody would dare scoff at for risk of wounding their pride
2nd +2 Challenge and honor and drawing their ire.
3rd +2 Wielder Archetype feature
If the Knight is the Immovable then the Brute is the
unstoppable force. These warriors storm into battle with very
4th +2 Ability Score Improvement little concern because they know that no foe could wound
5th +3 Extra Attack them enough to keep them away from a proper battle. With
mighty swings and their ability to shrug off even the hardiest
6th +3 Ability Score Improvement of blows the Brute will certainly show why you should fear
7th +3 Indomitable facing them and be thankful if they are on your side. If you
8th +3 Ability Score Improvement
ever do get the chance to see a Brute in battle you will surely
realize that their name comes from the true Brutality they are
9th +4 Wieder Archetype feature willing to inflict in a battle.
10th +4 Favored Weapon The Samurai is a mighty warrior the same as the others
thought their real power doesn’t come from sheer strength
11th +4 Extra Attack (2) like many wielders but from the unnatural agility that flows
12th +4 Ability Score Improvement through them and allows them pull off unbelievable feats
13th +5 Indomitable (2)
with their weaponry. In fact, the feats they perform with their
weapon seem so unbelievable others think it’s just legend
14th +5 Ability Score Improvement when they hear a samurai was able to stop bullets with their
15th +5 Wielder Archetype feature sword or even launch an attack without even touching an
opponent with his weapon. A Samurai should never be
16th +5 Ability Score Improvement underestimated even if they aren’t as physically imposing as
17th +6 Challenge Improvement, the Knight or Brute.
Indomitable (3)
18th +6 Extra Attack (4) Class Features
19th +6 Ability Score Improvement As a Wielder, you gain the following class features.
20th +6 Wielder Archetype Feature
Hit Points
Hit Dice: 1d12 per Wielder level
Hit Points at 1st level: 12 + your Constitution modifier
Hit Points at higher levels: 1d12 (or 7) + your Constitution
Those that follow the path of the Wielder are warriors is the modifier per Wielder level after 1st
most traditional sense. They cling to weapons and techniques
of the old way even as time marches on around them. This Proficiencies
doesn’t mean that you should discount them just because Armor: light armor, medium armor, heavy armor
their way of fighting may seem outdated because a Wielder's Weapons: simple weapons, martial weapons
true strength is often not as straightforward as it would seem Tools: none
and they can prove quite effective even on today’s battlefields. Saving Throws: Strength, Constitution
This is because though they seem simple at first, they exhibit Skills: choose two from Acrobatics, Animal Handling,
true skill and mastery over their chosen areas as well as a Athletics, History, Insight, Intimidation, Perception, Religion,
stalwart resilience that carries them through even the most and Survival
adverse situations. Not only that but the bond they form with
their of weapon of choice isn’t something you see of in the Equipment
warriors of today. One thing is for sure, no matter what kind You start with the following equipment, in addition to the
of Wielder you are facing, whether it is a Brute, Knight, or a equipment granted by your background:
Samurai, they are sure to give a true challenge and show ballistic mail
what battle really means. As for what battle will consist of (a) a martial weapon and shield or (b) two martial
that depends and which path the given Wielder walks. weapons
two tomahawks
(a) a dungeoneer’s pack or (b) an explorer's pack

CHAPTER 2 | CLASSES
57
Fighting Style Ability Score Improvement
You adopt a particular style of fighting as your specialty, When you reach 4th level, and again at 6th, 8th, 12th, 14th,
Choose one of the following options. You can't take a Fighting 16th, and 19th level, you can increase one ability score of
Style option more than once, even if you later get to choose your choice by 2, or you can increase two ability scores of
again. your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.
Defense
While you are wearing armor, you gain a +1 bonus to AC. Extra Attack
Dueling Beginning at 5th level, you can attack twice, instead of once,
When you are wielding a melee weapon in one hand and no whenever you take the Attack action on your turn. The
other weapons, you gain a +2 bonus to damage rolls with that number of attacks increases to three when you reach 11th
weapon. level in this class and to four when you reach 18th leveI in
this class.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you Indomitable
make with a melee weapon that you are wielding with two Beginning at 7th level, you can reroll a Saving Throw that you
hands, you can reroll the die and must use the new roll, even fail. If you do so, you must use the new roll, and you can't use
if the new roll is a 1 or a 2. The weapon must have the two- this feature again until you finish a long rest. You can use this
handed or versatile property for you to gain this benefit. feature twice between long rests starting at 13th level and
three times between long rests starting at 17th level.
Protection
When a creature you can see attacks a target other than you Favored Weapon
that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding Beginning at 10th level, as a Wielder you’ve grown an affinity
a shield. for one particular type of weapon and as such you’ve learned
how to use that weapon more efficiently than the other
Two-Weapon Fighting weapons on your arsenal. Pick a weapon you are proficient in
When you engage in two-weapon fighting, you can add your (such as longsword, shortsword, halberd, etc.) and while you
ability modifier to the damage of the second attack. wield that kind of weapon you have advantage on rolls
against being disarmed from it and attack rolls made with
Wielder Archetype that weapon score a critical hit on a roll of 19 or 20.
At 1st level, you choose an archetype that you strive to
emulate in your combat styles and techniques. Choose from Wielder Archetype
Brute, Knight, Samurai, or Spellsword all detailed at the end A Wielder can express themselves through three classic
of the class description. The archetype you choose grants you expressions of their wielder archetype: the Brute, the Knight,
features at 1st level and again at 3rd, 9th, 15th, and 20th and the Samurai.
level.
Brute
Challenge Stubborn and strong
At 2nd level you gain the ability to issue a challenge to a
creature that you're already in combat against so that the Brute Strength
fight becomes more about a personal battle between the two At 1st level, your might is already considerable and you can
of you. You can issue your challenge as a bonus action and lift and break things that many normal wouldn’t be able to.
the enemy you challenge must be within 100ft of you when Your carrying capacity (including maximum load and
you issue the challenge, you must verbally issue the challenge maximum lift) is doubled, and you have advantage on
to the enemy. While in combat against the challenged enemy Strength checks made to push, pull, lift, or break objects.
you gain advantage on all attack rolls against the challenged
enemy and you can add 1d6 damage to your rolls of the same Savage Reaction
type of damage that your weapon does. You and the By 3rd level you’ve learned how to change targets incredibly
challenged creature have disadvantage on attacks rolls made quickly after dispatching the one you had been focusing on.
against any creature other than each other, the challenge When you drop an enemy’s hit points to 0 you can use your
ends when the challenged enemy’s hit points drop to 0, when reaction to immediately move up to your speed towards an
you finish a short or long rest, or when you end the challenge enemy and make a melee weapon attack against an enemy
as a bonus action by verbally declaring an end to your within range.
challenge. Once you use this feature you can not use again
until you finish a short or long rest. At 17th level the damage Fierce Grasp
die increases from 1d6 to 1d8. Starting at 9th level, you can wield a two handed weapon in
one hand as long as you aren’t wielding a weapon in your
other hand and you can use two weapon fighting even if the
weapons you're using don’t have the light property.
CHAPTER 2 | CLASSES
58
Unbreakable Samurai
By 15th level, you’ve learned how to brace yourself properly Nimble and nocent
for incoming damage. When you take damage you can
instead choose to reduce the amount of damage you take by
half. Once you use this feature you can’t use it again until you Samurai’s Finesse
finish a short rest or long rest. While using a weapon that you are proficient in you can treat
that weapon as if it had the finesse property.
Brutality
Starting at 20th level, you can truly start dealing out true Agile Maneuverability
brutality to your enemies. You can roll one additional weapon Beginning at 1st level, you are able to move much more
damage die when determining the extra damage for a critical proficiently in armor thanks to your training. You can add half
hit with a melee attack. Additionally once per turn, when you of your proficiency score to Dexterity Saving Throws you
successfully make a melee weapon attack you can choose to make. Additionally, when you wear medium armor, you can
maximize your damage roll. Once you use this feature you add 3, rather than 2, to your AC if you have a Dexterity of 16
can’t use it again until you finish a short or long rest or until or higher. When you wear light armor you have advantage on
you score a critical hit. Acrobatics ability checks.

Knight Step Like the Wind


By 3rd level, you’ve learned how to move more quickly in
Devoted and defensive combat the less armor you’re wearing. While not wearing
heavy armor or using a shield you can use the Disengage
Aegis at the Ready action as a bonus action and while not while not wearing
At 1st level, you can don and doff your shield as a bonus heavy armor, medium armor, or using a shield you can use
action instead of and action. the Dash action as bonus action.
Vanguard Deflect Missiles
Starting at 3rd level, you always stand at the ready to attack By 9th level, you’ve learned to harness you’re almost inhuman
enemies and strike them down when they come to close to reaction speed to stop enemy ranged attacks. When your
you and your allies. Creatures provoke opportunity attacks enemy makes a ranged weapon attack you can use your
from you even if they use the disengage action and when an reaction to stop an amount of damage that would be done to
enemy moves within your reach you can use your reaction to you by ranged weapon attacks equal to 1d10 + your Wielder
make an attack against them. level.
Mounted Combatant Crescent Strike
By 9th level, you’ve learned how to battle on your mount By 15th level, you can use your weapon to produce an attack
much more effectively. If your mount is subjected to an effect that hits enemies even if they aren’t in melee range. As an
that allows it to make a Dexterity Saving Throw to take only action you can use your melee weapon to slash in front of you
half damage, it instead takes no damage if it succeeds on the dealing damage in a 15 ft cone (20 ft if your weapon has the
Saving Throw, and only half damage if it fails. Also if an reach property) and all creatures in that cone must make a
enemy makes an attack roll against your mount you can Dexterity Saving Throw (DC = 8 + your proficiency bonus +
instead use your reaction to make that attack target you (it your Strength or Dexterity modifier, your choice). On a failure
must still beat your AC to hit) and if it does hit you can halve they take 2d10 plus your Strength or Dexterity modifier (your
the attack's damage. choice) of slashing damage, half as much on a success.
Survivor Soul of Steel
At 15th level, you attain the pinnacle of resilience in battle. At Starting at 20th level, you’ve come to understand your
the start of each of your turns, you regain hit points equal to 5 weapon so well you can feel its spirit. Any weapons on your
+ your Constitution modifier if you have no more than half of person can not be broken by non-magical means and all
your hit points left. You don't gain this benefit if you have 0 hit weapon attacks you make with weapons you’re proficient
points. with count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.
Defender You can now also draw out your weapon’s spirit to aid you in
By 20th level, you’ve mastered the art of reacting to combat. When you call out your weapon’s spirit, for the next 1
everything happening on the battlefield. You can use your minute when make a successful attack with your weapon
reaction during a round even if you have already used a instead of rolling the weapons damage you instead inflict the
reaction but you may not use more than one reaction during a maximum amount of damage the weapon can do. You regain
turn. Additionally if an enemy makes an attack against this feature when you finish a long rest.
anyone other than you while they are within 5ft of you, you
can use your reaction to make an attack against them.

CHAPTER 2 | CLASSES
59
Zealot
The Zealot
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Divine Domain, Spellcasting 3 2 — — — — — — — —
2nd +2 Channel Divinity (1/rest), Divine Smite, Divine 3 3 — — — — — — — —
Domain feature
3rd +2 ─ 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Extra Attack 4 4 3 2 — — — — — —
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3 — — — — — —
7th +3 ─ 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Divine Domain feature 4 4 3 3 2 — — — — —
9th +4 ─ 4 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 ─ 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 ─ 5 4 3 3 3 2 1 1 — —
14th +5 Purity of Body 5 4 3 3 3 2 1 1 — —
15th +5 ─ 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Zealots are servants of the divine, possessing duty to the Zealots of the Life Domain focus more on healing than
deity that they worship. Followers, like clergies, temples, and combat. Their style of spellcasting enhances their healing
common folk, are what gives deities their power and abilities allows them access to spells specific to their domain
influence. Zealots are recipients of but minute portions of of zealotry. Life Domain Zealots also carry a warding aura
their deity’s power. But unlike Warlocks, a Zealot’s power is which protects themselves and their allies from the damaging
granted through an oath of devotion to their deity rather than effects of other spells. They also posses a well of healing
an exchange. They are enforcers of their deity’s will but still magic which is separate from their spells which they can
maintain the agency to make their own values and mend an amount of allies within their immediate vicinity.
judgements. Zealots often have personal reasonings for their Zealots of the Radiance Domain are a representation of all
devotion to their deity and have their own goals which align things that bring light. Their style of spellcasting incorporates
with their deity’s values. A Zealot’s style of spellcasting and fire, heat, flares, radiancy and all else that shines. Radiance
combat fall within four domains: the Combat Domain, the Domain Zealots have access to spells specific to their domain
Life Domain, the Radiance Domain, and the Sky Domain. which illuminate their enemies in order to stun and aust
Zealots of the Combat Domain are champions of battle. them. Wherever they go, they are always the brightest thing
They incorporate divine spellcasting as well as martial in the room, be it literally or metaphorically. Radiance
prowess into their fighting style. Combat Domain Zealots use Domain Zealots are mortal enemies of darkness in all
their deity’s influence in order to enhance their combative aspects.
ability. They have access to spell specific to their domain Zealots of the Sky Domain are the bringers of storms. They
which serve to protect themselves and their allies as well as incorporate elements such as lightning, thunder, ice, wind
to destroy their enemies. Combat Domain Zealots are the and water into their spellcasting style. Sky Domain Zealots
soldiers of their deity and are willing to die for their cause. have access to spells specific to their domain which bring
upon torrents of the sky.
CHAPTER 2 | CLASSES
60
They are able to channel these elements into their attacks For example, if you are a 3rd-level Zealot, you have four
and spells in order to maximize their impact. Storms bring 1st-level and two 2nd-level spell slots. With a Charisma of 16,
comfort rather than fear to Sky Domain Zealots. your list of prepared spells can include six spells of 1st or 2nd
level, in any combination. If you prepare the 1st-level spell
cure wounds, you can cast it using a 1st-level or 2nd-level
Class Features slot. Casting the spell doesn't remove it from your list of
As a Zealot, you gain the following class features. prepared spells.
You can change your list of prepared spells when you finish
Hit Points a long rest. Preparing a new list of Zealot spells requires time
Hit Dice: 1d8 per Zealot level spent in prayer and meditation: at least 1 minute per spell
Hit Points at 1st level: 8 + your Constitution modifier level for each spell on your list.
Hit Points at higher level: 1d8 (or 5) + your Constitution
modifier per Zealot level after 1st Spellcasting Ability
Charisma is your spellcasting ability for your Zealot spells.
Proficincies The power of your spells comes from your devotion to your
Armor: light armor, medium armor, shields deity. You use your Charisma whenever a Zealot spell refers
Weapons: all simple weapons, war hammer, and maul to your spellcasting ability. In addition, you use your
Tools: none Charisma modifier when setting the saving throw DC for a
Saving Throws: wisdom, charisma Zealot spell you cast and when making an attack roll with
Skills: choose two from acrobatics, athletics, history, insight, one.
medicine, persuasion, and religion Spell Save DC = 8 + your proficiency bonus + your
Charisma modifier
Equipment Spell Attack Modifier = your proficiency bonus + your
You start with the following equipment, in addition to the Charisma modifier
equipment granted by your background:
Ritual Casting
(a) a simple weapon or (b) a war hammer You can cast a Zealot spell as a ritual if that spell has the
(a) a lightweight padded vest or (b) a crude padded vest ritual tag and you have the spell prepared.
(a) any other simple weapon or (b) a shield
(a) a priest’s pack or (b) an explorer’s pack Spellcasting Focus
a holy symbol You can use a holy symbol as a spellcasting focus for your
Spellcasting Zealot spells.
As a conduit for divine power, you can cast Zealot spells. See Divine Domain
chapter 10 of the PHB for the general rules of spellcasting At 1st level, you choose one domain related to your god:
and chapter 11 for the Cleric spell list. (For your list of spells Combat, Life, Radiance, Sky. Each domain is detailed at the
refer to the Cleric list from the PHB also including the end of the class description. Your choice grants you domain
following spells: Cantrips: Fire Bolt, Shocking Grasp, 1st spells and other features when you choose it at 1st level. It
level: Compelled Duel, Divine Favor, Hellish Rebuke, 2nd also grants you additional ways to use Channel Divinity when
level: Magic Weapon, 3rd level: Aura of Vitality, Crusader’s you gain that feature at 2nd level, and additional benefits at
Mantle, Wlemental Weapon, Magic Circle, 4th level: Aura of 6th, 8th, and 17th level.
Life, Aura of Purity, Compulsion 5th level: Circle of Power,
Destructive Wave, 9th level: Power Word Heal) Domain Spells
Cantrips Each domain has a list of domain spells that you gain at the
At 1st level, you know three cantrips of your choice from the Zealot level noted in the domain description. Once you gain a
Zealot spell list. You learn additional Zealot cantrips of your domain spell, you always have it prepared, and it doesn't
choice at higher levels, as shown in the Cantrips Known count against the number of spells you can prepare each day.
column of the Zealot table. If you have a domain spell that doesn't appear on the Zealot
spell list, the spell is nonetheless a Zealot spell for you.
Preparing and Casting Spells
The Zealot table shows how many spell slots you have to cast Channel Divinity
your spells of 1st level and higher. To cast one of these spells, At 2nd level, you gain the ability to channel divine energy
you must expend a slot of the spell's level or higher. You directly from your god, using that energy to fuel magical
regain all expended spell slots when you finish a long rest. effects. You start with two such effects: Turn the Unholy and
You prepare the list of Zealot spells that are available for you an effect determined by your domain. Some domains grant
to cast, choosing from the Zealot spell list. When you do so, you additional effects as you advance in level, as noted in the
choose a number of Zealot spells equal to your Charisma domain description. When you use your Channel Divinity, you
modifier + your Zealot level (minimum of one spell). The choose which effect to create.
spells must be of a leveI for which you have spell slots.

CHAPTER 2 | CLASSES
61
You must then finish a short or long rest to use your Channel Purity of Body
Divinity again. Some Channel Divinity effects require saving
throws. When you use such an effect from this class, the DC By 14th level, your body has been in contact with holy energy
equals your Zealot spell save DC. Beginning at 6th level, you for for such a prolonged period of times it starts that you’ve
can use your Channel Divinity twice between rests, and absorbed enough to make yourself grow resilient and
beginning at 18th level, you can use it three times between resistant to tools that evil doers would often use against you.
rests. When you finish a short or long rest, you regain your You gain immunity to diseases and curses as well as
expended uses. resistance to poison damage as well as advantage on Saving
Throws against being poisoned.
Channel Divinity: Turn the Unholy
As an action, you present your holy symbol and speak a Divine Domain
prayer censuring fiends and undead, using your Channel
Divinity. Each fiend or undead that can see or hear you within A Zealot serves his god with fervor and passion the likes of
30 feet of you must make a Charisma Saving Throw. If the which normal people could only imagine. Though the life of
creature fails its Saving Throw, it is turned for 1 minute or zealotry is very similar for all, whether they see each other as
until it takes damage. A turned creature must spend its turns brothers, comrades in arms, rivals, or even enemies depends
trying to move as far away from you as it can, and it can't on the gods that they worship. Zealots have different ways of
willingly move to a space within 30 feet of you. It also can't expressing the powers given to them by divine providence
take reactions. For its action, it can use only the Dash action that represent the aspects of life their gods generally have
or try to escape from an effect that prevents it from moving. If control over. For many gods, their control is very broad. The
there's nowhere to move, the creature can use the Dodge four divine domains are those usually associated with most
action. gods.
Divine Smite Combat Domain
Starting at 2nd level, when you hit a creature with a melee Bringer of battle
weapon attack, you can expend one Zealot spell slot to deal
radiant damage to the target, in addition to the weapon's Combat Domain Spells
damage. The extra damage is 1d8 for a 1st-level spell slot, Spell Level Spell
plus 1d8 for each spell level higher than 1st. The damage 1st divine favor, shield of faith
increases by 1d8 if the target is an undead or a fiend.
2nd magic weapon, spiritual weapon
Ability Score Improvement 3rd crusader's mantle, spirit guardians
When you reach 4th level, and again at 8th, 12th, 16th, and 4th freedom of movement, stoneskin
19th level, you can increase one ability score of your choice 5th flame strike, hold monster
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. Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons, heavy
Extra Attack armor, and unarmed strikes. Your unarmed strikes deal 1d4
bludgeoning damage. Your unarmed strike damage increases
Beginning at 5th level, you can attack twice, instead of once, to 1d6 at 5th level and again to 1d8 at 11th level.
whenever you take the Attack action on your turn.
Communion of Combat
Divine Intervention At 1st level, your god gives you the distinct honor of being
Beginning at 10th level, you can call on your god to intervene able to use your divine spells while in martial combat. You
on your behalf when your need is great. Imploring your can perform the somatic components of spells even when you
deity's aid requires you to use your action. Describe the have weapons or a shield in one or both hands and you can
assistance you seek, and roll percentile dice. If you roll a use your weapon as if it was a spell focus.
number equal to or lower than your Zealot level, your deity Channel Divinity: Declaration of War
intervenes. The DM chooses the nature of the intervention; Starting at 2nd level, you can use your Channel Divinity to
the effect of any Zealot spell or Zealot domain spell would be empower combat abilities in nearly every way. As a bonus
appropriate. lf your deity intervenes, you can't use this feature action, you can use your channel divinity to make all your
again for 7 days. Otherwise, you can use it again after you weapon attacks count as magical for the purposes of
finish a long rest. At 20th level, your call for intervention overcoming immunity and resistances for 1 minute.
succeeds automatically, no roll required. Additionally, you can add your Charisma modifier to damage
rolls and AC for the duration of this feature.

CHAPTER 2 | CLASSES
62
Guided Hand Aura of Warding
At 6th level, when you or a creature within 60 feet you makes Beginning at 8th level, holy magic lies so heavily upon you
an attack roll that would miss, you can choose to reroll the that it forms a divine ward against enemy magic. You and
attack but must use the new roll. You can use this feature a friendly creatures within 10 feet of you have resistance to
number of times equal to your Charisma modifier. You must damage from spells. At 18th level, the range of this aura
finish a long rest before you regain all uses of this feature. increases to 30 feet.
Constant Vigilance Supreme Healing
By 8th level, your divine abilities helps you to strike foes when Starting at 17th level, when you would normally roll one or
they first come within your range and allows you to cut off more dice to restore hit points with a spell, you instead use
their retreats. When a creature first moves within range for the highest number possible for each die. For example,
you and makes an attack roll with a melee weapon, you can instead of restoring 2d6 hit points to a creature, you restore
use your reaction to make an attack roll against that creature. 12.
Additionally, creatures within 5 feet of you provoke
opportunity attacks from you even if they take the Disengage Radiance Domain
action before leaving your reach. Bringer of light
Complete Conquest
At 17th level, you regain a use of your Channel Divinity Radiance Domain Spells
Spell Level Spell
whenever you drop a creature’s hit points to 0.
1st burning hand, guiding bolt
Life Domain 2nd flaming sphere, scorching ray
Bringer of health 3rd daylight, fireball
4th guardian of faith, wall of fire
Life Domain Spells
Spell Level Spell 5th flame strike, scrying
1st bless, cure wounds
Bonus Cantrip
2nd lesser restoration, spiritual weapon When you choose this domain at 1st level, you gain the Light
3rd beacon of hope, revivify cantrip if you don't already know it.
4th death ward, guardian of faith
Blinding Light
5th mass cure wounds, raise dead Also at 1st level, you can briefly blind enemies with your holy
flames. When you cast a Zealot spell of 1st level or higher
Bonus Proficiency that deals either fire or radiant damage you can have a
When you choose this domain at 1st level, you gain creature damaged by that spell make a Constitution Saving
proficiency with heavy armor. Throw. The DC is equal to your Spell Save DC. On a failure,
the target has disadvantage on attack rolls and perception
Disciple of Life checks that involve sight until the end of their next turn. You
Also starting at 1st level, your healing spells are more can use this feature a number of times equal to your
effective. Whenever you use a spell of 1st level or higher to Charisma modifier. You must finish a long rest before you
restore hit points to a creature, the creature regains regain all uses of this feature.
additional hit points equal to 2 + the spell's level.
Channel Divinity: Like a Flash
Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to
Starting at 2nd level, you can use your Channel Divinity to move as fast as the light that you embody. On your turn, you
heal the badly injured. As an action, you present your holy can use your channel divinity to perform an action using your
symbol and evoke healing energy that can restore a number bonus action.
of hit points equal to five times your Zealot level. Choose any
creatures within 30 feet of you, and divide those hit points Luminous Splendor
among them. This feature can restore a creature to no more At 6th level, you can feel your lustrous strength blossom
than half of its hit point maximum. You can't use this feature within you in such a way that your radiance will never dull.
on an undead or a construct. When you roll a 1 or 2 on a damage die on attacks that deal
radiant or fire damage, you can reroll the die. You must use
Blessed Healer the new roll, even if the new roll is a 1 or a 2.
Beginning at 6th level, the healing spells you cast on others
heal you as well. When you cast a spell of 1st level or higher
that restores hit points to a creature other than you, you
regain hit points equal to 2 + the spell's level.

CHAPTER 2 | CLASSES
63
Shining Smite Charged Smite
By 8th level, you are so infused with incandescent energy By 8th level, you’ve learned how to charge your divine smite
from your god that all your melee weapon strikes carry divine with the power of lightning itself. When you use the divine
power with them. Whenever you hit a creature with a melee smite feature you add an additional 1d8 lightning damage to
weapon, the creature takes an extra 1d8 radiant damage. lf the damage roll. At 14th level this becomes 2d8 lightning
you also use your Divine Smite with an attack, you add this damage.
damage to the extra damage of your Divine Smite.
Servant of the Sky
Guiding Light At 17th level, you gain resistance to lightning and thunder
Starting at 17th level, you can use your action to summon a damage and you gain the ability to sprout a pair of angel
pillar of light that extends out in a 5ft radius and 10ft tall. wings from your back, gaining a flying speed equal to your
This Pillar sheds bright light in a 120ft radius and dim light current speed. You can create these wings as a bonus action
for another 120ft after that. Allies that are within the radius on your turn. They last until you dismiss them as a bonus
of dim light can add your Charisma modifier to their attack action on your turn. You can't manifest your wings while
rolls. Allies within the radius of bright light gain this effect wearing armor unless the armor is made to accommodate
and can also add your Charisma modifier to their damage them, and clothing not made to accommodate your wings
rolls as radiant damage. Allies within the pillar gain both might be destroyed when you manifest them.
effects and are also immune to radiant and fire damage while
within the pillar. Once you use this feature you must finish a
long rest before you can use it again.
Sky Domain
Bringer of tempests
Sky Domain Spells
Spell Level Spell
1st fog cloud, thunderwave
2nd gust of wind, shatter
3rd call lightning, sleet storm
4th control water, ice storm
5th destructive wave, insect plague

Bonus Proficiency
Also at 1st level, you gain proficiency with martial weapons.
Might of the Stormbringer
When you make a successful spell attack against a creature
or a creature fails its Saving Throw against one of your
Zealot spells and that spell does cold, lightning, or thunder
damage you can force that creature to make a Strength
Saving Throw versus your Zealot spell save DC. On a failure
the target is knocked down and becomes prone and you can
make a weapon attack as a reaction against the creature you
knocked prone if they are within range, on a success this
feature fails. You can use this feature a number of times equal
to your Charisma modifier and you regain all uses of this
feature on a long rest.
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to
wield the power of the sky and storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your
Channel Divinity to deal maximum damage, instead of
rolling.
Discharge
At 6th level, when you deal lightning damage to a Large or
smaller creature, you can also push it up to 10 feet away from
you.

CHAPTER 2 | CLASSES
64
Races
Dense Skin. While not wearing armor, you gain a +1
Afflicted bonus to your Armor Class.
The Afflicted are a group of people who are descendants of a Diverse Ancestry. As an Afflicted, your family is descended
society which suffered a terrible fate. Their homelands were from another race of people which has been afflicted by the
ruptured by fissures which exposed a leyline of toxic toxic atmosphere. As such, you may choose one racial feature
primordial energy. Many members of this society simply died from the race of which you are descended from. This
as a result of the toxic radiation, but a select few were able to excludes ability score increases.
survive. Most survivors moved on, but some decided to stay Mutation. Your parents' exposure to the toxic environment
within the toxic region. They reasoned that living within the has caused a genetic mutation in you. You can add +1 to an
boundaries of the toxicity would protect them from foreign ability score of your choosing, excluding Constitution.
invasion and colonization. Over centuries, their bodies Languages. You can speak, read, and write Common and
adapted to the radiation and now they thrive in societies one other language.
which have been isolated from the world at large, living lives
free of war and foreign politics.
Seasoned Bodies
The appearance and physical proportions of an Afflicted are
largely reliant on their ancestry. Afflicted are not a race of
people as much as they are a group of peoples which suffer
from the same syndrome. As such, all Afflicted have leathery,
dense skin. For them, growing hair is difficult, often
impossible. Instead, they participate in a practice known as
decorative branding, in which they seer their weathered skin
into decorative patterns, similar to tattooing.
Living Beyond Toxicity
Afflicted who move away from the toxic regions their people
call home often struggle with the complexities of societal and
geographical politics. Most are entirely naive to societies
which are comprised of people from diverse backgrounds.
From the opposite perspective, most people are entirely
unfamiliar with societies and people which come from these
radioactive regions.
Afflicted Names
The Afflicted follow normal naming traditions shared by most
other intelligent humanoid races.
Afflicted Traits
Your Afflicted character has certain characteristics in
common with all other Afflicted.
Ability Score Increase. Your Constitution score increases
by 2
Age. Afflicted live to roughly half of the life expectancy of
the race in which their family is descended from.
Alignment. Afflicted are not predisposed to any particular
alignment.
Size. An Afflicted's size is determined by the race in which
their family is descended from.
Speed. Your base walking speed is 30 feet.
Irradiated. You are immune to any environmental damage
or effects which are caused by toxic, irradiated, or poisonous
atmospheres. This does not include spells and magical
effects which involve poison.
Radioactive Resistance. You are resistant to radiant
damage.

CHAPTER 3 | RACES
65
Hosting. As an Anomlian, you assume the mind and body
Anomlian of an intelligent humanoid. If your host's body were to die, you
Anomlians are parasitic creatures from a dimension known would be forced out of their body, as their post-mortem
simply as 'The Void'. In their truest form they are gelatinous neurochemicals would begin to spread to your brain. If you
purple and black blobs. But they are rarely in this form as were not to find another host within an hour, or half an hour
they leech from other organisms for sustenance. When in extreme conditions, you would also die. In order to
Anomlians find a host, they enter their being and override assimilate a new host, you must succeed on a DC 20
their nervous system, assuming complete control over their Charisma skill check. You can only attempt to assimilate to
mind and body through charismatic force. How these being any single individual once. While not currently attached to a
escape to the material plane is unknown. They have no true host, your Hit Point total is equal to your total number of
purpose other than to survive. class levels. If you are reduced to 0 Hit Points you do not
make Death Saving Throws, you die. While without a host,
Of The Void you can not speak or conduct any actions beside attempting
to assimilate a new host.
The Void is a dimension of pure chaos. Matter is in a Void Sense. You can sense any creature that also has Void
constant state of being created and destroyed. It is a desolate Sense within 60ft of you and you know the location of that
landscape of darkness with the geography consisting of creature. You can also communicate telepathically with them
blacks and purples. Mountains and hill flow like oceans, even if they are incapable of speech normally.
gravity is in a constant state of changing direction and Languages. You can speak, read, and write Common and
intensity, and miniature black holes form randomly across its one other language of your choice.
boundaries. Even the fiercest creatures struggle to survive. Subraces. Anomlians gain certain advantages based on
the region of the brain in which their core inhabits: Basis in
Playing Host the Frontal Lobe, Basis in the Occipital Lobe, and Basis in
In the material plane, Anomlians prefer to host intelligent the Sensory Motor Cortex.
humanoids, though that is not always the case. Beyond the Basis in the Frontal Lobe
Void, Anomlians can only survive about an hour outside of the The Frontal Lobe is the region of the brain responsible for
atmosphere of a host, lest they dry up and die. Once they find logic, reasoning, and personality.
a host, they can not leave them until the host dies due to the Ability Score Increase. Your Intelligence score increases
way in which they overlap their host's brain. by 1.
Anomlians assimilate their host's knowledge with their Personality Overlap. You are able to perfectly mimic to
own, building a library of resources not only of their host's personality, speech, and thought process of the individual
world but also of the host's previous life. Anomlians are likely which is hosting you.
to abandon the social life of a fresh host in pursuit of their Divergent Thinking. When performing an Skill check
own goals, but sometimes they continue their host's life as if which uses Intelligence, Wisdom, or Charisma, you are able
nothing happened. to make two checks simultaneously. For example, if you are
attempting to persuade an individual to follow you down an
Anomlian Names alley, you may make a Charisma (Persuasion) check to
Anomlians are inherently nameless, being born through convince them and a Wisdom (Insight) check to see how
random surges of energy and creation in the Void. In the anxious they are simultaniously. These Skill checks consume
material plane, Anomlians will often adopt the original name the same amount of time as a single Skill check normally
of their host, or make a new one. would.
Anomlian Traits Basis in the Occipital Lobe
The Occipital Lobe is the region of the brain responsible for
Your Anomlian character has certain characteristics in vision and perception.
common with all other Anomlians Ability Score Increase. Your Wisdom score increases by
Ability Score Increase. Your Charisma score increases by 1.
2. Keen Vision. You have advantage on any Wisdom
Age. The life expectancy of an Anomlian is largely (Perception) checks reliant on sight.
unknown. This is because they can only live independently in Visual Overhaul. You are immune to being blinded by non-
the Void, which has a tendency create and destroy magical effects.
spontaneously. In a vacuum, Anomlians live less than 10
years. However, assuming hosts increases the lifespan of Basis in the Sensory Motor Cortex
Anomlians tenfold. The Sensory Motor Cortex is the region of the brain
Alignment. The unpredictable nature of the Void often responsible for the motor controls of the body.
leads Anomlians to have a chaotic alignment. Ability Score Increase. Your Dexterity or Strength score
Size. Anomlians assume the size of their host creatures. increases by 1.
Speed. Your base walking speed is the same as the host, Aerobic Efficiency. Your base movement speed becomes
30 feet if the host is Medium, 25 if they are Small. 40 feet.
Darkvision. You can see in dim light within 30 feet of you Mind Over Matter. You can ignore the effects of having 1
as if it were bright light, and in darkness as if it were dim level of Exhaustion, though you still accumulate Exhaustion
light. You can't discern color in darkness, only shades of gray. levels normally.
CHAPTER 3 | RACES
66
Size. Cactoids are between 4 and 8 feet tall and can be
Cactoid anywhere from 100-350 pounds depending on size and
Cactoids are sentient cactus-people. The exact origins of shape. Your size is Medium.
these people is unknown but it is highly suggested that they Speed. Your base walking speed is 30 feet.
are influenced by the same primordial magic which drives Languages. You can speak, read, and write Common and
Elementals. Unlike Elementals, Cactoids possess more Cactoid.
agency and are capable of cohabitating with other intelligent Heat Resistant. You have resistance to Fire damage.
life. They are largely desert dwellers and possess superior Regenerative Body. You have the ability to regenerate
survivability in those climates limbs and organs, barring that your missing organs are not
fatal. For something small, like a finger, the regeneration
Biology and Appearance would only take about 3 days. For something larger, like a
foot, the regeneration would take about 7 days. For
Cactoids are diverse and variable in their shape and size. something big, like a leg, the regeneration would take about
They may be short and round, tall and slender, tall and round, 14 days. The body parts reform slowly but do not function
short and slender, or anywhere in between. Their skin is properly until the regeneration process is fully completed.
usually a variety of green and they may have flowers of many Desert Dweller & Rooting. Cactoids are omnivorous
varieties which sprout from their head. Their prickly spines creatures that require food and water, like any other
are not skinny and numerous. Rather, Cactoids have large but humanoid. However, Cactoids only require 1 pint (1/2 liter) of
stout spines which, like any other weapon, are only harmful water per week. Cactoids also only require half of the food an
when purposefully used that way. The spines are only about average humanoid does.
as wide as a whiskey glass and protrude to only about an Additionally, you can choose to root yourself during a long
inch; they are also relatively sparse with the average Cactoid rest if you are resting in a terrain with nutrient-rich soil, such
having only about a dozen spines on each section of their as Coast, Desert, Forest, Grassland, and Mountains. Rooting
body. yourself over the course of a long rest satisfies your eating
Cactoids reproduce through pollination enacted by insects, requirements for the next 3 days. While rooted your
birds, and bats. As such, Cactoids have no biological sex or movement speed is reduced to 0. Unrooting for an amount of
gender. Because of this, Cactoids often choose a gender time during your long rest which would require you to restart
identification that most fits with their personality in order to your rest would also cause this feature to reset.
relate themselves to the norms of other intelligent Prickly Hide. When you are damaged by an unarmed
humanoids. attack or when you successfully hit with an unarmed attack,
you can inflict an additional 1d4 piercing damage to your
An Individual Lifestyle opponent due to the spines that cover you skin. However, the
Unlike other humanoids, who largely rely on communities spines on you skin are limited, you can use this ability 10
and social structures in order to survive, Cactoids are times after which you must take a long rest before you can
capable of living an entirely solitary lifestyle if they chose to. use this feature again.
They need not depend on agriculture or currency should they
choose not to, they can provide for all of their needs
independently. However, this type of lifestyle would be similar
to a hermit's who survives on bread and water. Some
Cactoids still retain the need for social interaction with
intelligent creatures. As such, Cactoids flock to civilization,
not for any survival needs, but for social needs.
Cactoid Names
Due to their reproductive methods, Cactoids and Cactoid
names are not gendered.
Names: Austro, Caly, Hue, Kio, Mai, Opun, Peres, Poe,
Rhip, Rowni, Tio
Cactoid Traits
Your Cactoid character has certain characteristics in
common with all other Cactoids.
Ability Score Increase. Your Constitution score increases
by 2 and your Wisdom score increases by 1.
Age. Cactoids begin their life as sprouts, having basic
sentience but no limbs with which to walk or move. Cactoids
are considered adults when they have fully develop their arms
and legs, which happens after approximately 2 years after
their seed sprouted. Cactoids can live up to 180-200 years.
Alignment. Cactoids are not predisposed to any particular
alignment.

CHAPTER 3 | RACES
67
Male Names: Akan, Etzli, Ix'lan, Ma'lum, Paxlon
Couatlborn Surnames: Aax, Apchua, Choek, Gamil, Inkna, Kruum,
Couatlborn are snake-like humanoids which were crafted, Okan, Vinntab, Zimli
rather than emerging as a product of evolution. They have
scaled skin which is usually composed of some combination Couatlborn Traits
of white, green, orange, and pink. They have short reptilian Your couatlborn character has certain characteristics in
faces and serpent-like tails. Couatlborn are sometimes common with all other couatlborn
capable of growing feathers along their head and arms which Ability Score Increase. Your Wisdom score increases by
can be styled. They have four-fingered hands (including 2.
thumbs) with small claw-like fingertips and pawed, dinosaur- Age. Like their Couatl ancestors, Couatlborn are slow to
like feet. Couatlborn reproduce through egg-laying, like mature. It takes the average Couatle born about 30 years to
snakes and birds. reach full maturity. Because they are only about 2 feet long
when they are hatched, they must spend decades shedding
Derivatively Crafted their skin in order to reach their full height. Couatlborn
The Couatlborn are a race of people which were created by experience puberty around their mid-20's in which they
ancient Couatl as servants, or slaves. Couatl originally used experience a growth spurt which brings them from 3-5 feet
early human worshipers, who believed them to be gods, as tall to 6-8 feet tall. Couatlborn can live up to 300 years and
servents. But as humans evolved from living in caves, they are not considered elderly until their final few decades.
began to doubt the divinity of these giant serpants. As such, Alignment. The moral alignment of a Couatlborn is largely
humans moved beyond the lands in which these Couatl determined by their upbringing. Those who serve benevolent
inhabited and formed their own religions. The Couatl were Couatl are often good. Those who serve malevolent ones, evil.
left without followers to serve them. Eventually, they grew Those who are removed from their clan often shift their
desperate enough to start experimenting with their own eggs. alignment to one that opposes their Couatl demi-god.
Through the innate arcane adaptivity granted by their Regardless, Couatlborn are almost always lawful, being
celestial ancestry, the Couatl manipulated their eggs into institutionally raised to be strict believers in rules and laws.
producing smaller, more human-like, versions of themselves. Size. Couatlborn are between 6 and 8 feet tall and average
After more experimenting, the Couatl were able to produce about 200 pounds. Your size is Medium. Couatlborn younger
these Couatlborn in such a way that they were able to than 20 years old range between 3 and 5 feet tall and are
reproduce themselves and no longer had to be birthed from considered Small.
the Couatl's own eggs. Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
A Strong Sense of Clan light. You can't discern color in darkness, only shades of gray.
Like most divine, or at least demi-divine, creatures, Innate Spellcasting. Your Couatl ancestry has granted
Couatlborn source their power from the devotion and faith of your bloodline a faint magical essence. As such, once per
their followers. As such, Couatl have institutionally created a long rest you can cast one of the following spells 'at will':
sense of community and "one-ness" within their Detect Good and Evil, Detect Magic, Thaumaturgy.
congregation. To Couatlborn, being a worshiper of your Inherent Shapeshifter. Couatl are known for their
patron Couatl and serving them is your life's work. Service of notorious ability to shapeshift, their Couatlborn descendants
your god is the sacrifice which will guarantee the ascendance also receive a rudimentary ability to change their shape. Once
of your soul. To denounce your clan is to denounce god. Your per long rest, you may shapeshift which follows the same
clan is your family and you are all united under your Couatl boundaries as the Disguise Self spell. However, your
god. shapeshifting can only affect yourself, not any items, clothing,
or equipment you are carrying. But the way in which you
Beyond a Life of Service shapeshift is not illusory. For example, if you were to
Some Couatlborn are able to escape the cult of their patron shapeshift into a human with long hair, the hair would be real
Couatl god. This apostasy is no easy feat as it often involves and tangible, even if you do not have any hair in your true
the complete abandonment if their entire lives, every single form.
family member they've ever had. Sometimes those who Languages. You can speak, read, and write Common and
escape these cults have a hard time adjusting to life outside Sylvan. As a method of acknowledging their fey ancestry,
of it, having to remind themselves that they don't have to save Couatlborn often teach their children Sylvan. Couatlborn are
their money in order to make an offering or that most often driven by their connection to the fey.
people's families aren't composed of hundreds of individuals. Subraces. Couatlborn are separated into two categories
based on the dominant traits of which they inherited from
their Couatl ancestors: Inheritors of Might and Inheritors of
Couatlborn Names Mind.
Couatlborn's first names are derived from names given to
their ancestors, who were originally created to serve Couatl
demi-gods. Their surnames are often simply the name of
whatever ancient Couatl demi-god their family once served.
Androgynous Names: Ka'lix, Ikli, Ip'tal, Otl, Tepu
Female Names: Cit'ma, Mi'zel, Nen'l, Pipna, Talli

CHAPTER 3 | RACES
68
Inheritor of Might
Inheritors of Might benefit from receiving a portion of the
fortitude of their Couatl ancestry.
Ability Score Increase. Your Strength score increases by
1.
Nocere Tail. You may use your tail as an unarmed weapon
attack. You are proficient in this attack and use your Strength
modifier. Your tail attack deals 1d4 + your Strength modifier
damage. Alternatively, you may use your tail for the purposes
of Grappling a target.
Arcane-Resistant Scales. Once per long rest, if you fail a
Saving Throw against a magical effect, you may choose to
reroll. You must use the new roll.
Inheritor of Mind
Inheritors of Might benefit from receiving a portion of the
mental potency of their Couatl ancestry.
Ability Score Increase. Your Intelligence score increases
by 1.
Limited Telepathy. You inherit a form of limited telepathy,
which is much more powerful for your Couatl ancestors as it
is their primary method of communication. You may
telepathically communicate words, sounds, and images to
any creature that you can touch. You must be touching the
target in order to communicate and the target cannot
respond.
Shielded Mind. Your mind has been shaped from a
creature's that is immune to magical prying. You have
advantage on any Saving Throws related to magical effects
that attempt to sense your emotions, read your thoughts, or
detect your location.

CHAPTER 3 | RACES
69
Subraces. Extraterrestrials gain additional ability based
Extraterrestrial on their pigment.
Extraterrestrials are descended from a race of people who
visited the prime material plane from another, more Green Pigment
technologically developed, material plane. These people Green pigmented Extraterrestrials are generally more nimble
made their home in the floating ship which they arrived in. and spry.
That was until the large mothership malfunctioned and Ability Score Increase. Your Dexterity score increases by
forced the visitors to crash land. Amongst the early intelligent 1.
races, they were forced by circumstance into working with Innate Spellcasting. As a Green Extraterrestrial, you can
them in order to ensure their survival in the unfamiliar innately cast the following spells, ignoring material
landscape. Now, though the knowledge that their race components. Your spellcasting ability for these spells is
originates from another plane is commonplace, the Intelligence (Spell Save DC = 8 + your proficiency bonus +
Extraterrestrials reside with the other intelligent life in your Intelligence modifier).
tandem. Cantrips (known at level 1, can be casted at will): Minor
Illusion
Strange Beings of Another Plane 1st Level Spell (known at level 3, can cast one per long
rest): Expeditious Retreat
While they are still humanoid shaped, Extraterrestrials carry 2nd Level Spell (known at level 5, can cast one per long
some distinct features which makes their alienness to the rest): Invisibility
prime material plane obvious. Their cranium completely Calculated Maneuvers. You may perform Dexterity
round and is larger than the average humanoid's. They have (Acrobatics) or Intelligence (Mechanics) skill checks as a
black, shiny almond shaped eyes which are about twice as bonus action.
large as other humanoid's, their noses are tiny slits. Their
skin is slick and silky. Also, they are generally much thinner Grey Pigment
than the average humanoid. Grey pigmented Extraterrestrials are generally more
observant and spatially aware.
Intellectually Superior Ability Score Increase. Your Wisdom score increases by
Extraterrestrials' brains are much more dense and complex 1.
than other humanoid races. Because of this, they are Innate Spellcasting. As a Grey Extraterrestrial, you can
inherently better suited for strenuous mental challenges. innately cast the following spells, ignoring material
They're also quicker to understand things that they are components. Your spellcasting ability for these spells is
unfamiliar with, which is partly the reason that they were Wisdom (Spell Save DC = 8 + your proficiency bonus + your
able to survive on this foreign plane. Wisdom modifier).
Cantrips (known at level 1, can be casted at will): True
Strike
Race Names 1st Level Spell (known at level 3, can cast one per long
Extraterrestrials often continue to use the traditional names rest): Detect Magic
of their ancestors, but sometimes they adopt names more 2nd Level Spell (known at level 5, can cast one per long
akin to their new home. rest): Locate Object
Traditional Names: Abvass, Barlo, Dokan, Ee'jak, Gwob, Retina Shift. Your eyes have the ability to temporarily
Lo'sal, Mymo, Taknol, Vulber, Werb, Yakloh dilate and reveal things that would be otherwise hidden.
Once per long rest, you may use your action to grant yourself
Race Traits 10 feet of Truesight for 1 round.
Homogenous Senses. For Grey Extraterrestrials, your
Your Extraterrestrial character has certain characteristics in primary senses overlap and meld into one another. You may
common with all other Extraterrestrials. experience senses from parts of your body not normally
Ability Score Increase. Your Intelligence score increases associated with that sense, you must put forth conscious
by 2. mental effort in order to do so. For example, you may place
Age. Extraterrestrials have a lifespan of approximately 200 your finger against a door and be able to listen through it or
years and reach maturity at around 10 years old. you may place your elbow in a bowl of soup and be able to
Alignment. Extraterrestrials have no predisposition taste it.
towards any particular alignment.
Size. Extraterrestrials are between 5 and 7 feet tall and Orange Pigment
average about 130 pounds. Your size is Medium. Orange pigmented Extraterrestrials are generally more
Speed. Your base walking speed is 30 feet. influential and charming.
Star Tracer. Due to your acclimation with stars and Ability Score Increase. Your Charisma score increases by
cosmic bodies you are always able to accurately tell, by 1.
looking at the sky, which direction you are traveling at night.
Technologically Minded. If you are not already proficient,
you gain proficiency with the Mechanics skill.
Languages. You can speak, read, and write Common and
Extraterrestrial.

CHAPTER 3 | RACESN
70
Innate Spellcasting. As a Orange Extraterrestrial, you can
innately cast the following spells, ignoring material
components. Your spellcasting ability for these spells is
Charisma (Spell Save DC = 8 + your proficiency bonus + your
Charisma modifier).
Cantrips (known at level 1, can be casted at will): Friends
1st Level Spell (known at level 3, can cast one per long
rest): Charm Person
2nd Level Spell (known at level 5, can cast one per long
rest): Calm Emotions
Limited Telepathy. You have the inherent ability to project
your mind in order to influence the minds of others. You may
telepathically communicate words, sounds, and images to
any creature that you can touch. You must be touching the
target in order to communicate and the target cannot
respond.
Mind Scramble. Once per long rest, you can attempt to
overload a creature's mind with mental static. You can target
a creature that you can see within 30 feet of you, the target
must make a Charisma Saving Throw (DC = 8 + your
proficiency bonus + your Charisma modifier). On a failed
save, the creature is Stunned until the start of their next turn.
On a successful save, the creature is unaffected. The target
ceases to be stunned if they take damage.

CHAPTER 3 | RACES
71
Natural Athlete. You have proficiency with the Athletics
Rougaru skill.
The Rougaru are a race of wolf-people akin to Werewolves. Keen Senses. You have advantage on all Wisdom
However, Rougaru and Werewolves are only related in (Perception) skill checks that rely on smell.
appearance, they share no biological or zoological Beastly Endurance. Rougaru's bodies are naturally
relationship. Rougaru are born inherently wolf-people. Unlike accumulated to demanding physical conditions. When you
Werewolves, who are magically created from other accumulate levels of exhaustion, you effected as if you have 1
humanoids through a process of lycanthropy, Rougaru's wolf- level of exhaustion lower than what you currently have
forms are their true forms. They are born that way, they live (including 1 level of exhaustion).
that way, and they die that way. They are not quelled by silver, Spirit of Fury. Rougaru have a well of instinctual fury from
stakes, or divine magics as they are not lycanthropic. which to draw from. When you suffer damage which drops
Rougaru often live in packs in their own isolationist societies. your current Hit Points to less than half of your Hit Point
Maximum, you may use your reaction to activate this feature.
Lycanthropic Mimicry When you activate this feature you temporarily add 4 to
your Strength score (your Strength score can not exceed 30
Until relatively recently, the general population thought of using this feature). This effect lasts for 1 minute. Until this
Werewolves and Rougaru as the same creatures. As such, feature ends, at the start of each of your turns you must make
Rougaru have unwillingly developed a reputation for being a Wisdom Saving Throw (DC = 10 + your Strength modifier).
primal, dangerous people, capable of becoming feral at a On a failed save you attack the nearest creature to you. If
moment's notice. Rougaru are banned from entering some there are multiple creatures within the same distance of you
towns and cities and often their rights to citizenship are then your target is decided randomly.
questioned.
People of Burden
After the distinction between Rougaru and Werewolves
became more well-known, Rougaru's value as laborers began
to be recognized. Now, people often exploit Rougaru's societal
standings for their own benefits. Morally-questionable
employers began to hire Rougaru for drastically unfair wages
and those unsavory few who continue to practice slavery
began to purchase Rougaru from slave-trappers. The true
liberation of the Rougaru is yet to come.
Rougaru Names
Current Rougaru naming conventions are based on a
combination of Rougaru tradition, which is based on their
flowy yet guttural native tongue, and Common names.
Androgynous Names: Alex, Baptise, Edmee, Gwen, Jean,
Leslie, Rudy
Female Names: Ariane, Cecile, Flavie, Jacquine, Lila,
Louisiane, Prisca, Sabrina, Vanica, Yoann
Male Names: Abel, Denis, Fabien, Leonard, Marceau ,
Patrice, Roch, Roland, Simeon
Rougaru Traits
Your Rougaru character has certain characteristics in
common with all other Rougaru.
Ability Score Increase. Your Constitution score increases
by 2 and your Wisdom score increases by 1.
Age. Rougaru reach adulthood at around age 14 and can
live up to 65-75 years.
Alignment. Rougaru are instinctively loyal people, as such
they are predisposed to Lawful alignments.
Size. Rougaru are between 6 and 8 feet tall and average
about 260 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Languages. You can speak, read, and write Common and
Rugarais.

CHAPTER 3 | RACES
72
Ally of Nature. If you are not already proficient in the
Sasquatch Animal Handling skill, you gain proficiency. When performing
The Sasquatch are a race of people native to forested and a Wisdom (Animal Handling) skill check on a Beast-type
mountainous regions. They are tall and hairy creatures that creature, you may double your proficiency bonus.
appear to be a sort of human-ape hybrid. Only their face, Languages. You can speak, read, and write Common and
hands, and feet are hairless. Their color of their hair can one other language.
manifest in a variety of shades. They are most often black,
brown, ginger, blond, grey, or white.
Solitary Lifestyle
Most Sasquatches live alone, away from any other kind of
intelligent life. Rather, they prefer to be amongst the wildlife
native to their homeland. Sasquatches often make
companions of wolves, deer, bears, eagles, hawks, badgers,
and squirrels. They eat omnivorously but generally prefer to
eat vegetation when available.
Because of their lonely and mysterious existence, locals
are often fearful of Sasquatches as they do not know much
about them. This doesn't bother Sasquatches, as they don't
quite care for other people, or what they think.
A Rarity, of Sorts
Because of their solitary lifestyles, Sasquatches often have
difficulty finding compatible mates. As such, the population of
Sasquatches is drastically low. Compared to other intelligent
humanoid races, the Sasquatch's drive for reproduction is
outstandingly low in their hierarchical needs. They seem to
have very little evolutionary motivation to find romantic
partners or have children.
Sasquatch Names
Sasquatch names are often limited to one syllable and they
usually do not use surnames.
Androgynous Names: Ach, Bek, Clem, Doone, Erl, Gem,
Lea, Pip
Female Names: Ane, Bel, Broo, Deen, Fait, Greer, Jad, Jo,
Keit, Loo, Rute, Vie
Male Names: Arr, Bo, Brant, Cale, Chet, Heit, Kem, Kip,
Rog, Som, Tad, Weht
Sasquatch Traits
Your Sasquatch character has certain characteristics in
common with all other Sasquatches
Ability Score Increase. Your Strength score increases by
2 and your Wisdom score increases by 1.
Age. Sasquatches reach adulthood around 22 years old
and can live up to 120 years.
Alignment. Sasquatches are not predisposed towards any
particular alignment.
Size. Sasquatches grow to be between 7 and 8 feet tall and
average 300 to 380 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Homeland. You gain +2 to any Dexterity (Stealth) or
Wisdom (Survival) skill checks in Mountain or Forest terrains
(you can choose only one skill and terrain combination).
Keen Smell. You have advantage on Wisdom (Perception)
skill checks that rely on smell.
Big and Burly. You possess natural strength, if you are not
already proficient, you gain proficiency in Strength Saving
Throws and the Strength (Athletics) ability skill.

CHAPTER 3 | RACES
73
Ability Score Increase. Your Constitution score increases
Sayre by 2 and your Dexterity score increases by 1.
The Sayre are native to hot desert climates. They have Age. Sayre can live to be up to 60 years old, however most
specific attributes which protect them from environmental start to experience the consequences of old age in their 40's.
effects that would otherwise hinder other desert travelers. Sayre reach adulthood at around 12 years old.
They require relatively little water, have protective eye lenses, Alignment. Sayre are not predisposed to any particular
and thrive in hot climates. They resemble humans, though alignment.
their skin is rough and they sport horns which emerge from Size. Sayre are between 5 and 7 feet tall and average
their foreheads. These horns come to a straight point but the about 200 pounds. Your size is Medium.
tips are flat as if they'd been sanded. Additionally, Sayre have Speed. Your base walking speed is 35 feet.
tails which are reptilian in shape, wide at the base and Darkvision. You can see in dim light within 20 feet of you
coming to a thin tip. Until recently, other people have only as if it were bright light, and in darkness as if it were dim
seen Sayre during deft journeys across the desert and usually light. You can't discern color in darkness, only shades of gray.
made conscious effort to avoid them. The relative mystery of Resilient Lenses. You have advantage on Saving Throws
the Sayre led them to unwillingly adopt the reputation of against being blinded or having your eyesight impaired.
being 'Desert Devils'. Though they have become more Water Retentive. You only require about a liter of drinking
integrated into other societies, the stereotype still exists. water every seven days in order to survive.
Desert Traverser. You ignore the effects of difficult terrain
Primal Ancestry in heat or desert related obstacles. Additionally, you ignore
points of exhaustion caused by exposure to heat or desert
Sayre arose from the arcane development of early humans. related environments.
At the time, magic was dangerous and largely unknown to the Regenerative Heat. When taking a short rest in a warm
primal humans. However, some braver souls chose to environment, you may roll one additional Hit Die.
experiment with naturalistic methods of harnessing and Languages. You can speak, read, and write Common and
utilizing the untamed energy. As a result, many were killed. Sayre.
Very few were able to successfully learn the very primitive
form of naturalistic spellcasting and even their safety was not
guaranteed. The Sayre are rumored to have been born from
an early human's botching of a powerful transmutation spell.
The spell is rumored to have gotten too powerful for the
human to control and it erupted and an arcane explosion
which enveloped the mage along with anything within a
quarter-mile of them. The explosion left a crater and in the
crater was a variety of mutilated and transmuted beings.
Birds had grown gills and scales, trees now had wings for
leaves, and the mage along with the large reptiles which
roamed the primal countryside were now Sayre.
Lifelong Limitations
Sayres have a relatively short lifespan when compared to
other intelligent humanoid races. Due to the nature of their
creation and the environmental factors which challenged
early Sayres, they live relatively short lives in the current era.
However, Sayres have adapted to this socially, placing more
importance on the impact of actions taken which will live
beyond a Sayre's life over smaller short-term goals.
Sayre Names
Due to their short lifespans and their emphasis on living
beyond their own lives, Sayre use their familial surnames as
their primary identifier in social situations outside of their
family.
Sayre Names: Amda, Bach, Faahim, Gael, Ichbee, Laella,
Obrey, Quenti, Uumeka
Sayre Surnames: Atamati, Codik, Daffodil, Kadhir,
Ladiona, Nadrine, Radbrue, Walden
Sayre Traits
Your Sayre character has certain characteristics in common
with all other Sayres.

CHAPTER 3 | RACES
74
Feature: Life of a Different Tempo
Backgrounds City life is much more fast-paced when compared to the long
While adventurers usually come into this world the same way days of the countryside. There is always things to do and
as everyone else, that’s not often when their story begins. people to see. You are experienced in the ebb and flow of
Most adventurers have seen a bit a life before things began to living in a city. You understand how and when you can talk to
get interesting. They often had a home, a job, and maybe a city dweller, and the questions that you should ask. You
some family. Backgrounds serve to encompass your understand that you shouldn’t waste their time or ask
character’s experiences before their first real adventure anything that takes more than a single breath to answer.
began. While Backgrounds do not represent everything that’s When speaking with residents of cities or large villages for
made you adventurer who they are, they do represent where the purposes of obtaining information, these residents are
they’ve learned their most valuable lessons. much more likely to give you useful intel.
Cadet Deacon
Not necessarily a soldier of any army. A soldier in one way or Somewhere between a devoted follower and a priest, these
another offered life and limb for a gun and a cause in order to people have found it necessary to seek religion as their
be part of something greater. Something greater could be a driving force in life. Their thoughts and actions are often
nation’s military, or an organization of their own such as a dependent on their beliefs both morally and religiously.
mercenary or guerilla group. Soldiers have received basic Deacons tend to be less violent but there is room for
training in terms of combat and survival. exceptions. Some Deacons will try to push their religion on
Skill Proficiencies: Athletics, Survival others, others will keep it to themselves.
Tool Proficiencies: one type of gaming set, vehicles (land) Skill Proficiencies: Insight, Religion
Equipment: an insignia of rank, a trophy taken from a fallen Equipment: a holy symbol (a gift to you when you entered
enemy (a dagger, broken blade, or piece of a banner), a set of your religion), a prayer book or prayer wheel, 5 sticks of
bone dice or deck of cards, a set of common clothes, and a incense, vestments, a set of common clothes, and a belt
belt pouch containing 10 gp pouch containing 15 gp
Language: one of your choice.
Feature: Basic Training
You have spent some time as a member of some militant Feature: Pay It Forward
organization. Before you were assigned your role in this As a deacon, you have spent a large portion of your life in
organization, you had been required to partake in a basic service of your deity and their followers. You find
training course. In this course you learned how to properly companionship in the common followers of your deity, even if
fight as well as basic survival skills. You are knowledgeable of you’ve never met them before. Your position as a deacon gives
basic warfare tactics as well as military codes. You have a you a level of religious authority somewhere between a
rapport with other members of your organization or of other devoted follower and a priest. You can often ask or recieve
allying organizations. favors from fellow followers in exchange for blessings and
services. Followers see these favors as providing a service to
City Folk your deity and thus earning their favor.
Not everyone was eager enough to make the primary venture Entrepreneur
the wastelands, whether it be due to fear or smarts. City Folk
allowed the eager to test the metaphysical waters before It’s hard to make it out in the wastelands, many folk make
making the reach themselves. They’re new in town and aren’t their living from meat and harvest, but not the Entrepreneur.
exactly accustomed to a new style of living. Though this does The Entrepreneur has something, or in some cases had
not mean they do not bring something of value, as City Folk something, that folk were willing, or not so willing, to buy.
are generally worth more, both in reputation and in blood. From local gun runners to big time oil drillers, the
Skill Proficiencies: History, Mechanics Entrepreneur is always out to make a buck.
Tool Proficiencies: your choice of a tool set, language, or Skill Proficiencies: Insight, Persuasion
musical instrument Tool Proficiencies: one type of artisan’s tools
Equipment: a small knife, a map of the city you grew up in, a Equipment: a set of artisan’s tools (one of your choice), a
token to remember your home by, a set of common clothes, letter of introduction from your business, a set of traveler’s
and a belt pouch containing 10 gp clothes, and a belt pouch containing 15 gp
Feature: Art of the Deal
You have a greater understanding of price, supply, and
demand when compared to more common folk. Because of
this understanding, you are always eager to take (or make) a
good deal when given the opportunity. You have insight into
the reasonings behind economic decisions that people make.
When making a deal (monetary or otherwise), you are able to
spot any loopholes or consequences that the deal may cause
you.

CHAPTER 4 | BACKGROUNDS
75
Explorer Variant: Cowboy
No matter the time period, there is always those that are born Among the most noble folk of rural society, cowboys are born
with the desire to discover. Explores thought of the and raised on the ranch. In childhood they were trained on
wastelands as an opportunity to fulfill their desire. Some the proper handling of animals and crop. In adulthood they
explorers are unaware of the dangers of the wastelands that often run ranches of their own, larger farmers often require
those city-folk have the luxury of being oblivious to, as the many cowboys. This does not mean that cowboys are simply
underdeveloped wastelands have been a breeding ground for ranchers, as they also know their way around a gun or two.
some of the most dangerous creatures the world knows of Rather than having your artisan tools, trade goods, and
and the unrooting of their land is bound to cause conflict. shovel or pitchfork you instead have a draft horse.
Skill Proficiencies: Insight, Perception Immigrant
Tool Proficiencies: any one musical instrument or gaming
set of your choice People most often leave their homes in search of opportunity,
Language: two of your choice. people from across the world have crossed land and sea in
Equipment: one set of traveler's clothes, any one musical hopes of reaching opportunity and creating a better life for
instrument or gaming set you are proficient with, maps of themselves or their families. Immigrants often find their
places you’ve been and places you plan to go, a small piece of hopes shattered as they are usually sent to the most menial
jewelry worth 10 gp in an odd style of craftsmanship, and a and dangerous of jobs. But their hard work does not go
pouch containing 5 gp unnoticed as they are responsible for the swift development
of housing and transportation in the wastelands.
Feature: Explorer’s Intuition Skill Proficiencies: Mechanics, Religion
As a explorer, you’ve made your living from discovering things Tool Proficiencies: one instrument of choice and water
that have either been forgotten or never been seen before. vehicles
You’ve spent some time adventuring, but you’ve spent longer Language: one of your choice.
studying in preparation. Your experience and depth of Equipment: one set of common clothes in the style of your
knowledge has given you the ability to ascertain the nature of homeland, a musical instrument, a blanket, 10 candles, a
an unknown artifact or anomaly, even if you aren’t tinderbox, a holy symbol or religious text, and a belt pouch
knowledgeable of the beings or parts of nature which containing 5gp.
produced it. When trying to determine the nature of an
artifact or anomaly that you are unfamiliar with, you are able Feature: All Eyes on You
to discern at least one useful piece of information about it. Your accent, mannerisms, figures of speech, and perhaps
even your appearance all mark you as foreign. Curious
Farmer glances are directed your way wherever you go, which can be
The saying goes “it’s like feeding an army”, Farmers are the a nuisance, but you also gain the friendly interest of scholars
most crucial element for success in society, especially before and others intrigued by far-off lands, to say nothing of
the mass implementation of railway systems. Societies can’t everyday folk who are eager to hear stories of your homeland.
properly function progressively on an empty stomach. With You can parlay this attention into access to people and places
their importance being fully understood, Farmers are you might not otherwise have, for you and your traveling
amongst the most respected people of the wastelands. companions. Government officials, scholars, and merchants,
Skill Proficiencies: Nature, Animal Handling to name a few, might be interested in hearing about your
Tool Proficiencies: land vehicles and one set of artisan tools distant homeland and people.
from: brewer's supplies, carpenter's tools, cook's utensils, Lawman
leatherworker's tools, weaver's tools, woodcarver's tools
Equipment: one set of common clothes, a pitchfork or shovel, Someone has to keep the outlaws and criminals in check,
a wide brimmed hat, one set of artisan tools you are lawmen are those that seek justice and due trial. Either in
proficient in, a sack containing 5gp worth of trade goods, and charge of their town or part of a greater organization,
a belt pouch containing 5gp. Lawmen are the bringers of law and order, their laws
sometimes made by themselves. They are a separate entity
Feature: Of the Land from soldiers, as they are not usually officially endorsed by
You lack the formal education of the higher classes, but for any government.
how little you may know, there is a great deal that you Skill Proficiencies: Athletics, Insight
understand. You have a practical, working knowledge of Language: one of your choice.
astrology and meteorology, and can easily track the time and Equipment: a uniform of your design and an indication of
date, as well as predict the weather within a few hours, or your relationship with local law, a horn with which to
days if you're lucky. You understand the "secrets of life"; the summon help, a set of manacles, and a pouch containing 10
needs of life (water, light, air, salt, etc.) the patterns of gp
physical inheritance, and the connections between different
plants and animals.

CHAPTER 4 | BACKGROUNDS
76
Feature: Watcher’s Eye Miscreant
Your experience in enforcing the law, and dealing with Everyone acts outside of the law every once in awhile, the
lawbreakers gives you a feel for local laws and criminals. You difference between them and Miscreants are that a
can easily find the local outpost of the watch or a similar Miscreant’s once in awhile is actually quite often. Miscreants
organization and just as easily pick out the dens of criminal make their living outside of societal rules, whether it be
activity in a community, although you're more likely to be through minors crimes like robbery or something greater like
welcome in the former locations rather than the latter. assassinations or drug trafficking.
Variant: Investigator Skill Proficiencies: Deception, Stealth
Rarer than a watchman or a patrol member are a Tool Proficiencies: one type of gaming set, thieves’ tools or
community's investigators, who are responsible for solving disguise kit
crimes after the fact. Though such folk are seldom found in Equipment: a crowbar, a set of dark common clothes
rural areas, nearly every settlement of decent size has at least including a hood or a bandana, and a belt pouch containing
one or two watch members who have the skill to investigate 15 gp
crime scenes and track down criminals. If your prior
experience is as an investigator, you have proficiency in Feature: Shady Business
Investigation rather than Athletics. Those who operate outside of the law have to do so in a way
which isn’t obvious. Being unfamiliar or awkward with the
Variant: Lawyer various methods of avoiding detection can pose a danger to
Lawyers are lawman that, rather than through brute force, both yourself and your conspirerers. You are familiar with
deliver their punishment through the laws of the region in these shady practices and are able to circumvent the law to
which they studied. Lawyers have a vast knowledge of the varying degrees of success. In situations when you need to
rights, privileges and laws that apply to residents of their validate to others that you are a legitimate criminal, you are
region. Lawyers know how to leverage the law to their able to do so without question.
advantage through persuasive rhetoric. Lawyers receive a law
degree or certificate instead of a uniform or indication of Performer
rank. Also, lawyers receive a law textbook instead of a horn. What would life be if not for the pleasures? Life in the
Lastly, lawyers are proficient in Persuasion instead of wastelands isn’t exactly easy, meaning pleasures are few and
Athletics. far between. The Performer seeks to bring the “life” back into
life. They may or may not be in it for the coin, but there is no
Local Legend doubt that the Performer feeds from the enjoyment of others
“We walk amongst legends” has never been more true than in and knowing that they can make others happy also brings
the wastelands. Open and developing land creates the perfect them joy. Performers may play music, dance, perform or
breeding ground for legends to be made. Local Legends create, no matter the medium their livelihood is heavily
come in many shapes and sizes, but are usually known for reliant on others.
being one of the greatest of any one thing, whether it be Skill Proficiencies: Acrobatics, Performance
farming, persuading, killing or even serving drinks. These Tool Proficiencies: disguise kit, one type of musical
people are known for their profound skills or stories and are instrument, artisan’s tools, or other performance instrument
often the subject of many campfire tales. Equipment: a musical instrument or artisan’s tools (one of
Skill Proficiencies: Animal Handling, Survival your choice), the favor of an admirer (love letter, lock of hair,
Tool Proficiencies: one type of artisan’s tools, vehicles (land) or trinket), a costume, and a belt pouch containing 15 gp
Equipment: a set of artisan’s tools (one of your choice), a
shovel, an iron pot, a set of common clothes, and a belt pouch Feature: On Tour
containing 10 gp As a performer, you fulfill a job which requires countless
Feature: All in a Day’s Work hours of study and practice. But while the spectacle of your
As a local figure, you’ve done something in your life which performances may capture the imagination of your audience,
has made a large impact on a relatively small number of the spectacle often fades with age. As such, you often travel to
people. You could have saved a farm from going up in flame, introduce your performance to new audiences. Of course,
established a water route which provided fresh water to a your entertainment is not free and thus you often rely on the
village, or orchestrated a counter-attack to some troublesome generous tips of your audience in order to make a living. After
raiders. Regardless of your accomplishment, the people that gathering an audience of at least ten individuals (how you
you helped will be forever grateful. Should you ask a favor of gather this audience is up to you) and performing for at least
these people, they will be more than likely to accept it one hour, your performance inspires the contributions of your
(barring that the request is reasonable). You should work with audience members. You make a Charisma (Performance)
your DM to determine the details of your accomplishment. check, the audience’s tips become equal the score on your
Charisma (Performance) check in silver.

CHAPTER 4 | BACKGROUNDS
77
Nomad Scholar
You grew up in the wilds, far from civilization and the Scholars may find interest in a particular subject or in
comforts of town and technology. You've witnessed the academia as a whole. The scholar is studied and well-read.
migration of herds larger than forests, survived weather more Their interest may be focused on a subject like history,
extreme than any city-dweller could comprehend, and enjoyed science, philosophy, rhetoric, art or mathematics. Regardless
the solitude of being the only thinking creature for miles in of their area of expertise, Scholars are trained in being able
any direction. The wilds are in your blood, whether you were to identify nuances and explain the more complex aspects of
a Nomad, an explorer, a recluse, a hunter-gatherer, or even a everyday life.
marauder. Even in places where you don't know the specific Skill Proficiencies: History, Investigation
features of the terrain, you know the ways of the wild. Languages: two of your choice.
Skill Proficiencies: Athletics, Survival Equipment: a bottle of black ink, a quill, a small knife, a letter
Tool Proficiencies: navigator's tools or cartographer's tools containing a question you have not yet answered or a favorite
Languages: one of your choice. book, a set of common clothes, and a pouch containing 10gp
Equipment: a staff, a hunting trap, a trophy from an animal
you killed, a set of traveler's clothes, and a belt pouch Feature: Studied
containing 10 gp While students are required to have a working knowledge of
a variety of academic topics, they often have a specific field
Feature: Seasoned Traveller which is the subject of their focus. You have a specific field
As a nomad, your home isn’t a physical place as much as it is for which you have dedicated some time in studying. This can
wherever you lay your head. You’ve spent some time be a general topic like mathematics or science or a
wandering from place to place, sometimes with direction, specialized topic like a specific creature or culture. You know
sometimes without. Your travels have gifted you with a vague a great deal about your topic of study. Additionally, if you
familiarity with the regions in which you have wandered, but encounter something related to a topic that you are
you lack the true knowledge of a resident of any given region. unfamiliar with, you know of people or institutions who
You know which travelling paths are best, and which are to be would be.
avoided. You are familiar with the average weather of any
given season in the regions in which you have travelled. You Slave
are also familiar with the native plants and wildlife from any Though slavery is in some places outlawed, not everyone
region in which you have wandered. follows the rules. There are countless institutes that still
Politician practice slavery. Slaves are forced into labor through means
of torture and intimidation. They are beaten and sore but not
For the Politician leadership is in their blood, their goals in broken. Given their situation, slaves have the resiliency to
life revolve around making a change in the world they live in. fight for the life of the common man and have their chance
The change may be out of self-interest or for the interest of for success.
the commonwealth. Politicians tend to have some influence Skill Proficiencies: Stealth, Survival
on local rules and laws and greater politicians sometimes Tool Proficiencies: you have proficiency with any one item
have influence on regional rules and law. In the lawless on the tools list with a value no greater than 15gp.
wastelands, politicians have their work laid out for them. Equipment: one tool you are proficient with, a set ragged
Skill Proficiencies: History, Persuasion clothes, manacles, a book from your time as a slave, and a
Tool Proficiencies: one type of gaming set small pouch containing 1gp.
Language: one of your choice.
Equipment: a set of fine clothes, a symbol of your office, and Feature: Solidarity
a purse containing 25 gp The prospect of slavery is a inhumane practice conducted by
individuals and organizations who have little concern for the
Feature: Influencer wellbeing of others. To transcend these malevolent
As a politician, you’ve held some sort of institutionally individuals and organizations requires solidarity in the
sanctioned office at some point in your life. You could have persecuted. Slaves and former slaves find comfort and
been a lawmaker, mayor, or some other representative of your strength in one another. As such, you are more successful
people. Regardless, you have had some sort of influence over than others in interacting with, getting information from, or
people’s lives, for better or for worse. When trying to elicit receiving aid from individuals who have also suffered
change in an organization or institution, you will often fare persecution in one way or another.
better than a common citizen. Because of your history, people
of power are often more likely to grant you counsel and listen
to what you have to say.

CHAPTER 4 | BACKGROUNDS
78
Companion’s Shield
Magical Items armor (metal shield), rare (requires attunement)
Scribe Rounds This circular metal shield has a flat face and a thick brim.
Scribe rounds are rounds of firearm ammunition which have Etched and painted into the center of the face are two arms
been imbued with the capabilities of casting a spell. bonded in a warrior’s handshake. One per long rest, as a
Creatures proficient in firearms can use their action to fire a bonus action the user can target one creature they can see
scribe round, casting the spell of which it has been within 15 feet of them, the target’s AC is increased by 1 for
enchanted. Scribe rounds have a range equal to the spell's one minute.
range or the firearm's first range increment, which ever is
lower. Conductive Tomahawk of Throwing
Spell Save DC = 5 + your Dexterity modifier + the spell's weapon (tomahawk), uncommon (requires attunement)
level (or 12, whichever is higher) This tomahawk covered in runes enscribed with inlaid
Scribe Round Attack Modifier = your Dexterity modifier + copper. You gain a +1 bonus to attack rolls and damage rolls
the spell's level with this weapon. When thrown as a ranged weapon attack,
this weapon deals an additional 1d6 lightning damage.
Spell Level Rarity Additionally, when you successfully hit a creature with this
1st Common weapon, it remains wedged in their body. Whenever this
creature suffers lightning damage while this weapon is
2nd Uncommon wedged in it, it suffers 2d6 additional lightning damage.
3rd Rare Creatures can use their action to unwedge this weapon.
4th Rare
Crow’s Nest
5th Rare wondrous item, uncommon (requires attunement)
6th Very Rare A light brown cowboy hat with a jet black feather sticking out
of the band. Once per long rest, the wearer can throw the
7th Very Rare feather into the air, the feather will poof into a black crow.
8th Very Rare The user can then issue the crow one of the following
9th Legendary
commands:
Scout: You give the crow a specific location within 500
Badge of Mercy feet, the crow will go to the location and once it has
wondrous item, uncommon, effective only until level 3 accomplished its mission, it will magically return to the
In a situation where the wearer has suffered two death saving hat as a feather. You will telepathically receive image(s) of
throw failures, and is about to suffer another, the badge what the crow saw.
releases a magical healing energy, healing the target for 5 HP, Guard: The crow will fly 60 feet in the air and circle the
afterwards the badge is destroyed. hat, for 1 hour. If the crow becomes aware of any danger it
will begin to caw and the wearer will receive a telepathic
Belt of Returning warning of danger, afterwards the crow will magically
wondrous item, rare (requires attunement) return to the hat as a feather.
This dark brown leather belt contains sheathes that can hold Forage: You give the crow a specific or general
up to 4 daggers. The wearer of this belt can attune up to 4 item/resource that the crow could realistically carry.
daggers to the belt. At the end of the wearer’s turn, they may Unless given the specific location of the item or resource,
choose to have any attuned dagger that was removed from its the crow will search the surrounding area for 1 hour. If
sheath magically return to the belt. the crow cannot find the item/resource it will magically
return to the hat as a feather. If the crow finds the
Cactoid Padded Vest item/resource it will attempt to carry it back to the wearer,
armor (padded vest), rare (requires attunement) after it has returned it will then magically return to the hat
A dark green padded vast with large spines, the bases of as a feather.
which are the size of a whiskey glass. You gain a +1 bonus to If the crow dies or is incapacitated while conducting any of
AC while you are wearing this armor. This armor has 5 these commands it will magically return to the hat as a
charges. When the wearer is hit by an unarmed attack, they feather.
may expend a charge to inflict 1d4 piercing damage to the
attacker. This item regains all of its charges when you finish a Dagger of Spectral Silence
long rest. weapon (dagger), uncommon (requires attunement)
Coin of Certainty This blue-green dagger is slightly transparent. You gain a +1
wondrous item, uncommon bonus to attack and damage rolls made with this dagger.
A regular gold coin. When this coin is flipped, it will always Impacts involving the dagger are completely silent. Events
land on its edge. like cutting a rope, clanking on ground or stabbing into
something produce no sound from the dagger. However,
target of the dagger can still produce sounds, only the impact
of the dagger is deafened.

CHAPTER 5 | MAGICAL ITEMS


79
Dancing Shovel “Bright”: The ball of energy glows bright illuminating the
wondrous item, uncommon surrounding area in a 20 ft radius
This seemingly ordinary shovel carries a useful enchantment. “Low”: The ball of energy glows low illuminating the
Once per long rest, the user of the shovel can give the shovel surrounding area in a 10 ft radius
instructions for excavation and for 1 hour the shovel will “Off”: The ball of energy turns gray and floats to the
follow those instructions to the best of its ability. The shovel bottom of the case
becomes inactive when; it completes its objective, or 1 hour Frostbite Dagger
passes. weapon (dagger), rare (requires attunement)
This dagger is crystallized white and light blue and gives off a
Deceitful Bolt-Action Rifle visible frost, it is also noticeably cold to the touch. This
weapon (bolt-action rifle), rare (requires attunement) dagger does an additional 1d6 cold damage. On a critical hit
This sleek and finely crafted rifle has its metal components with this dagger, the target must make a DC 15 Constitution
polished with a silver finish. The wooden stock is stained a Saving Throw or be Stunned until the end or their next turn.
dull black. You gain a +2 bonus to attack and damage rolls
made with this rifle. Also, while you are attuned to this Frostblast Dynamite
weapon, you are proficient in the Deception skill. If you are weapon (dynamite), rare
already proficient in the skill, you add double your proficiency As an action you can light the fuse of this dynamite. Any
bonus to checks you make with it. creature within 10ft of the dynamite when it goes off (at the
Curse. This weapon is cursed, and becoming attuned to it end of your turn) must make a DC 15 Dexterity Saving
extends this curse to you. When you attack a creature with Throw. On a failed save targets suffer 6d8 cold damage and
this weapon and roll a 1 on the attack roll, the weapon turns are considered restrained. Targets only suffer half damage on
your attack against you, dealing damage to you as though you a successful save.
had targeted yourself.
Glasses of Nightvision
Door Kicking Boots wondrous item, uncommon (requires attunement)
wondrous item, common When worn, these black-rimmed, circular dark green lensed
These boots are equipped with shock-reflective soles. You glasses allow the user to see in low-light as if it were full-light
have advantage on Strength (Athletics) checks made to force and in no-light as if it were in low-light. The user cannot see
open doors while wearing these boots. colors, rather they see in various shades of green.
Duster of Darkness Glove of Spider’s Web
armor (duster), rare (requires attunement) wondrous item, very rare (requires attunement)
A jet black duster that almost seems to disappear in the This singular black glove is silky and fits tight to the wearer’s
shadow or in the night. You gain a +2 bonus to AC while you skin. There’s a white pattern on the glove similar to that of a
wear this armor. When the wearer makes a Dexterity spider web.
(Stealth) check in shadow, darkness, or night it is done with This glove has 3 charges, the glove regains its charges after
advantage. Also, Wisdom (Perception) checks made towards a short or long rest. As an action, the wearer can expend a
the wearer while the wearer is in shadow, darkness or night charge and aim the glove at any potentially solid surface
are done with disadvantage. within 40 ft. From the glove’s palm, a silky spider-like
webbing is shot. The webbing does not stick to surfaces that
Earrings of Message are slick, such as ones covered in oil or ice. The webbing can
wondrous item, rare be used to climb, swing, or grab an object.
These small yellow circular earrings allow the wearer to cast DC 12 Athletics or Acrobatics check to climb or swing,
Message once per short or long rest. To cast the spell, the covering 40 ft of distance vertically (climb) or horizontally
wearer must touch one of the earrings after which they will (swing)
glow blue until the wearer is finished their message. To grab an object is an attack roll (1d20 + Dex) v.s. the
object’s AC. The wearer can use their Bonus Action in order
Element Converter Firearm to attempt to pull an object they have grabbed (Athletics
weapon (any firearm), uncommon (requires attunement) Check at a DC determined by the DM based on the object).
Instead of piercing damage, this firearm deals acid, cold, fire,
lightning, or thunder damage (DM's choice). This firearm still Gloves of Musical Proficiency
consumes ammunition normally. wondrous item, uncommon
These fingerless gloves are silky and form-fitting. While
Ethereal Levitating Lantern wearing these gloves you are proficient in one musical
wondrous item, very rare instrument of your choice, this choice cannot be changed.
This lantern is boxed shaped with a gothic metal frame.
Inside the lantern case is a blue ball of energy that bounces
around inside the case as if there is no gravity. Attached to
the top of the lantern is a 3 ft metal chain. While the lantern
normally is limited by the forces of gravity, if the user of the
lantern holds the case or the chain, the lantern will act as if
there were no gravity. The lantern has 3 command words,
which when spoken create the following effects:
CHAPTER 5 | MAGICAL ITEMS
80
Gravitational Bear Trap Juan-Ti’s Horse Whistle
wondrous item, uncommon wondrous item, very rare (requires attunement to a horse)
This bear trap possesses a magical gravitational field which, Enchanted by a magical practitioner named Juan-Ti, this
when triggered, pulls would-be prey into its maw. As an horseshoe shaped whistle, once attuned to a horse, will
action, the user can deploy this trap. After the trap is teleport the attuned horse to a sanctuary owned and
deployed, any creature besides the user who moves within a maintained by Juan-Ti himself. At this sanctuary, the horse
10ft radius of the trap must make a DC 14 Dexterity Saving will live a joyful life with copious food, water and freedom. Up
Throw, on a failed save the creature in pulled into the same to three times per long rest, as an action the user can blow
space as the trap, their movement speed becomes 0, and they the whistle, after which the horse is magically summoned
suffer 2d12 piercing damage. On a successful save, the from the sanctuary to a target within 30 feet of the user, the
creature is unaffected. A DC 12 Strength (Athletics) is user can choose the direction and speed in which the horse is
required to undo the trap after it is sprung. Once the trap is teleported (standing, walking, galloping). If the user chooses
sprung, it cannot be deployed again until you finish a long the horse to be moving when summoned, it will move in the
rest. direction chosen by the user and at the speed in which the
user chose (walking: 20 ft, galloping: 60 ft). If the horse is
(Invisible) Gravitational Bear Trap summoned within 5ft of the user, the user can chose to
wondrous item, rare mount the horse at no consequence. Blowing the whistle
This bear trap possesses a magical gravitational field which, again will teleport the horse back to the sanctuary.
when triggered, pulls would-be prey into its maw. As an
action, the user can deploy this trap, after which it becomes Journal of Sending
invisible. After the trap is deployed, any creature besides the wondrous item, uncommon
user who moves within a 10ft radius of the trap must make a This red leather journal contains 10 pages. On a page you
DC 16 Dexterity Saving Throw, on a failed save the creature can write a short message of 25 words or less. You can rip
in pulled into the same space as the trap, their movement the page you’d written on from the journal after which it will
speed becomes 0, and they suffer 3d12 piercing damage. On teleport to an intended target that you are familiar with. The
a successful save, the creature is unaffected. A DC 12 recipient recognizes you as the sender of the message.
Strength (Athletics) is required to undo the trap after it is
sprung. Once the trap is sprung, it cannot be deployed again Lasso of Truth
until you finish a long rest. wondrous item, uncommon
The braid of this lasso is inlaid with several golden strands.
Guitar of Healing Folk Tunes As an action, the user can lasso a target within 15ft of them.
wondrous item (guitar), uncommon (requires guitar Encircling a creature with this lasso forces them to make a
proficiency) DC 12 Charisma Saving Throw. On a failed save, the creature
This enchanted guitar is composed of cherrywood and can not tell a deliborate lie for 1 minute. This effect does not
shimmering black strings. Over the course of a short rest, the compell the creature to speak or answer questions. Once you
user may play a series of tunes which magically increases the use this item, you can not use it again until you finish a long
fortitude of you and your allies. At the end of a short rest, up rest.
to six creatures of your choice that can hear you regain 3d6 +
3 hit points. You regain use of this feature after a long rest. Mage’s Glove
wondrous item, uncommon (requires attunement)
Hat of Holding This singular purple glove allows the wearer to cast Mage
wondrous item, uncommon Hand at will.
This hat has an interior space considerably larger than its
outside dimensions. When not being worn, the hat’s hole has Magnetic Glove
a diameter of 1 foot and is 1 foot deep. The hat can hold up to wondrous item, rare (requires attunement)
150 pounds and has a volume of 32 cubic feet. Taking an This leather glove has a magically magnetized plate of steel
item from the hat requires an action. Creatures that are in the palm. This glove has 3 charges. As an action, the user
placed inside the hat can breathe but they still must eat and can expend a charge and pull a magnetic item (such as items
drink. When being worn, the hat fits perfectly to the head of made of aluminum, iron, steel, nickel, or cobalt) which weighs
the wearer. less than 10 pounds into the gloved hand. When pulling an
item which is already being held, the holder of the item must
Hunter’s Revolver succeed a DC 11 Strength Saving Throw or have their item
weapon (revolver), uncommon (requires attunement) pulled from them. You regain 1 charge of this item when you
This revolver is stained light brown with a black handle. The finish a long rest.
black handle is marbled with accents of red. You gain a +1
bonus to attack and damage rolls made with this revolver.
When the user makes a successful attack roll against a
creature using this weapon, that creature becomes marked
and appears to have a red aura only to the user of this
weapon. If the user then makes another successful attack roll
against the creature, then the creature suffers an additional
1d8 necrotic damage in addition to the second attack’s
damage. The mark fades at the end of the user’s turn.
CHAPTER 5 | MAGICAL ITEMS
81
Monocle of Sharpshooting Rings of Solidarity
wondrous item, legendary (requires attunement) ring, very rare (requires attunement)
The monocle has a dark brown rim and a circular clear lens, These rings once belonged to a couple whom died in a
etched in the glass of the lens is a bullseye, once attuned the terrible accident. In order for these rings to be effective, the
monocle will levitate by the chosen eye of the wearer. Once wearers must truly love each other, whether it be romantic,
per long rest, the wearer can activate the effect of the familial, platonical. The effect of the rings of solidarity can
monocle, causing the etchings to glow red. On the round that only be used once, after which the rings are destroyed. If one
the monocle is activated the wearer can use ranged weapons of the wearers of the rings dies and their body remains intact,
at their max range without disadvantage, they also ignore up the are instantly revived at 1 HP.
to half-cover.
Sand-Glider Buggy
Muse Journal wondrous item, legendary (requires land or sea vehicle
wondrous item, rare (requires attunement, requires Sage proficiency) This boat-shaped landcraft is used for sailing
class) across sandy deserts. It is the size of a rowboat and can carry
This is an enchanted journal in which a Sage can write their up to 6 Medium creatures. In a desert terrain, a creature with
musings (words, advice, knowledge, etc.). Whenever the user proficiency in land or sea vehicles can pilot this buggy. The
uses the Sagely Inspiration feature, they may treat their buggy's movement speed it 60ft per round in one direction
Sagely Inspiration die as one tier higher than it currently is (~7 miles per hour), 30ft if turning. In terrains other than
(d6 to d8, d8 to d10, d10 to d12, d12 to d20) if they speak a deserts, the buggy has a movement speed of 0ft and must be
unique musing written by the player. You may use this item towed.
three times per long rest. Any attempted use of musings
already used before causes the Sagely Inspiration die to be Shield of the Sunset
lost entirely. armor (wooden shield), rare (requires attunement)
This wooden shield has its wood stained a rustic orange, the
Neverending Dime Novel center of the shield contains a simple painting of a sun
wondrous item, rare setting over the horizon. You gain a +1 bonus to AC while this
This book is one of the first of a new-wave of magical shield is equipped. While this shield is equipped, if a creature
literature consumption technology. This book contains a makes a attack roll against the wearer and critically fails, the
novel of a genre of the DM's choice. When the reader finishes shield absorbs the impact and retorts the strike with a fiery
the novel, the next time they open the book the pages will flare, dealing the creature 2d4 fire damage if it is within 5ft of
contain the next chronological novel written by that author. the wearer or 1d4 if the creature is within 30ft of the wearer.
Thumbing through every page of the book also causes the Attacks beyond 30ft are out of the range of the shield.
pages to conatin the next novel. After finishing the author's
most recent novel, the pages return to being their first novel. Shock Revival Ring
New novels published by the author are magically and ring, rare (requires attunement)
automatically added to the cycle. The gem of this ring is a flat, yellow, diamond like jewel.
Pressing the flat of this ring against the chest of a recently
Pisspot of Mutual Invisibility deceased creature causes the ring to shatter and release an
wondrous item, rare electric shock. The shock creates the same effect as a
Wearing this pisspot over one’s head gives the wearer total Revivify spell.
invisibility, however the user cannot see through the bucket.
Snake Charm
Replenishing Ammo Belt wondrous item, rare
wondrous item, uncommon (requires attunement) A small wooden replica of a rattlesnake’s tail, which when
This belt contains 12 loops on which rounds of ammo can be shaken mimics both a rattlesnake’s rattle and its hiss. As an
stored. When you finish a long rest, the belt will magically be action, the user can throw the charm up to 30 feet,
filled with an ammunition type of you choice. afterwards the charm begins to rattle and jump on the
ground. Any creatures within a 20-foot circle of the charm
Revolver of Haste that do not have knowledge about this charm must make a
weapon (revolver), uncommon (requires attunement) DC 15 Wisdom Saving Throw, on failed saves, targets are
This silver revolver has a dark brown handle that is frightened of the charm and must make DC 10 Wisdom
decorated with the image of a wing on either side. You gain a Saving Throws at the end of their next turn or continue to be
+1 bonus to attack and damage rolls made with this revolver. frightened. If a creature fails the second saving throw, at the
When a creature makes a weapon attack using this weapon, end of their next turn they must make a DC 5 Wisdom Saving
they gain an additional 10 feet of movement speed for that Throw or continue to be frightened. If a creature fails the
turn only. third saving throw, they will no longer be frightened at the
end of their next turn. Creatures that succeed the original DC
15 Saving Throw are unaffected.

CHAPTER 5 | MAGICAL ITEMS


82
Sowbug Boots Tipi Hat
wondrous item, rare (requires attunement) wondrous item, common
Light brown boots with magical green accents and spurs that This tan hat shaped with a ciruclar brim and rounded cone
resemble large sowbugs. Once per long rest, as a bonus body possesses the ability to provide temporary shelter. The
action, the wearer can issue the command word “bury”, after wearer can place the hat on the ground and make an lifting
which the sowbugs will animate and bury themselves into the gesture with their hand in order to cause this hat to grow into
ground. Starting on the wearer’s next turn, the wearer can a tipi capable of housing 3 Medium creatures comfortably.
then choose a grounded target within 30 feet and the
sowbugs will attempt to bury that target. The target must (Frail) Trunk of Mobility
make a DC 15 Strength Saving Throw or be buried 1 foot wondrous item, rare
into the ground and their movement speed is reduced to 0, on This 6x3x3 feet trunk can hold up to 400 pounds worth of
a successful save, the target is unaffected. If the target is items. The medium brown wooden and gold trimmed trunk
buried it must spend an action in order to dig itself out. has a button where a keyhole normally would be, hitting this
button will turn the trunk into a 6x3x3 inch trunk. When the
Speedy Saddle trunk is shrunk, so are the items it contains. Any living
wondrous item, uncommon creatures held within the trunk while it is shrunk must make
This leather saddle is more angular and sleek than most. a DC 10 Constitution Saving Throw or suffer 5d10 Force
Equipping this saddle to a mount grants it +10 movement damage, successful saves take half damage. If any creature
speed. after suffering this damage is still conscious, the trunk is
destroyed and any items that were held within it are
Spittoon of Fortune permanently shrunk.
wondrous item, uncommon
A dirty, steel 64oz bucket with an impossible to remove gold (Pristine) Trunk of Mobility
coin at the bottom. This item is essentially useless unless wondrous item, legendary
certain conditions are met. If the bucket is filled to the brim This 6x3x3 feet trunk can hold up to 400 pounds worth of
with nothing but spit, the spit will turn into gold and will items. The solid platinum and gold trimmed trunk has a
eventually start to overflow, making approximately 500 GP. button where a keyhole normally would be, hitting this button
will turn the trunk into a 6x3x3 inch trunk. When the trunk is
Stein of Toasting shrunk, so are the items it contains. Any living creatures held
wondrous item, uncommon within the trunk while it is shrunk must make a DC 25
A 16oz metal beer stein wrapped with light brown leather. Constitution Saving Throw or suffer 30d10 Force damage,
The imprinting on the leather displays a long table successful saves take half damage. If any creature after
encompassed by a group of individuals drinking and suffering this damage is still conscious, the trunk is destroyed
laughing. The brim of the stein reads “To good days and and any items that were held within it are permanently
better nights” in a language of the DM’s choice. Once per long shrunk.
rest, the user can propose and perform a toast in order to fill
the containers involved with varying liquids depending on the (The) Warden’s Hook & Chain
volume of the containers. wondrous item, very rare (requires attunement)
This large hook has a chain that hangs from the end of its
More than 32oz: Water handle for only a couple of links. Once per long rest, as an
32oz or less: Beer Action, the user can throw the hook at a target within 15ft of
12oz or less: Wine them. The chain extends as it travels and wraps itself around
4oz or less: Whiskey the wrist of the user. The target must make a DC 14 Strength
Sterling Silver Dagger saving throw or be hooked and pulled within 5ft of the user,
weapon (dagger), uncommon the hook cannot affect creatures larger than a Medium size.
This dagger has a black leather handle and a shining
engraved silver blade. You gain a +1 bonus to attack and
damage rolls made with this dagger. This dagger does an
additional 1d8 radiant damage against a target that is undead
or a fiend.
Thunderous Knucklewraps
wondrous item, uncommon (requires attunement)
Blessed by the will of elemental celestials, these
knucklewraps cause the wearer to inflict an additional 1d6
thunder damage whenever they successfully hit an unarmed
attack.

CHAPTER 5 | MAGICAL ITEMS


83
Monsters
Animated Objects Animated Automobile
Animated Objects are the product of crafters and enchanters Huge construct, unaligned
giving living purpose to mundane items. This purpose could
be protection, defense, or utility. These objects cannot think Armor Class 18 (natural Armor)
for themselves, rather they are programed by their creator to Hit Points 76(9d12 + 18)
perform a specific task. However, the success rate for Speed 60 ft.
animating more complex and mechanical objects is much
lower than with objects like rugs and swords. Often
enchanters will botch the animation process, causing the STR DEX CON INT WIS CHA
object to rampage or act randomly until it inevitably destroys 20 (+5) 10 (+0) 14 (+2) 1 (-5) 3 (-4) 1 (-5)
itself. It should also be noted that it requires much more skill
to control an animated object than it is to animate it in the Damage Immunities poison, psychic
first place. Many novice arcanists suffer terrible fates as a Condition Immunities blinded, charmed, deafened,
result of their own arcane hubris. frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft (blind beyond this radius),
Animated Automobile passive perception 6
Languages none
Automated carriages are emerging as cutting-edge Challenge 6 (2300 xp)
technology used for urban transportation. They are
expensive, slow, and dangerous. Inexperienced drivers and Antimagic Susceptibility. The animated automobile
careless pedestrians have led to fatal collisions which raise is incapacitated while in the area of an anti-magic
questions as to the necessity of these new-found transporters. field. if targeted by dispel magic, the animated
Some enchanters have seen this as an opportunity to improve automobile must succeed on a Constitution Saving
upon the carriage by eliminating the risk-factor of human Throw against the caster's Spell Save DC or fall
incompetence. The result of these few attempts however are unconscious for 1 minute.
arguably more fatal. Some attempts have caused these Drive By. The animated automobile doesn't provoke
animated carriages to lose control and drive randomly until it an opportunity attack when it moves out of an
crashes. Other attempts have gone wrong on a more enemy's reach.
gruesome level, causing the automobiles to gain primal False Appearance. While the animated automobile
consciousness which drives them on a murderous rampage. remains motionless, it is indistinguishable from a
One automobile in particular has led to a new urban legend normal.
concerning a grudge which the vehicle hold over its creator,
neither the automobile nor its creator have been sighted in ACTIONS
some time. Multiattack. The automobile makes two slam attacks
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 16 (2d10 + 5) bludgeoning
damage. If the target is a creature that is huge or
smaller, it must succeed on a DC 15 Strength
Saving Throw or be knocked prone.

CHAPTER 6 | MONSTERS
84
Animated Shotgun Hangman's Noose
The animation of firearms has been toyed with by the arcane The hangman’s noose is the result of more malevolent
community as a new means of protecting their sanctums and arcanists capitalizing on an accident which had a more
pires from would-be bandits. The success rate for such an mundane purpose. It originates from a plan by a local
enchantment is much higher than more complex technology, enchanter to animate a lasso which would automatically
such as trains and automobiles. Bandits seeking to rob catch and hold horses and cattle. The runic structure was
magicians often come prepared with wards and potions unsuccessful and the enchanter was strangled by the
which protect against magical effects, they are often not animated rope. But, the rune notes were recovered by local
prepared for hot lead. As such, animated firearms have farmers and sold to magicians who, as far as the farmers
become increasingly popular within the culture of arcane knew, were going to try and perfect the enchantment. These
practitioners. However, botching firearm animations can lead shady magicians only actually modified the runes slightly and
to homicidal rampages much like any other animated object. began to manufacture animated strangling nooses.

Animated Shotgun Hangman's Noose


Small construct, unaligned Small construct, unaligned

Armor Class 16(Natural Armor) Armor Class 13


Hit Points 42(9d6 + 9) Hit Points 28(8d6)
Speed 0 ft. fly 30ft. Speed 0 ft. fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 15 (+2) 1 (-5) 3 (-4) 1 (-5) 16 (+3) 16 (+3) 10 (+0) 1 (-5) 3 (-4) 1 (-5)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft (blind beyond this radius), Senses blindsight 60ft (blind beyond this radius),
passive perception 6 passive perception 6
Languages none Languages none
Challenge 2 (450 xp) Challenge 1 (200 xp)

Ammo Reserves The animated shotgun autmatically Antimagic Susceptibility. The hangman's noose is
reloads its ammo between turns. Its ammo supply incapacitated while in the area of an anti-magic
is located in a sperate location and the ammo is field. If targeted by dispel magic, the noose must
teleported into the chamber. succeed on a Constitution Saving Throw against the
Antimagic Susceptibility. The animated shotgun is caster's Spell Save DC or fall unconscious for 1
incapacitated while in the area of an anti-magic minute.
field. If targeted by dispel magic, the animated False Appearance. While the noose remains
shotgun must succeed on a Constitution saving motionless, it is indistinguishable from a normal
throw against the caster's Spell Save DC or fall rope.
unconscious for 1 minute. Tight Around the Neck. When the noose
False Appearance. While the shotgun remains successfully makes a critical hit against a creature
motionless, it is indistinguishable from a normal that it uses its choke attack on that target is
shotgun. incapacitated until the end of it's next turn.

ACTIONS ACTIONS
Fire. Ranged Weapon Attack: +3 to hit, range Choke. Melee Weapon Attack: +5 to hit, reach 5 ft.,
15/30ft., one target. Hit: 14 (2d12 + 1) piercing one Medium or smaller creature. Hit: The creature
damage. is grappled (escape DC 13). Until this grapple ends,
the target is restrained, unable to speak, and at risk
of suffocating, and the noose can't choke another
target. In addition, at the start of each of the
target's turns, the target takes 10 (3d4 + 3)
bludgeoning damage.

CHAPTER 6 | MONSTERS
85
Arcane Amalgamation Arcane Amalgamation
These constructs are what happens when a mage conjurors small construct, same alignment as creator
pure magical energy and gives it a form. The center of these
arcane amalgamations are pure energy surrounded by a thick Armor Class 18(natural armor)
outer shell of the mage's choosing. Often the composition of Hit Points 27(5d6 + 10)
the outer shell will quickly change into whatever materials or Speed 0ft., fly 30 ft. (hover)
debris are nearby as the arcane amalgamation is almost
always in the process of repairing whatever minor cracks
there are in its outer shell. This is to ensure that it's inner STR DEX CON INT WIS CHA
pure arcane energy never comes in contact without the 10 (+0) 9 (-1) 15 (+2) 16 (+3) 16 (+3) 16 (+3)
outside. If too much of its true form leaks out and is exposed
to the outside world, the arcane amalgamation will explode Damage Immunities poison, psychic
with the destructive force of pure magical energy. Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 120ft., passive perception 13
Languages understands the languages of its creator
but can't speak
Challenge 2 (450 xp)

Componentless Caster. So long as the creator has all


material components to cast a spell that the arcane
amalgamation knows, no other components are
required for spell cast by the arcane amalgamation.
Destruction Burst. When the arcane amalgamation's
hit points are reduced to 0 , it explodes in a burst
of arcane energy. Each creature within 30ft must
make a DC 13 Dexterity Saving Throw, taking 13
(3d8) force damage on a failed save, or half as
much on a successful one.
Spellcasting. The arcane amalgamation is a 5th-level
spellcaster. its spellcasting ability is the same as it's
creator (Spell Save DC 13, +5 to hit with spell
attacks). the arcane amalgamation has spell
prepared from the list of spells that it's creator
knows, below is an example spell list:

Cantrips (at will): Dancing Lights, Fire bolt, Mage


Hand
1st level (4 slots): Color Spray, Grease, Magic
Missile, Thunderwave
2nd level (3 slots): Invisibility, Ray of Enfeeblement,
Scorching Ray
3rd level (2 slots): Lightning Bolt, Protection from
Energy

ACTIONS
Slam. melee weapon attack: +2 to hit, reach 5 ft.,
one target. hit: 3 (1d6 + 0) bludgeoning damage.

CHAPTER 6 | MONSTERS
86
Black Dog
Black dogs are to hell hounds as dogs are to wolves. Though
they are fiends and are inherently infernal, some often
mistake the nature of black dogs as aberrations due to their
ghostly presence. Black dogs are labrador shaped and pitch
black, though their eyes and outline emit a white glow. They
are associated with disaster and misfortune, folk tales and
campfire stories often describe them as forewarners of death.
Because of their loyalty, alertness, and malevolent presence,
black dogs are often the companions of warlocks and other
fiendish spellcasters.

Black Dog
Medium fiend, neutral evil

Armor Class 14(natural armor)


Hit Points 71(11d8 + 22)
Speed 40ft.

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 15 (+2) 6 (-3) 14 (+2) 7(-2)

Skills perception +4
Senses darkvision 60ft., passive perception 14
Languages understands abyssal and infernal but
can't speak it
Challenge 2 (450 xp)

Danger Sense. The black dog can not be surprised,


unless incapacitated.
Keen Hearing and Smell. The black dog has
advantage on Wisdom (Perception) checks that rely
on hearing or smell.

REACTIONS
Unfortunate Aura. (3/day) When a creature within 60
feet of the black dog makes an attack roll, ability
check, or Saving Throw, the black dog can roll
1d10 and subtract the number rolled from the
total. This feature can be used after the results of
the initial roll are known, but before any of the
effects of the roll occur.

ACTIONS
Multiattack. The black dog makes two attacks: one
bite attack and one claw attack
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft .,
one target. Hit: 7 (1d8 + 3) piercing damage and 4
(1d8) necrotic damage.
Claw. Melee Weapon Attack + 5 to hit, reach one
target Hit; 6 (1d6 + 3) slashing damage.

CHAPTER 6 | MONSTERS
87
Cactoids Cactoid Maverick
Cactoids are sentient cactus-people. They are desert dwellers Medium humanoid, any alignment
and mostly live alone or in small groups. Hostile Castoids are
likely to use their bodies to camouflage themselves in plain Armor Class 14
sight and ambush unknowing desert-travelers. Many think Hit Points 62 (10d8 + 12)
that Cactoids can survive entire seasons without needing Speed 30ft.
food or water. This, however, is untrue. Cactoids require
about a pint of water per week and about half of the food an
average humanoid would. Because of this, hostile Cactoids STR DEX CON INT WIS CHA
often steal water and food (and little else) when they ambush 13 (+1) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 10 (0)
their traveler victims.
Skills stealth +5, survival +3
Damage Resistances fire
Cactoid Brawler Senses passive perception 11
Languages Common, Cactoid
Medium humanoid, any alignment Challenge 2 (450 xp)
Armor Class 13
Hit Points 47 (6d8 + 12)
Speed 40ft. Prickly Hide. (10/day) When the cactoid maverick is
hit by an unarmed attack, they may inflict 1d4
piercing damage to the attacker.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 10 (0) ACTIONS
A Hunter's Mark. (1/day) The cactoid maverick can
Skills athletics +5, survival +3 cast Hunter's Mark as a bonus action.
Damage Resistances fire
Multiattack. The cactoid maverick makes two lever
Senses passive perception 11
rifle attacks.
Languages Common, Cactoid
Challenge 1 (200 xp) Lever Rifle. Ranged Weapon Attack: +5 to hit, range
120/300 ft., one target. Hit: 9 (1d10 + 3)
bludgeoning damage.
Prickly Hide. (10/day) When the cactoid brawler hits
a punch attack or is hit by an unarmed attack, they
may inflict an additional 1d4 piercing damage.

ACTIONS
Multiattack. The cactoid brawler makes two punch
attacks.
Punch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 3) bludgeoning damage.

CHAPTER 6 | MONSTERS
88
Couatl Infant Couatl
Couatl are large serpent-like creatures with feathered wings. Medium celestial, any lawful alignment
Their scales and wings take shades of teal, white and pink.
They begin their lives around the size of most humanoids but Armor Class 17(natural armor)
over the course of centuries can grow to become long enough Hit Points 16(3d8 + 3)
to coil mountain sides. Couatl were most prevalent in ancient Speed 20ft., fly 60ft.
civilizations. Then, they were worshiped for their powerful
standings and were generally lawful and good. Since the
advancement of society and technology, Couatl’s followings STR DEX CON INT WIS CHA
have diminished. Now Couatl serve to protect and preserve 12 (+1) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 11 (+0)
the most ancient of civilizations that still continue to worship
them. Couatl are divine creatures by nature and through Saving Throws con +3, wis +3, cha +2
large followings and faith Couatl can garner even greater Skills: insight +4, perception, +4, stealth +5
influence. But these creatures are as beautiful as they are Damage Resistances radiant
dangerous, they possess powerful magical abilities in Damage Immunities psychic; bludgeoning, piercing,
addition to their raw strength and agility. and slashing from non magical weapons
Senses truesight 120ft., passive perception 14
Languages celestial
Challenge 2 (450 xp)

Innate Spellcasting. The couatl's spellcasting ability


is Wisdom (Spell Save DC 12). It can innately cast
the following spells, requiring only verbal
components:
At will: detect evil and good, detect magic,
resistance, thaumaturgy
1 per day each: bless, create food and water, cure
wounds, detect thoughts, lesser restoration,
protection from poison, sanctuary,
Magic Weapons. The couatl's weapon attacks are
magical.
Shielded Mind. The couatl is immune to scrying and
to any effect that would sense its emotions, read its
thoughts, or detect its location.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 6 (1d6 + 3) piercing damage, and
the target must succeed on a DC 12 Constitution
Saving Throw or be poisoned for 24 hours. Until
this poison ends, the target is unconscious.
Another creature can use an action to shake the
target awake.
Constrict. Melee Weapon Attack: +3 to hit, reach
5ft., one medium or smaller creature. Hit: 6 (2d4 +
1) bludgeoning damage, and the target is grappled
(escape DC 13 Dexterity Saving Throw). Until this
grapple ends, the target is restrained, and the couatl
can't constrict another target.
Tail Attack. Melee Weapon Attack: +5 to hit, reach
5ft., one creature. Hit: 6 (1d6 + 3) bludgeoning
damage.

CHAPTER 6 | MONSTERS
89
Young Couatl ACTIONS
Large celestial, any lawful alignment Multiattack. The couatl makes 2 attacks: one with it’s
constrict attack and then with with either its bite attack
Armor Class 19(natural armor) or it’s tail attack
Hit Points 110(13d10 + 39)
Speed 30ft., fly 90ft. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 8 (1d8 + 5) piercing damage, and the
target must succeed on a DC 14 Constitution Saving
STR DEX CON INT WIS CHA Throw or be poisoned for 24 hours. Until this poison
16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4) ends, the target is unconscious. Another creature can
use an action to shake the target awake.
Saving Throws con +5, wis +7, cha +6 Constrict. Melee Weapon Attack: +7 to hit, reach 10ft.,
Skills: insight +11, perception, +8, stealth +8 one large or smaller creature. Hit: 10 (2d6 + 3)
Damage Resistances radiant bludgeoning damage, and the target is grappled
Damage Immunities psychic; bludgeoning, piercing, and (escape DC 15 Dexterity Saving Throw). Until this
slashing from non magical weapons grapple ends, the target is restrained, and the couatl
Senses truesight 120ft., passive perception 18 can't constrict another target.
Languages all, telepathy: 120ft.
Challenge 6 (2300 xp) Tail Attack. Melee Weapon Attack: +9 to hit, reach
10ft., one creature. Hit: 10 (1d8 + 3) bludgeoning
damage.
Innate Spellcasting. The couatl's spellcasting ability is
Wisdom (Spell Save DC 16). It can innately cast the Change Shape. The couatl can magically polymorph into
following spells, requiring only verbal components: a humanoid or beast that has a challenge rating equal
At will: detect evil and good, detect magic, detect to or less than its own, or back into its true form. it
thoughts, resistance, thaumaturgy reverts to its true form if it dies. Any equipment it is
3 per day each: bless, create food and water, cure wearing or carrying is absorbed or borne by the new
wounds, lesser restoration, moonbeam, protection form (the couatl's choice). In a new form, the couatl
from poison, sanctuary, shield retains its game statistics and ability to speak, but its
1 per day each: bestow curse, confusion, dream, AC, movement moves, Strength, Dexterity, and other
greater restoration , scrying actions are replaced by those of the new form, and it
Magic Weapons. The couatl's weapon attacks are gains any statistics and capabilities (except class
magical. features, legendary actions, and lair actions) that the
Shielded Mind. The couatl is immune to scrying and to new form has but that it lacks . If the new form has a
any effect that would sense its emotions, read its bite attack, the couatl can use its bite in that form.
thoughts, or detect its location.

CHAPTER 6 | MONSTERS
90
Adult Couatl Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
creature. Hit: 13 (2d6 + 6) piercing damage, and the
Huge celestial, any lawful alignment
target must succeed on a DC 17 Constitution Saving
Armor Class 20(natural armor) Throw or be poisoned for 24 hours. Until this poison
Hit Points 157(15d12 + 60) ends, the target is unconscious. Another creature can
Speed 30ft., fly 90ft. use an action to shake the target awake.
Constrict. Melee Weapon Attack: +11 to hit, reach
10ft., one huge or smaller creature. Hit: 16 (3d6 + 6)
STR DEX CON INT WIS CHA bludgeoning damage, and the target is grappled
22 (+6) 22 (+6) 19 (+4) 20 (+5) 23 (+6) 21 (+5) (escape DC 18 Dexterity Saving Throw). Until this
grapple ends, the target is restrained, and the couatl
Saving Throws dex +11, con +9, wis +11, cha +10 can't constrict another target.
Skills: history +10, insight +16, perception, +11, Tail Attack. Melee Weapon Attack: +11 to hit, reach
stealth +11 15ft., one creature. Hit: 15 (2d8 + 6) bludgeoning
Damage Resistances radiant damage.
Damage Immunities psychic; bludgeoning, piercing, and
slashing from non magical weapons Change Shape. The couatl can magically polymorph into
Senses truesight 120ft., passive perception 21 a humanoid or beast that has a challenge rating equal
Languages all, telepathy: 120ft. to or less than its own, or back into its true form. it
Challenge 13 (10000 xp) reverts to its true form if it dies. Any equipment it is
wearing or carrying is absorbed or borne by the new
form (the couatl's choice). In a new form, the couatl
Innate Spellcasting. The couatl's spellcasting ability is retains its game statistics and ability to speak, but its
Wisdom (Spell Save DC 19). It can innately cast the AC, movement modes, Strength, Dexterity, and other
following spells, requiring only verbal components: actions are replaced by those of the new form, and it
At will: bless, create food and water, cure, detect evil gains any statistics and capabilities (except class
and good, detect magic, detect thoughts, lesser features, legendary actions, and lair actions) that the
restoration, moonbeam, protection from poison, new form has but that it lacks . If the new form has a
resistance, sanctuary, shield thaumaturgy bite attack, the couatl can use its bite in that form.
3 per day each: bestow curse, confusion, dream, dispel
magic, greater invisibility, greater restoration, hallow,
hold person, scrying
LEGENDARY ACTIONS
1 per day each: dispel evil and good, flame strike, The couatl can take 3 legendary actions, choosing from
hallucinatory terrain, heal, hold monster the options below. Only one legendary action option
Legendary Resistance (3/day). If the couatl fails a saving can be used at a time and only at the end of another
throw, it can choose to succeed instead. creature's turn. The couatl regains spent legendary
Magic Weapons. The couatl's weapon attacks are actions at the start of its turn.
magical.
Shielded Mind. The couatl is immune to scrying and to Detect. The couatl makes a Wisdom (Perception) or a
any effect that would sense its emotions, read its Wisdom (Insight) check.
thoughts, or detect its location. Spellcasting. The couatl casts a spell that it can cast at
will
ACTIONS Wing Attack (costs 2 actions). The couatl beats its
Multiattack. The couatl makes 3 attacks: one with it’s wings. Each creature within 10 feet of the couatl must
constrict with its bite and one with it’s tail attack succeed on a DC 19 Dexterity Saving Throw or take 13
(2d6 + 6) bludgeoning damage and be knocked prone.
The couatl can then fly up to half its flying speed.

CHAPTER 6 | MONSTERS
91
Ancient Couatl Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
one creature. Hit: 17 (2d8 + 8) piercing damage, and
Gargantuan celestial, any lawful alignment
the target must succeed on a DC 19 constitution
Armor Class 21(natural armor) saving throw or be poisoned for 24 hours. Until this
Hit Points 279(18d20 + 90) poison ends, the target is unconscious. Another
Speed 30ft., fly 90ft. creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +14 to hit, reach 15
ft., one gargantuan or smaller creature. Hit: 21 (3d8 +
STR DEX CON INT WIS CHA 8) bludgeoning damage, and the target is grappled
26 (+8) 22 (+6) 21 (+5) 22 (+6) 27 (+7) 23 (+6) (escape DC 21 Dexterity Saving Throw). Until this
grapple ends, the target is restrained, and the couatl
Saving Throws dex +12, con +11, wis +13, cha +11 can't constrict another target.
Skills: history +12, insight +20, perception, +14, Tail Attack. Melee Weapon Attack: +14 to hit, reach 20
stealth +12 ft., one creature. Hit: 21 (3d8 + 8) bludgeoning
Damage Resistances radiant damage.
Damage Immunities psychic; bludgeoning, piercing, and
slashing from non magical weapons Change Shape. The couatl can magically polymorph into
Senses truesight 120ft., passive perception 24 a humanoid or beast that has a challenge rating equal
Languages all, telepathy: 120ft. to or less than its own, or back into its true form. it
Challenge 20 (25000 xp) reverts to its true form if it dies. Any equipment it is
wearing or carrying is absorbed or borne by the new
form (the couatl's choice). In a new form, the couatl
Innate Spellcasting. The couatl's spellcasting ability is retains its game statistics and ability to speak, but its
Wisdom (Spell Save DC 22). It can innately cast the AC, movement modes, Strength, Dexterity, and other
following spells, requiring only verbal components: actions are replaced by those of the new form, and it
At will: bless, bestow curse, confusion, create food and gains any statistics and capabilities (except class
water, cure, detect evil and good, detect magic, detect features, legendary actions, and lair actions) that the
thoughts, dispel magic, dream, greater invisibility, new form has but that it lacks. If the new form has a
greater restoration, hallow, hold person, lesser bite attack, the couatl can use its bite in that form.
restoration, moonbeam, protection from poison,
resistance, sanctuary, scrying shield thaumaturgy
3 per day each: dispel evil and good, flame strike,
LEGENDARY ACTIONS
hallucinatory terrain, heal, hold monster, holy aura, The couatl can take 3 legendary actions, choosing from
regenerate the options below. only one legendary action option
1 per day each: control weather, feeblemind, foresight, can be used at a time and only at the end of another
glibness, resurrection, sunburst, symbol creature's turn. The couatl regains spent legendary
Legendary Resistance (3/day). If the couatl fails a Saving actions at the start of its turn.
Throw, it can choose to succeed instead.
Magic Weapons. The couatl's weapon attacks are Detect. The couatl makes a Wisdom (Perception) or a
magical. Wisdom (Insight) check.
Shielded Mind. The couatl is immune to scrying and to Spellcasting. The couatl casts a spell that it can cast at
any effect that would sense its emotions, read its will
thoughts, or detect its location.
Wing Attack (costs 2 actions). The couatl beats its
wings. Each creature within 15 feet of the couatl must
ACTIONS succeed on a DC 22 Dexterity Saving Throw or take 15
Multiattack. The couatl makes 3 attacks: one with it’s (2d6 + 8) bludgeoning damage and be knocked prone.
constrict with its bite and one with it’s tail attack the couatl can then fly up to half its flying speed.

CHAPTER 6 | MONSTERS
92
Chupacabra
Chupacabras are small canine-like creatures that fall
between three and four feet long. A chupacabra has leathery
skin, spiney spikes that run from the back of its head to the
tip of its tail, and a face that resembles a bat. They generally
make their living from harvesting blood from local wildlife
and ranch animals, but don’t have a problem targeting people.

Chupacabra
Small monstrosity, chaotic evil

Armor Class 13(natural armor)


Hit Points 33(6d6 + 12)
Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 14 (+2) 1 (-5) 12 (+1) 5 (-3)

Skills perception +3
Senses darkvision 60ft., passive perception 13
Languages none
Challenge 2 (450 xp)

Keen Smell. The chupacabra has advantage on


wisdom (perception) checks that rely on smell.

ACTIONS
Multiattack. The chupucabra makes two attacks: one
bite attack and one claw attack
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft .,
one target. Hit: 7 (2d4 + 2) piercing damage and 3
(1d8) necrotic damage. The chupucabra heals hit
points equal to the necrotic damage dealt
Claw. Melee Weapon Attack + 5 to hit, reach one
target Hit; 6 (1d8+2) slashing damage

CHAPTER 6 | MONSTERS
93
Cipitio
Cipitios are humanoid creatures that resemble small
children, though their feet are backwards and they wear hats
and facial wraps that cover a majority of their face. Removing
their facial wraps reveals a monstrous looking baby-face with
gray skin and fangs. Their laughs are eerily playful, similar to
a child’s laughter that has been lowered in pitch and sped up
in tempo. They enjoy causing mischief during the night and
aren’t generally violent unless they don’t get their way. They
often travel the outlands, looking for vulnerable travelers
from which to steal.

Cipitio
Small humanoid, chaotic evil

Armor Class 13(leather armor)


Hit Points 7(2d6)
Speed 30ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Skills perception, +3
Senses darkvision 60ft., passive perception 9
Languages (simple) common
Challenge 1/4 (50 xp)

Trickster’s Blink (1/day). As a bonus action, the


cipitio can teleport up to 20ft to an unoccupied
space that they can see.
Nimble Escape. The cipitio can take the disengage
or hide action as a bonus action on each of its
turns.

ACTIONS
Poker. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 2) piercing damage.
Revolver. Ranged Weapon Attack: +4 to hit, range
60/180ft, one target. Hit: 6 (1d10 + 2) piercing
damage.

CHAPTER 6 | MONSTERS
94
Gowrow
Gowrows are long, lizard-like creatures. They live in lakes
and caves and prey on local livestock. But the difference
between lizards and gowrows is vast, gowrows can grow to
be as long as ten feet and have no hind legs. They stick low to
the grounds and often crawl like a snake but can stand with a
hunched back. They have tusks as long as their face, which
also resembles a lizard.

Gowrow
Large monstrosity, unaligned

Armor Class 16(natural armor)


Hit Points 105(10d12+40)
Speed 30ft., burrow 20ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 15 (+2) 4 (-3) 14 (+2) 9 (-1)

Saving Throws con +3, wis +3, cha +2


Skills: insight +4, perception, +4, stealth +5
Damage Resistances bludgeoning, piercing, and
slashing damage from nonmagical weapons
Senses darkvision 60ft., passive perception 12
Languages none
Challenge 7 (2900 xp)

ACTIONS
Multiattack. The gowrow makes two attacks: one
with its tail and one with tusks
Tail. Melee Weapon Attack: +7 to hit, reach 10ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Tusks. Melee Weapon Attack: +7 to hit, reach 10ft.,
one target. Hit: 15 (2d10 + 4) piercing damage.

CHAPTER 6 | MONSTERS
95
Jackalope Transformed Jackalope
Jackalopes are somewhere between a jackrabbit and an Small monstrosity, chaotic evil
antelope. They are slightly larger than a jackrabbit with
antlers similar to that of antelope, though the antlers are armor class 12
proportionate to their bodies. Jackalopes aren’t generally Hit Points 16(3d4+9)
aggressive and are rather kind-mannered. Their diet is mostly Speed 30ft.
consistent with that of a regular jackrabbit, spare one key
detail. If they are fed after sunset they are sent into a
bloodthirsty craze and are a nuisance to kill, as they also gain STR DEX CON INT WIS CHA
the ability to heal their wounds through a process spurred by 15 (+2) 15 (+2) 16 (+3) 2 (-4) 10 (+0) 4 (-3)
their defensive immune system. Their craze can only be
alleviated by slaying them or applying with a swift strike to Senses darkvision 60ft., passive perception 10
their bum. Some have cited that if one were to forcefully Languages none
remove a crazed jackalope’s head from its body that two Challenge 1/4 (50 xp)
would form in its place.
Keen Smell. The jackalope has advantage on
Wisdom (Perception) checks that rely on smell.
Jackalope Fission. If a transformed jackalope is reduced to 0
hit points using non-magical bludgeoning, piercing
Small monstrosity, unaligned or slashing damage, two new transformed
jackalopes are formed from the corpse of the fallen
Armor Class 12 jackalope with maximum hit points equal to half of
Hit Points 7(3d4) the maximum hit points of the slain jackalope.
Speed 30ft. Jackalopes with a maximum of 1 hit point can not
use this effect.
Regeneration. They regain 10 hit points at the
STR DEX CON INT WIS CHA
beginning of their turn if they have at least 1 hit
7 (-2) 11 (+0) 15 (+2) 2 (-4) 10 (+0) 4 (-3) point. They can not heal a number of hit points
larger than their hit point maximum.
Senses darkvision 60ft., passive perception 10
Languages none ACTIONS
Challenge 1/8 (25 xp)
Multiattack. The jackalope makes two attacks: one
bite attack and one claw attack
Keen Smell. The jackalope has advantage on
Wisdom (Perception) checks that rely on smell. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. ,
Transformation. If fed after sunset, the jackalope will one target. Hit: 4 (1d4 + 2) piercing damage.
transform into a more gnarled version of itself and
be sent into a bloodthirsty rage. Ram.. Melee Weapon Attack: +4 to hit, reach 5 ft. ,
one target. Hit: 1 (1d6 + 2) bludgeoning
ACTIONS
Multiattack. The jackalope makes two attacks: one
bite attack and one claw attack
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. ,
one target. Hit: 4 (1d4 + 2) piercing damage.
Ram.. Melee Weapon Attack: +0 to hit, reach 5 ft. ,
one target. Hit: 1 (1d6-2) bludgeoning

CHAPTER 6 | MONSTERS
96
Jersey Devil
Jersey Devils are thought to have been spawned from a
woman who had cursed her unborn child to a powerful devil.
Jersey Devils have a body shape similar to a starved
kangaroo, with visible bones and ribs. Unlike kangaroos,
Jersey Devils have wings similar to a bat and horns that are
closer to tusks than antlers. Jersey devils are asexual and can
only reproduce by harvesting unborn children from pregnant
individuals, whether they're dead or alive, and infecting them
with Jersey Devil blood. They exclusively feast on humanoid
flesh, some cite that Jersey Devils reject any type of flesh that
isn't human.

Jersey Devil
Medium fiend, chaotic evil

Armor Class 13(natural armor)


Hit Points 85(10d8 + 40)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0)

Saving Throws con +7, wis +5, cha +3


Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Senses darkvision 120ft., passive perception 12
Languages none
Challenge 6 (2300 xp)

Devil's Sight. Magical darkness doesn't impede the


jersey devil's darkvision .
Magic Resistance. The jersey devil has advantage on
saving throws against spells and other magical
effects.

ACTIONS
Multiattack. The jersey devil makes three attacks:
one with its bite, one with its horns, and one with
its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 10 (1d12 + 4) bludgeoning
damage.
Blood-Curdling Scream (1/day). The jersey devil
releases a guttural, infernal scream. the scream has
no effect on constructs, undead, and fiends. All
creatures within 30ft of the jersey devil must make
a DC 15 Constitution Saving Throw. On a failure,
the creature is paralyzed. Paralyzed creatures can
make subsequent saving throws at the end of each
of their turns to resist the paralyzation.

CHAPTER 6 | MONSTERS
97
Lakelurker
Lakelurkers are humanoid creatures with scaled fish-like
skin and webbed appendages. Their heads are round but
feature fisk-like eyes, mouths and gills. Lakelurkers are
amongst the pickiest of creatures in terms of where they live.
They live in water, but not shallow water, as they stand at
about six feet tall and like space to swim. They also can’t live
in any oceans, as saltwater will kill them. This means that
they can only live in deep freshwater lakes. Evolution has not
been merciful to these creatures, but for what they lack in
versatility they make up for in terms of raw strength as they
can halve trees in a single chop. They rarely leave the water,
though they are capable of it for around an hour before they
suffocate. Salt literally sears their skin as the result of a
chemical reaction, meaning a salt bath can literally cook
them alive. There has been reportings of Lakelurkers fighting
for territory with Bullywugs, though they usually have the
disadvantage.

Lakelurker
Medium monstrosity, neutral evil

Armor Class 13(natural armor)


Hit Points 33(6d10 + 12)
Speed 20ft., swim 40ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1)

Senses darkvision 60ft., passive perception 10


Languages aquan
Challenge 2 (450 xp)

Semi-Amphibious. The lakelurk breathes water but


can breathe air for up to 1 hour. After not breathing
water for 1 hour, the lakelurk dies.

ACTIONS
Multiattack. The lakelurks makes two attacks: one
with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft .,
one target. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (2d4 + 4) slashing damage.

CHAPTER 6 | MONSTERS
98
Lechuza
Like a scientific experiment gone wrong, lechuzas are human
sized owls with the face of a woman. No one is quite sure
where these creatures originate from though some radical
believers attest blame to religious origins. Lechuzas are
deceptive creatures that prey on the vulnerable and
goodhearted. They often lure their prey at night, mimicing a
baby’s cry in order to lure those who would be looking to
help.

Lechuza
Meduium monstrosity, neutral evil

Armor Class 13(natural armor)


Hit Points 33(6d8 + 6)
Speed 20ft., fly 60ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 13 (+1) 9 (-1) 12 (+1) 10 (+0)

Skills perception, +5
Damage Resistances bludgeoning, piercing, and
slashing from non-magical weapons
Senses passive perception 15
Languages none
Challenge 2 (450 xp)

Dive Attack. If the lechuza is flying and dives at least


30 feet straight toward a target and then hits it
with a melee weapon attack, the attack deals an
extra 9 (2d8) damage to the target.
Flyby. The lechuza doesn't provoke an opportunity
attack when it flies out of an enemy's reach.
Keen Sight and Smell. The lechuza has advantage on
Wisdom (Perception) checks that rely on sight or
smell .

ACTIONS
Multiattack. The lechuza makes two talon attacks.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) piercing damage

CHAPTER 6 | MONSTERS
99
Minhocao Minhocao
Minhocao are large, eel-shaped fish which are native to lakes Huge beast, neutral
large enough to accomodate them, often growing to be up to
40 feet long. They feed exclusively on terrestrial meat, Armor Class 15 (natural armor)
meaning that their food supply is limited strictly to land Hit Points 140 (12d12 + 62)
animals which drink from these great lakes. The scales of a Speed swim 40 ft.
Minhocao are rigid and bone-like, appearing like some sort of
living fossil. Minhocao rarely, if ever, surface from the water.
Rather, they have a retractable pointed tongue which STR DEX CON INT WIS CHA
functions much the same as a harpoon. When a Minhocao 20 (+5) 12 (+1) 18 (+4) 4 (-3) 11 (+0) 10 (+0)
needs to feed, it floats close to the surface of the water and
waits for prey to come and drink. After selecting a prey, it Saving Throws str + 7, con + 6
launches it tongue, gouges the animal, and retracts the Skills: athletics +7
tongue, taking the meal with it. The entire process is Damage Resistances cold, non-magical bludgeoning,
lightning-fast, capable of being missed if one glanced in piercing, and slashing damage
another direction. Minhocao are also capable of slamming Senses darkvision 120ft., passive perception 10
their bodies against the underwater terrain, creating small- Languages none
scale seismic activity. Locals who live near lakes in which Challenge 11 (7200 xp)
Minhocao dwell state that this seismic activity often precedes
rainy storms. ACTIONS
Multiattack. The minhocao makes two attacks: one
slam and one bite
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. hit: 14 (2d8 + 5) bludgeoning damage.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. hit: 17 (2d12 + 5) piercing damage.
Harpoon. Ranged Weapon Attack: +7 to hit, range
50/80 ft., hit: 11 (1d12 +5) piercing damage. If the
minhocao successfully hits a target with this attack,
it may choose to drag the target into melee range
of it. If it does so, it may then take a bite attack
against the creature.
Minho Quake. If the minhocao is close to a solid
surface (such as a lakebed or shipwreck) it may
slam its body into it, creating a vibrative
shockwave. Creatures within 120 ft. of the
minhocao must make a DC 16 Strength Saving
Throw. On a failure, the targets suffer 3d10 force
damage and are forced 40 ft. in the opposite
direction of the minhocao (if they are underwater)
or prone (if they are on land). On a successful save,
the targets suffer half damage.

CHAPTER 6 | MONSTERS
100
Mothman Mothman
Mothmen are more myth than reality. Most of what is known Large fey, neutral
about mothmen has been passed down through legend.
Those who have seen a Mothman and survived cite them as Armor Class 17(natural armor)
being humanoid with a moth’s face where a human’s Hit Points 189(18d10 + 90)
shoulders would be, they also cite them having wings which Speed 30ft., fly 90ft.
extend from their arms and have a span of about twice the
creature’s height. It is common knowledge that anyone to
encounter a mothman has been met with a terrible fate. They STR DEX CON INT WIS CHA
are creatures of mystery, their threatening presence is 20 (+5) 14 (+2) 20 (+5) 11 (+0) 17 (+3) 10 (+0)
somehow ominous. Locations of mothmen sightings have a
tendency of becoming places of tragedy. Scorched villages, Saving Throws dex +5, wis +6, cha +3
giant explosions, and natural disasters have been known to Skills: athletics +8, perception +9, stealth +5
follow the mothmen. Damage Resistances cold, fire, lightning and non-
magical bludgeoning, piercing, and slashing
damage
Senses blindsight 60ft., darkvision 120ft., passive
perception 19
Languages all, telepathy: 120ft.
Challenge 11 (7200 xp)

Magic Resistance. The mothman has advantage on


Saving Throws against spells and other magical
effects.
Spider Climb. The mothman can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
Paralyzing Gaze. When a creature starts its turn
within 30ft of the mothman and is able to see the
mothman’s eyes, the mothman can magically force
it to make a DC 17 Wisdom Saving Throw, unless
the mothman is incapacitated. On a failed saving
throw, the creature is paralyzed. Paralyzed creatures
can make subsequent Saving Throws at the end of
each of their turns to resist the paralyzation. After
succeeding a Saving Throw against this effect, the
target creature is then unaffected by this effect for
the next 24 hours.
Unnatural Disaster. Any critical success (natural 20)
rolls for any ability checks, attack rolls, or saving
throws made within 30ft of the mothman must be
rerolled, the new roll must be used.

ACTIONS
Multiattack. The mothman makes three attacks: 2
melee attacks and one wing attack
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. hit: 11 (2d6 + 4) bludgeoning damage.
Wing Attack. The mothman beats his wings and
each creature within 10 feet of the mothman must
succeed on a DC 16 Dexterity Saving Throw or take
10(2d4 + 5) bludgeoning damage and be knocked
prone.

CHAPTER 6 | MONSTERS
101
Oil Ooze
Discovered by drillers looking for crude oil, the Oil Ooze is a
sizeable blob of gelatinous oil. The ooze was animated slowly
over time by evil, primal forces which stand opposed to
natural living beings. The Oil Ooze is inherently destructive
and instinctually seeks to destroy all living life forms it
encounters. The torches and lanterns that drillers and
explorers often carry with them tend to ignite Oil Oozes,
causing them to quickly burn-out but also harms those who
are near them.

Oil Ooze
Medium ooze, chaotic evil

Armor Class 9
Hit Points 144(17d8 + 68)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 19 (+4) 2 (-4) 6 (-2) 1 (-5)

Damage Resistance acid, cold, slashing


Damage Weaknesses fire
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60ft (blind beyond this radius),
passive perception 8
Languages none
Challenge 5 (1800 xp)

Amorphous. The oil ooze can move through a space


as narrow as 1 inch wide without squeezing.
Combustable. When this creature takes fire damage
from any souce the creature is lit ablaze and takes
2d10 fire damage at the end of each of its turns
until its hit points are drop to 0. While the creature
is on fire it does an additional 2d6 fire damage with
each of its attacks.
False Appearance. While the oil ooze remains
motionless, it is indistinguishable from an oily pool.

ACTIONS
Multiattack. The oil ooze makes two pseudopod
attacks
Pseudopod. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage.

CHAPTER 6 | MONSTERS
102
Rougaru Rougaru Shaman
Rougaru are wolf-people commonly mistaken for werewolves. Medium humanoid, any lawful alignment
They are as intelligent as any other humanoid but have
endured centuries of opression due to their beastly Armor Class 11
appearance and their inaccurate association with Hit Points 32 (5d8 + 10)
werewolves. It is most common to find a Rougaru living in Speed 35ft.
the wilderness with a pack or working as a servant, laborer,
or slave under a wealthy farmer or industrial tycoon. While
most people have been reproachfully accepting of Rougaru in STR DEX CON INT WIS CHA
society after learning of their non-relation to lycanthropy, 14 (+2) 13 (+1) 14 (+2) 10 (0) 16 (+3) 8 (-1)
some still think of them as beasts living amongst people and
actively hunters and gunmen to chase away, if not eliminate, Skills athletics +4, nature +2, perception +5
local Rougaru and Rougaru packs. Spare for mutinies of Senses darkvision 60ft., passive perception 15
indentured Rougaru servants, conflicts with Rougaru are Languages Common, Rougarais
often provoked by others. Challenge 2 (450 xp)

Rougaru Keen Smell. The rougaru shaman has advantage on


Wisdom (Perception) checks that rely on smell.
Medium humanoid, any lawful alignment
Spellcasting. The rougaru shaman is a 4th-level
Armor Class 11 Shaman. Its spellcasting ability is Wisdom (Spell
Hit Points 32 (5d8 + 10) Save DC 13, +5 to hit with spell attacks). It has the
Speed 35ft. following spells prepared:
Cantrips (at will): shocking grasp, shillelagh
2nd level (2 Slots): entangle, healing word,
STR DEX CON INT WIS CHA moonbeam
15 (+2) 13 (+1) 16 (+3) 10 (0) 12 (+1) 8 (-1)
ACTIONS
Skills athletics +4 Multiattack. The rougaru shaman makes two staff
Senses darkvision 60ft., passive perception 11 attacks.
Languages Common, Rougarais
Challenge 1/2 (100 xp) Staff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Keen Smell. The rougaru has advantage on Wisdom


(Perception) checks that rely on smell.

ACTIONS
Multiattack. The rougaru makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 2) slashing damage.

CHAPTER 6 | MONSTERS
103
Sasquatch Big Foot
These creatures exist somewhere between apes and Big Foot is a legendary sasquatch with stealth skills like no
humanoids. Sasquatches stand erect anywhere between 7 to other and his strength isn’t anything to disregard either.
8 feet tall, they’re covered in hair and live in the high There seems to be no clear evidence of his existence though
mountains. One will probably smell a sasquatch before he still has a sizable amount of believers. The Big Foot lives
they’re able to see one, as they’re reported to have a distinct high in the mountains, far from any kind of intelligent life.
and horrid smell. They’re not to be taken lightly, as they can
fling people with ease as well as sprint and climb in large
strides. Big Foot
Huge beast, unaligned

Sasquatch Armor Class 16(natural armor)


Hit Points 157(15d12 + 60)
Large beast, unaligned Speed 40ft., climb 40 ft.
Armor Class 12(natural armor)
Hit Points 51(6d10 + 18) STR DEX CON INT WIS CHA
Speed 40ft., climb 40 ft.
23 (+6) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 7 (-2)

STR DEX CON INT WIS CHA Skills athletics +9, perception +4, stealth +8
Senses darkvision 60ft., passive perception 14
18 (+4) 13 (+1) 16 (+3) 5 (-3) 12 (+1) 7 (-2)
Languages none
Challenge 7 (2900 xp)
Skills perception +3, stealth +3
Senses darkvision 60ft., passive perception 13 Forest Camouflage. Big Foot has advantage on
Languages none Dexterity (Stealth) checks made to hide in forest
Challenge 3 (700 xp) terrain.
Keen Smell. Big Foot has advantage on wisdom
Forest Camouflage. The sasquatch has advantage on (perception) checks that rely on smell.
Dexterity (Stealth) checks made to hide in forest Legendary Resistance (1/day). If Big Foot fails a
terrain. saving thow, it can choose to succeed instead.
Keen Smell. The sasquatch has advantage on
wisdom (perception) checks that rely on smell.
ACTIONS
ACTIONS Multiattack. Big Foot makes two fist or rock attacks
(dependant on rock availability).
Multiattack. The sasquatch makes two fist or rock
attacks (dependant on rock availability). Fist. Melee Weapon Attack: +9 to hit, reach 10ft.,
one target. Hit: 22 (3d10 + 6) bludgeoning
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., damage.
one target. Hit: 10 (1d12+4) bludgeoning damage.
Rock Ranged Weapon Attack: +9 to hit, range
Rock Ranged Weapon Attack +6 to hit, range 30/60ft., one target. Hit: 30 (7d6 + 6) bludgeoning
20/40 ft one hit. Hit: 14 (3d6+4) bludgeoning damage.
damage.
Nature Call. Big Foot has forged a connection with
the creatures that share his mountainous home
terrain. If big foot is in “mountain” terrain he can,
as an action, issue a war call which summons a
number of beasts equivalent to a CR of 3. For
example, Big Foot could summon three dire wolves
which add to CR 3 or six black bears which add to
CR 3. The beasts appear in the most logical location
available within 60ft of Big Foot.

CHAPTER 6 | MONSTERS
104
Scoloxidae Scoloxidae
Scoloxidae are pure black with armor plating all along the Medium aberration, chaotic evil
back and sides of its body. It has two long antennae that it
uses to examine things it doesn't believe are immediate Armor Class 18(natural armor)
threats. It's underbelly is covered in countless small legs with Hit Points 60(8d8 + 24)
two large trowel-like forelegs that it uses to quickly burrow its Speed 30ft., burrow 30ft.
way underground and two large paddle-like hind legs it uses
to shovel loose particles out of the tunnels that it digs. This
creature is always on the search for prey and when it finds STR DEX CON INT WIS CHA
some, will open its mouth which first appears as a slit on its 17 (+3) 13 (+1) 16 (+3) 5 (-3) 13 (+1) 10 (+0)
otherwise completely unmarked face and will then open into
a gash filled with large needle like teeth. It can then shoot it's Damage Resistances force
jaws several feet out of its mouth to catch and restrain any Senses blindsight 30ft., tremorsense 60ft., passive
escaping prey. If the scoloxidae ever feels threatened by a foe perception 11
or finds itself in a fight against multiple enemies it may Languages none
attempt to roll into a ball and perform a rolling tackle in order Challenge 2 (450 xp)
to gain some kind of advantage or flee more easily.
Void Sense. The scoloxidae can sense any creature
that also has Void Sense within 60ft of it and
knows the location of that creature. It can also can
communicate telepathically with them even if one
or both creatures are incapable of speech normally.

ACTIONS
Multiattack. The scoloxidae makes two attacks: one
bite attack and one claw attack
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage, and
the target is grappled (escape DC 13). Until this
grapple ends, the target is restrained, and the
scoloxidae can't bite another target.
Rolling Tackle. The scoloxidae rolls up into a ball and
then moves it's full speed in a straight line in a
direction of it's choice. Creatures in its path must
make a DC 13 Strength Saving Throw. On a failure,
the target is knocked prone and takes 13 (3d6+3)
bludgeoning damage. On a success, the target only
takes half as much damage and the scoloxidae is
stopped in front of the creature who succeeded on
the saving throw.

CHAPTER 6 | MONSTERS
105
Skunk Ape
Contrary to what the name implies, Skunk Apes are actually
of the mephitidae family (along with skunks) and not of the
primate family (which apes belong to). What evolution has
sacrificed with their agility and stealth, it has made up for
with size and strength. Their faces are badger-like and they
are shaped like fat kangaroos. Like skunks, their fur is long,
sleek, and mostly black with white stripes. Also like skunks,
Skunk Apes have a gland which releases a putrid, sour smell
which can be used in a variety of ways. The two most
common ways the stink is used are: to give themselves an
advantage in a fight, or to drive out smaller predators in order
to steal their food. Skunk Ape hides are considered exotic
because of their relative difficulty of harvesting and often
fetch a high price in order to be processed into fashionable
coats and rugs.

Skunk Ape
Large beast, unaligned

Armor Class 13
Hit Points 166 (15d10 + 83)
Speed 40 ft

STR DEX CON INT WIS CHA


22 (+6) 16 (+3) 20 (+5) 6 (-2) 10 (+0) 7 (-2)

Saving Throws str +9


Skills: athletics +9
Damage Immunities poison
Senses passive perception 10
Languages none
Challenge 9 (5000 xp)

ACTIONS
Multiattack. The skunk ape makes three attacks: one
bite attack and two claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. hit: 17 (2d12 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. hit: 19 (3d10 + 4) slashing damage.
Stink Spray. (2/Day) The Skunk Ape releases a
noxious gas which effects all creatures within a
20ft radius of the Skunk Ape. Effected creatures
must make a DC 17 Constitution Saving Throw. On
a failed save, effected creatures suffer 7d6 poison
damage and are poisoned for the next minute. On a
successful save, effected creatures suffer half
damage.

CHAPTER 6 | MONSTERS
106
Spring-Heeled Jack Spring-Heeled Jack
More of a legend than a man, Spring-heeled Jack is known for Medium fiend, neutral evil
his notorious slaughters in urban settings across the region.
He dresses in dress boots, tan formal pants, a black belt and Armor Class 18(natural armor)
a black coat that seems to stretch from fingertip to fingertip Hit Points 212(25d8 + 84)
and appears to be bound to Jack’s skin. He also has metallic Speed 40ft. (30ft. without longstrider)
claws that extend from his fingers and a cloak that makes
him resemble that of a bat. He is cited to possess
supernatural abilities, such as being able to leap over tall STR DEX CON INT WIS CHA
buildings and breathe fire. 24 (+7) 20 (+5) 18 (+4) 16 (+3) 16 (+3) 24 (+7)

Saving Throws dex +10, con 9, wis +8, cha +12


Skills: acrobatics +10, athletics +17, deception
+12, perception +8, stealth +10
Damage Resistances cold; bludgeoning, piercing,
and slashing from non magical weapons that
aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120ft., passive perception 18
Languages common, infernal
Challenge 16 (15000 xp)

Devil's Sight. Magical darkness doesn't impede


Spring-Heeled Jack’s darkvision.
Hellfire Forged. Spring-Heeled Jack’s weapon
attacks are magical and deal an extra 18 (4d8) fire
damage on a hit (included in the attacks).
Magic Resistance. Spring-Heeled Jack has advantage
on Saving Throws against spells and other magical
effects.
Innate Spellcasting. Spring-Heeled Jack's spellcasting
ability is Charisma (Spell Save DC 19). Spring-
Heeled Jack can innately cast the following spells,
requiring no material components:
At Will: disguise self, expeditious retreat, jump,
invisibility, longstrider
3 per day each: fireball, wall of fire

ACTIONS
Multiattack. Spring-Heeled Jack makes three claw
attacks or 3 revolver attacks.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 14 (2d6 + 7) slashing damage plus
18 (4d8) fire damage.
Revolver. Ranged Weapon Attack: +10 to hit, range
60/180ft, one target. Hit: 10(1d10 + 5) piercing
damage plus 18 (4d8) fire damage.
Fire Breath (recharge 5-6). Spring-Heeled Jack
exhales fire in a 10-foot cone. Each creature in that
area must make a DC 19 Dexterity Saving Throw,
taking 76 (17d8) fire damage on a failed save, or
half as much damage on a successful one.

CHAPTER 6 | MONSTERS
107
Sombreron
Sombrerons are showmen, or rather showthings, before
anything else. They find pleasure in gathering an audience
through any means possible. Often they will untie livestock or
kidnap individuals only to relish in the attention that it
garners. Sombrerons have an affinity for pretty people,
particularly people with long hair. They have an unhealthy
obsession with braiding hair and will braid the hair of any
horses, dogs, mules or people that they can.
Sombrerons have an obsessive personality. If they find
someone that they fancy, they will become infatuated with
them, stalking them until they get their attention. They will
sing and dance for their obsession and will sometimes charm
them into become part of their audience, permanently.
Sombrerons have skin that is so dark that looking at them
is as if staring into the void of deep space. Their face simply
consists of two large, round eyes with deep pupils and an
eerie grin that stretches across their face. They average a
height of around four-and-a-half feet. They wear an almost all
black wardrobe that consists of boot, pants, a flashy belt, a
formal button-up, gloves and a sombrero that is as wide as
they are tall.

Sombreron
Medium fey, chaotic neutral

Armor Class 15 (lightweight padded vest)


Hit Points 71(11d8 + 22)
Speed 30ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 14 (+2) 11 (+0) 9 (-1) 16 (+3)

Skills stealth +4, performance +7


Senses darkvision 60ft., passive perception 9
Languages none
Challenge 3 (700 xp)

Spellcasting. The sombreron is a 4th-level


spellcaster. Its spellcasting ability is Charisma (spell
save DC 13, +5 to hit with spell attacks). It has the
following bard spells prepared:
Cantrips (at will): friends, prestidigitation, vicious
mockery
1st level (4 slots): charm person, dissonant
whispers, sleep, speak with animals, thunderwave
2nd level (3 slots): knock, invisibility, shatter
Obsession (1/day) As a bonus action, the
sombreron can pick a target of their obsession.
That target has disadvantage on Saving Throws
made against spells that the sombreron casts until
the target finishes a long rest.

ACTIONS
Revolver. Ranged Weapon Attack: +5 to hit, range
60/180ft, one target. Hit: 7 (1d10 + 2) piercing
damage, or 6 (1d10 + 1)

CHAPTER 6 | MONSTERS
108
Thunderbird Alpha Thunderbird
Thunderbirds are large, eagle-esque birds with inherent Huge elemental, unaligned
elemental abilities. They roost high in mountains and are
closesly correlated with thunderstorms. Whether the birds Armor Class 16 (natural armor)
cause the storm or they are simply attracted to them is a Hit Points 137 (11d12 + 66)
mystery to most. In truth, it's a bit of both. Thunderbirds are Speed 15 ft., fly 50 ft.
rumored to have the ability to direct lighting in order to
capture prey. They have dark blue feathers which are
accented by a deep yellow beak and talons. They average a STR DEX CON INT WIS CHA
wingspan of 13 feet and are generally lean birds, making 14 (+2) 22 (+6) 20 (+5) 6 (-2) 14 (+2) 10 (+0)
them swift fliers.
Skills perception +6
Damage Resistances non-magical bludgeoning,
Thunderbird piercing, and slashing damage
Damage Immunities lightning, thunder
Large elemental, unaligned Senses darkvision 120ft., passive perception 16
Challenge 9 (5000 xp)
Armor Class 15 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 15 ft., fly 50 ft.
Liftoff. When the Alpha Tunderbird begins to fly
from the ground, all creatures within a 15ft radius
STR DEX CON INT WIS CHA of the Alpha Thunderbird must make a Strength
Saving Throw (DC 14). On a failed save, effected
12 (+1) 18 (+4) 17 (+3) 6 (-2) 14 (+2) 10 (+0) creatures suffer 4d8 force damage and are forced
prone. On a successful save, creatures suffer half
Skills perception +5 damage.
Damage Resistances non-magical bludgeoning,
piercing, and slashing damage
Damage Immunities lightning, thunder
ACTIONS
Senses darkvision 120ft., passive perception 15 Multiattack. The thunderbird makes three attacks: 2
Challenge 3 (700 xp) talon attacks and one bite attack

ACTIONS Talon. Melee Weapon Attack: +10 to hit, reach 5 ft.,


one target. hit: 18 (3d6 + 6) slashing damage.
Multiattack. The thunderbird makes three attacks: 2
talon attacks and one bite attack Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. hit: 21 (3d8 + 6) piercing damage.
Talon. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. hit: 8 (1d6 + 4) slashing damage. Thunder Cry. (Recharge 4-6) The thunderbird
bellows an eagle-like screech which causes the
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., effects of a 5th-level Call Lightning spell (DC 16).
one target. hit: 9 (1d8 + 4) piercing damage. The spell's effect lasts only for the turn in which it
Thunder Cry. (Recharge 5-6) The thunderbird was casted.
bellows an eagle-like screech which causes the
effects of a 3rd-level Call Lightning spell (DC 14).
The spell's effect lasts only for the turn in which it
was casted.

CHAPTER 6 | MONSTERS
109
Tremor Young Tremor
Amongst the creatures with the most varying sizes, Tremors Huge monstrosity, unaligned
resemble worms with a toothy opening at one end that they
use to feed. They travel underground and only surface to Armor Class 16(natural armor)
swallow prey. They can range from ten feet long to forty feet Hit Points 114(12d12 + 36)
long. Tremors mostly feast on livestock and wildlife and they Speed 30 ft., burrow 20ft.
tend to avoid settlements, as the packed ground hinders their
movements. There are folk tales of those that were
swallowed by a tremor that were able to battle their way up STR DEX CON INT WIS CHA
and out of the tremor’s digestive system. 20 (+5) 6 (-2) 17 (+3) 1 (-5) 6 (-2) 4 (-3)

Senses blindsight 30ft., tremorsense 60 ft., passive


Hatchling Tremor perception 8
Languages none
Large monstrosity, unaligned
Challenge 5 (1800 xp)
Armor Class 14(natural armor)
Hit Points 65(10d10 + 10) Tunneler. The tremor can burrow through solid rock
Speed speed 20ft., burrow 15ft. at half its burrow speed and leaves a
5·foot·diameter tunnel in its wake.

STR DEX CON INT WIS CHA ACTIONS


14 (+2) 5 (-3) 12 (+1) 1 (-5) 4 (-3) 4 (-3) Multiattack. The tremor makes two attacks: one
with its bite and one with its stinger.
Senses blindsight 30ft., tremorsense 60 ft.,passive
perception 7 Bite. Melee Weapon Attack: +9 to hit, reach 10ft.,
Languages none one target. Hit: 12 (3d4 + 5) piercing damage. If
Challenge 1 (200 xp) the target is a medium or smaller creature, it must
succeed on a DC 19 Dexterity saving throw or be
swallowed by the tremor. A swallowed creature is
ACTIONS blinded and restrained, it has total cover against
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., attacks and other effects outside the tremor, and it
one target. Hit: 6 (1d8+2) piercing damage. takes 10 (4d4) acid damage at the start of each of
the tremor's turns. If the tremor takes 15 damage
or more on a single turn from a creature inside it,
the worm must succeed on a DC 21 Constitution
Saving Throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space
within 10 feet of the tremor. If the tremor dies, a
swallowed creature is no longer restrained by it and
can escape from the corpse by using 20 feet of
movement, exiting prone.
Tail Stinger. Melee Weapon Attack: +9 to hit, reach
10ft., one creature. hit: 12 (2d6 + 5) piercing
damage, and the target must make a DC 15
Constitution Saving Throw, taking 21 (6d6) poison
damage on a failed save, or half as much damage on
a successful one.

CHAPTER 6 | MONSTERS
110
Adolescent Tremor Adult Tremor
Gargantuan monstrosity, unaligned Gargantuan monstrosity, unaligned

Armor Class 17(natural armor) Armor Class 18 (natural armor)


Hit Points 201(13d20 + 65) Hit Points 247(15d20 + 65)
Speed 40 ft., burrow 25ft. Speed 50 ft., burrow 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 7 (-2) 20 (+5) 1 (-5) 8 (-1) 4 (-4) 28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-4)

Saving Throws con +9, wis +3 Saving Throws con +11, wis +4
Senses truesight 120ft., passive perception 9 Damage Resistances lightning
Languages none Senses truesight 120ft., passive perception 9
Challenge 10 (5900 xp) Languages none
Challenge 14 (11500 xp)
Tunneler. The tremor can burrow through solid rock
at half its burrow speed and leaves a Tunneler. The tremor can burrow through solid rock
10·foot·diameter tunnel in its wake. at half its burrow speed and leaves a
15·foot·diameter tunnel in its wake.
ACTIONS
Multiattack. The tremor makes two attacks: one
ACTIONS
with its bite and one with its stinger. Multiattack. The tremor makes two attacks: one
with its bite and one with its stinger.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft.,
one target. Hit: 17 (3d6 + 7) piercing damage. If Bite. Melee Weapon Attack: +9 to hit, reach 10ft.,
the target is a Large or smaller creature, it must one target. Hit: 22 (3d8 + 9) piercing damage. If
succeed on a DC 17 Dexterity saving throw or be the target is a Huge or smaller creature, it must
swallowed by the tremor. A swallowed creature is succeed on a DC 19 Dexterity saving throw or be
blinded and restrained, it has total cover against swallowed by the tremor. A swallowed creature is
attacks and other effects outside the tremor, and it blinded and restrained, it has total cover against
takes 14 (4d6) acid damage at the start of each of attacks and other effects outside the tremor, and it
the tremor's turns. If the tremor takes 30 damage takes 21 (6d6) acid damage at the start of each of
or more on a single turn from a creature inside it, the tremor's turns. If the tremor takes 30 damage
the worm must succeed on a DC 21 Constitution or more on a single turn from a creature inside it,
Saving Throw at the end of that turn or regurgitate the worm must succeed on a DC 21 Constitution
all swallowed creatures, which fall prone in a space Saving Throw at the end of that turn or regurgitate
within 10 feet of the tremor. If the tremor dies, a all swallowed creatures, which fall prone in a space
swallowed creature is no longer restrained by it and within 10 feet of the tremor. If the tremor dies, a
can escape from the corpse by using 20 feet of swallowed creature is no longer restrained by it and
movement, exiting prone. can escape from the corpse by using 20 feet of
movement, exiting prone.
Tail Stinger. Melee Weapon Attack: +11 to hit, reach
10ft., one creature. Hit: 19 (3d6 + 7) piercing Tail Stinger. Melee Weapon Attack: +9 to hit, reach
damage, and the target must make a DC 17 10ft., one creature. Hit: 19 (3d6 + 9) piercing
Constitution Saving Throw, taking 31 (9d6) poison damage, and the target must make a DC 19
damage on a failed save, or half as much damage on Constitution Saving Throw, taking 42 (12d6)
a successful one. poison damage on a failed save, or half as much
damage on a successful one.
Acid Belch (recharge 5-6). The tremor belches acid
in a 15ft cone. Each creature in the cone must Acid Belch (recharge 5-6). The tremor belches acid
make a DC 14 Dexterity Saving Throw, taking 49 in a 20ft cone. Each creature in that cone must
(11d8) acid damage on a failed save, or half as make a DC 18 Dexterity Saving Throw, taking 54
much on a successful one. (12d8) acid damage on a failed save, or half as
much on a successful one.
Static Discharge (1/day). The tremor releases a
discharge of static electricity that it holds within its
body. Every creature within 20ft of the tremor must
succeed a DC 19 Dexterity Saving Throw, taking 44
(8d10) lightning damage, or half as much on a
successful one.

CHAPTER 6 | MONSTERS
111
Uktena The Uktena Hierarchy
Uktena are an ancient race of elementals with exceedingly The Uktena have a very strict caste system that they live by in
long life spans that channel power from planes of air and which each member of the tribe has a specific purpose. Upon
water. They love storms and are often associated with them, reaching maturity, Uktena will transform into a form that
sometimes being seen as harbingers of bad weather. They are allows them to fulfill their purpose well. While every Uktena
also known as 'horned serpents', though calling them that to is assigned a role from a yound age based upon their
their faces may draw their ire. They appear similiar to snakes personality and their apititudes, sometimes an Uktena finds
and all have horns though all of different varieties. Though, their role unpleasant or unfitting. While the caste system is
this is where the similiarities between all the different strict, it exists to provide structure, not to cause strife
Uktena stop. Each Uktena looks and behaves rather amongst tribe mates. For this reason, a Uktena can change
differently in order to fullfill their designated purpose. it's caste. To achieve a caste change the Uktena in question
These creatures left their original home plane in search of must work hard to prove that they will be a good fit in their
other enlightened races like themselves and to uplift other new prposed role and must continue to perform their current
less intelligent creatures. While travelling to other planes, role until their new role is approved. If a Uktena is unable to
they found very few races that they considered "enlightened" change caste due to lack of aptitude, they must remain in
and slowly lost hope in the other creatures that they found. their current role becasue it is believed that is what is best for
Eventually, they grew disillusioned with their original everyone. While most often times the Uktena in question will
purpose and abandoned it with many chosing to settle in the just accept this and continue to work their dertermined role,
planes they had come to and live solely amongst their tribes. some may work to get better so that they may one day be
The Uktena have chosen an isolated existence. The allowed to enter their perferred caste, but a rare few may
isolation keeps them far from other creatures that they find to rebel from the tribe and strike out in self-exile.
be destructive and dangerous. The foremost of these dangers Children are excluded from the caste system as they
are often humanoid races to which Uktena will go to great represent the future of the tribe and also because their role
lengths not to associate with. For this reason, the Uktena live has yet to be determined. They do not yet understand the
in remote locations such as islands or other tempermental ways of the world or even all the customs of the tribe. Due to
areas other creatures would not live in for fear of dangerous this, immature Uktena are raised by the entire tribe. It is the
storms and cold. Area such as these are similar to the original job of all tribe members to keep children safe and teach them
home of the Uktena. the things they need to know before they mature fully.
Due to their distaste for most other sentient creatures, the Immature Uktena are only distiguinshable from other regular
Uktena have become extremely teritorial. Those that do come snakes by the small brown curved horns that sit at the top of
near their homes are chased off swiftly with use of force. their heads and by their ability to speak in a small high
Many creatures don not take the hint quite how it was pitched voice that greatly constrasts the low pitched voices of
intended and will often attempt to fight back against mature Uktena.
whatever forces the Uktena have sent against them. This The metamorphisis of maturing Uktena into their new role
often results in further retaliation from the Uktenam, with is often seen as an important day in Uktena culture and is
larger forces being sent. In some dire cases where one of celebrated heavily. It is on such days of celebration that the
their own are injured or killed, the offender will be hunted Uktena will place aside their duties and instead hold a
down relentlessly and will be executed to provide celebration in the honor of the one reaching maturity and
retribitution for their deceased kin. The biggest sin one can receiving a role to help their fellow tribe members. These are
commit against the Uktena is to kill a child. This is because also days in which castes are set aside and Uktena mingle
children are considered helpless and the Uktena only have a freely without care. Though the castes are restrictive, no
new child in the tribe every 3 years. In most circumstances, Uktena would mistreat another without proper reason. Often
Uktena will refuse to kill a child from any sentient species times a higher caste is indictive of a higher self-worth and a
even in the most dire of situations due to the feeling that the metaphorical badge that signifies personal achievement, this
act is inherently evil. inflation of personality will sometimes cause the higher
The Uktena are devout worshippers of the mysterious castes to talk down to the lower ones.
Celestial Constrictor. Little is known about this being other Matruing Uktena have multiple forms that can assumed
than that the Uktena claim that it controls the flow of time upon metamorphisis. This depends on their specific
and that it holds the world together but it does so in way aptitudes. All Uktena forms are very different and most
which struggles and causes itself great pain, making the metamorphisis results are based on whatever function the
ultimate self-sacrifice. The Uktena are very secretive with maturing Uktena is most well built for. The one that initiates
their worship as they think others would misinterpret or the metamorphisis is the Coatlicue, the tribe's mother. At the
misunderstand the teachings and followings of the Celestial end of the celebration the Coatlicue begins the ritual that will
Constrictor. The Uktena believe that it would sacrilegious for bring about the metamophisis into what is the next part of
lesser beings to claim allegiance to and pray in honor of the maturing Uktena's life. While most Uktena will have a form
Celestial Constrictor. seen time and time again by it's tribe members, during times
of great need a unique form may be produced to exceptional
Uktena to assist the Coatlicue in leading their tribe towards
the ever changing future.

CHAPTER 6 | MONSTERS
112
Amaru
The Amaru are the hunters and trackers of the tribe, They Amaru
are often dispatched when there are signs of invaders along Large elemental, lawful neutral
with the Unktehi. These creatures are well versed in the
areas of nature, survival, and stealth and will use whatever Armor Class 16 (studded leather)
resources available to them to gain an advantage. Because Hit Points 110 (13d10 + 39)
the Amaru will do what is necessary for them to achieve Speed 40 ft., swim 50 ft.
victory over an opponent and maintain the safety of the tribe,
they have begun to use firearms to combat outsiders. Most STR DEX CON INT WIS CHA
Uktena shun firearms as they are seen as exceedingly
destructive and barbaric and because most Uktena perfer 17 (+3) 19 (+4) 17 (+3) 13 (+1) 18 (+4) 10 (+0)
traditonal weaponry. The Amaru however look past these
qualities and look at the advantages of a stronger weapon Saving Throws dex +7, con +6, wis +7,
which they can rely on, especially when they have to fight an Skills acrobatics +7, perception +7, stealth +7,
opponent on equal terms. The sounds the firearms make also survival +7
reminds them of the thunderclaps which many Amaru have Damage Resistances thunder; bludgeoning, piercing,
and slashing from nonmagical weapons
taking a liking to. Some Amaru have even been inspired to Damage Immunities cold, lightning
create guns that incoporates thunder into them. Senses blindsight 30ft., passive perception 17
Amaru have long, slender serpent bodies that are Languages primordial
suprisingly strong for how agile they are. The Amaru have Challenge 8 (3900 xp)
two sets of what appear to be long, stag-like horns made of a
quality similiar to bone. These horns, however, are acutally Amphibious. The amaru can breathe air and water.
extremely nimble limbs that allow them hold and manipulate Magic Resistance. The Amaru has advantage on
objects with extreme precision. At the same time, these horns saving throws against spells and other magical
are still as hard as bone, making them difficult to damage and effects.
not inducive of pain. The Amaru are outfitted with lightweight Poisoned Tipped Weapons Most of weapons in an
armor that allows them to maximize their dexterity and have amaru's arsenal are coated with a dangerous
scales that are typically dark green, brown, and black, which poison. When it hits an attack with a poisoned
allows them to blend into to natural enviroments. tipped weapon, the target must make a
Constitution Saving Throw (DC 16). On a failure the
attack deals an additional 11 (2d10) poison
damage to the target, half as much on a success.
Hypermobility the Amaru has advantage on all
ability checks against being disarmed. Additionally,
the Amaru does not have disadvantage when it
makes a ranged weapon attack within 5ft of it's
target.
Innate Spellcasting. The unktehi spellcasting ability
is Wisdom (spell save DC 15). The Amaru can
innately cast the following spells, requiring no
material components:
At will: Fog Cloud, Hunter's Mark
3/day each: Lightning Arrow
1/day each: Pass Without A Trace, Control Water

ACTIONS
Multiattack. The Amaru makes three attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 7 (1d6 + 4) slashing damage and
the target must make a Constitution Saving Throw
(DC 16). On a failure the target takes 11 (2d10)
poison damage, half as much on a success.
Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage and the target must make a Constitution
Saving Throw (DC 16). On a failure the target takes
11 (2d10) poison damage, half as much on a
success.
Revolver. Ranged Weapon Attack: +7 to hit, range
60/180 ft., one target. Hit: 9 (1d10 + 4)
bludgeoning damage plus 7(2d6) thunder damage.

CHAPTER 6 | MONSTERS
113
Apotma'Kin These Uktena are also unique in that their initial rejection
in long held beliefs often causes a crisis of faith, leading them
These Uktena are exiled from their tribe, though typically this to reject almost all, if not their entire ideology which was held
exile is self-imposed. Their doubts grow for one reason or dear in their old life. This sometimes results in a complete
another and they no longer feel like a part of their tribe. This solitude from all creatures with any that happen to stumble
divergence of thoughts and actions may come from some upon being subject to the whims of this Uktena which are as
kind of self-reflection but is often caused by speaking to ever-changing as the tides and the winds. Others seek to
another creature at length that is not an Uktena. This change enlightenment, learning from other creatures and helping
then manifests itself physically and causes a extreme change those that they find derserving. Creatures being helped by the
to the rebelling Uktena. Apotma'Kin may find this friendliness questionable or even
Apotma'Kin are physically the most unique of all of the alarming. Some of the most dangerous Apotma'Kin are those
Uktena. They are truly gargantuan serpents, larger than even who have rejected structure altogether and forfeited their
the Coatlicue in size and sprout two additional heads. These sentience, acting similiar to wild animals. These Apotma'Kins
heads appear to resemble a crow and a jaguar, though they will attempt to lure unwary creatures towards itself and will
are covered in the same bark blue scales that the rest of then drag them down into the depths that they generally
Apotma'Kin is covered in, except for the beak of the crow's reside in, with some choosing to chase and toy with its
head. Each head seems to have their own personality. The would-be prey before finally ending their suffering.
jaguar is typically quick to anger while the crow speaks in a The Apotma'Kin is often known to most for tales of its
low claming tone, attempting to give a sense of security to unpredictable nature and their preying of any within its grasp,
whomever it is speaking to. The Apotma'Kin's main head is including defenseless children. Many will warn you not to
that of a large snake with a large horn that grows out just listen to voices that seem to come from large bodies of water
above it's nostrils that curves slgihtly back towards itself and as it could easily be an Apotma'kin trying to lure towards it.
forks at the end, curving back in on itself. This head also Many also warn that even though it form appears monstrous,
having a mane of long red hair starting at the top of its head. many find its words to oddly agreeable and may venture
The belly of this serpent has pure white scales. towards it without thought of the threat that it might pose.
However, even the most well intentioned Apotma'Kin will
often pose a danger whether it means to or not due to its
fickle and erratic behavior.

Apotma'Kin Magic Resistance. The apotma'kin has advantage on


Gargantuan elemental, any chaotic alignment
saving throws against spells and other magical effects.
Armor Class 16 (natural armor) Three Heads. The apotma'kin has advantage on Wisdom
Hit Points 198 (12d20 + 72) (Perception) checks and saving throws against being
Speed 30 ft., swim 60 ft., fly 40 ft. blinded, charmed, deafened, frightened, stunned, and
knocked unconscious.

STR DEX CON INT WIS CHA ACTIONS


26 (+8) 14 (+2) 22 (+6) 16 (+3) 20 (+5) 20 (+5) Multiattack. The apotma'kin makes three attacks: one
with its bite, one with its horns, and one with its beak.
Saving Throws con +7, wis +5, cha +3 Beak. Melee Weapon Attack: +13 to hit, reach 15 ft.,
Skills: deception +10, intimidation +10, perception, one target. Hit: 26 (4d8 + 8) piercing damage.
+10, persuasion +10
Damage Resistances bludgeoning, piercing, and Bite. Melee Weapon Attack: +13 to hit, reach 20 ft.,
slashing from nonmagical weapons one target. Hit: 30 (4d10 + 8) piercing damage.
Damage Immunities cold, lightning, thunder Horns. Melee Weapon Attack: +13 to hit, reach 20 ft.,
Senses blindsight 30ft., passive perception 20 one target. Hit: 34 (4d12 + 8) bludgeoning damage.
Languages primordial
Challenge 16 (15000 xp) Freezing Breath (1/day). Cold Breath (Recharge 5-6). The
apotma'kin exhales a bitter blast of poison and ice
Amphibious. The apotma'kin can breathe air and water. from it's snake head in an 90-foot cone. Each creature
Innate Spellcasting. The apotma'kin's spellcasting ability in that area must make a DC 18 Constitution saving
is Wisdom (Spell Save DC 18). It can innately cast the throw, taking 27 (6d8) cold damage plus 27 (6d8)
following spells, requiring only verbal components: poison damage and being stunned until the end of
At will: Create and Destroy Water, Fog Cloud, Gust of their next turn on a failed save, or half as much damage
Wind, Call Lightning, Sleet Storm on a successful one.
3/day each: Cone of Cold, Ice Storm
1/day each: Chain Lightning, Tsunami, Wall of Ice

CHAPTER 6 | MONSTERS
114
Awanyu
The Awanyu are the elite soldier and guards for the Uktena Awanyu
and are only called to action in extreme circumstances or to Medium elemental, lawful neutral
times protect the most valued members of the tribe. These
creatures are stoic by nature and often only think of their Armor Class 18 (studded leather)
duty. Because of the role they play in the tribe, they must be Hit Points 127 (15d8 + 60)
ready at any moments notice to combat drastic threats to the Speed 30 ft., swim 60 ft.
tribe. For this reason, Awanyu don not socialize much outside
of interaction with other Awanyu. These interactions mainly STR DEX CON INT WIS CHA
consist of training as Awanyu seek to, at the very minimum,
maintain their current skill level and are always looking to 19 (+4) 22 (+6) 18 (+4) 16 (+3) 18 (+4) 17 (+3)
improve, gaining more tails in the process. Despite their
percieved aloofness, the Awanyu are actually quite pleasant Saving Throws dex +11, con +9, wis +10
to be around. When they are relaxedm they are often found Skills: insight +10, perception, +10
looking after the tribes children due to the importance Damage Resistances bludgeoning, piercing, and
Uktena children hold. slashing from nonmagical weapons
Damage Immunities cold, lightning, thunder
The Awanyu are suprisingly small compared to Unktehi, Senses blindsight 30ft., passive perception 12
which are other warrior caste. But the Awanyu are just as Languages primordial
strong as their Unktehi brethern, while also being incredibly Challenge 13 (10000 xp)
nimble and dexterous. The Awanyu wear studded leather
armor customized to their body type that allows them to Amphibious. The awanyu can breathe air and water.
maintain fully dexterity with shining gold, silver, and ivory Innate Spellcasting. The swanyu spellcasting ability is
colored scales that cover their body forming unique patterns. Wisdom (Spell Save DC 17). The awanyu can
The Awanyu have a crown of spiky, thorn-like horns covering innately cast the following spells, requiring no
the back of their heads with some of these horns being on material components:
their upper back as well. Where a normal serpent's tail would At will: Create and Destroy Water, Fly, Control
be, the awanyu instead has at least four tails that are often Water
swishing and flicking about. It has indepent control of each of 3/day each: Call Ligthning
these tails, they are prehensile and they wield scimitars in 1/day each: Cone of Cold
each tail during combat. Older and more acomplished Magic Resistance. The awanyu has advantage on
Awanyu often have more tails and will frequently grow them saving throws against spells and other magical
has they grow as a fighter, though no one has seen an Awanyu effects.
with more than nine, some Uktena legends tell of Awanyu Reactive Limbs. The awanyu can take a reaction for
every attack it can make in a combat.
with as many as twelve tails.
ACTIONS
Variant: Awanyu with additional tails Multiattack. The awanyu makes four attacks: two
Some Awanyu are considering elite even among with its scimitar and two with its shotsword.
their other noble brethern. The Coatlicue that leads
their tribe will acknowledge this and grant them Scimitar. Melee Weapon Attack: +11 to hit, reach
more tails for their exemplary preformance. For 10 ft., one target. Hit: 9 (1d6 + 6) slashing damage
every tail they are granted, they gain an additional plus 7(2d6) lightning damage.
scimitar attack for their multiattack and their
Shortsword. Melee Weapon Attack: +11 to hit,
Challenge Rating goes up by 1.
reach 10 ft., one target. Hit: 9 (1d6 + 6) slashing
damage plus 7(2d6) cold damage.

REACTIONS
Warding Strike. When a creatures declares an attack
against the awanyu, if it's within range the awanyu
can immediately make a melee attack against the
creature and if the attack roll is successful the
creature now has disadvantage on the declared
attack.

CHAPTER 6 | MONSTERS
115
Coatlicue
The Coatlicue is the leader as well as the mother of tribe. Coatlicue's Skirt of
There is only ever one Coatlicue in a tribe at once. She are in Snakes
charge of all of the important decisions in their tribe and has
direct authority over all Uktena of her tribe. Most Uktena Large swarm of medium beasts, unaligned
outsider her tribe will still heed her words. While most Armor Class 14
Uktena are androgynous and often don't bother with the Hit Points 78 (12d10 + 12)
concept of gender, the Coatlicue appears quite feminine. This Speed 0 ft.,
seems to partially correlate with her role as tribe mother. The
Coaticule is the only member of in an Uktena tribe capable of
producing offspring. Once every 3 years the Coatlicue STR DEX CON INT WIS CHA
produces a child Uktena without the assistance of any other 14 (+2) 18 (+4) 173 (+1) 2 (-4) 10 (+0) 3 (-4)
Uktena. This child is then raised by the entire tribe and, when
the time comes, the Coatlicue will initiate the ritual of Damage Resistances bludgeoning, piercing
metamorphisis and the child will become a fully mature Damage Vulnerabilities slashing
Uktena. Senses blindsight 10ft., passive perception 10
The Coatlicue is unique amongst Uktena as she is the most Languages none
humanoid of all Uktena. The Coatlicue is very large with her Challenge Included in the Coatlicues Challenge
body being over eight feet tall. Her upper half is of a Rating
humanoid women though still covered in scales from the
neck down. Her lower half is of a snake with her tail easily Amphibious. The skirt can breathe air and water.
measuring over nine feet long in most cases. Coatlicues often Live Clothing. The skirt of snakes is considered
appear beatiful with wild unkempt green and blue hair and clothing for the purposes of all spells and moves
have three serpent-like eyes. The third eye is located on her along with its wearer. The skirt of snakes can not
forehead just above her nose. She wears a skirt of living attack the wearer unless by magical effect.
snakes around her waist that seems to act as her pets. They Swarm. The skirt of snakes and another creatures
seem to have an affection for each other. On top of her head can occupy the same space. the skirt can not regain
is a set of long sinuous pointed horns. A Coatlicue's scales hit points or gain temporary hit points.
vary wildly in color depending on the individual Coatlicue,
though often they have many patches of brightly colored ACTIONS
scales ranging from deep royal blues and purples, to bright Multiattack. The skirt of snakes makes two bites
pinks and yellows, to vibrant and verdant greens of all attacks.
shades.
A Coatlicue cares deeply for all her tribe members and is Bites. Melee Weapon Attack: +7 to hit, reach 5 ft.,
deeply compassionate for all life. If she can, she will often try one creature. Hit: 18 (4d8) piercing damage, or 9
to allow tresspassers off with warnings and if she discovers a (2d8) piercing damage if the skirt has half of its hit
wounded creature she will often feel compelled to nurse it points or fewer. The target must make a DC 16
back to health. She will even take in an abandonned child of Constitution Saving Throw, taking 27 (6d8) poison
damage on a failed save, or half as much damage on
any race if she is the one to find it. If a creature proves to be a a successful one.
threat to her children, she will not hestitate to order it killed
and if one kills an Uktena, they are surely to be slain.
All Uktena have extremely long lifespans, some living up to
a milenia. The Coatlicue is usually the most long-lived among
the Uktena. When a Coatlicue feels her time may soon come
to an end, she will begin looking for a successor. She will
begin to groom them so that they are prepared for their new
role when the time comes. An unexpected death of a
Coatlicue is rare, as any Uktena will lay down their lives to
protect the Coatlicue of their tribe. Almost all Coatlicue have
the foresight to select a successor, there have been cases in
which a Coatlicue passes away without choosing a successor.
In these circumstances, the tribe will either merge with the
next closest tribe or the tribe will collectivley choose who
they think is most fit to take the role of temporary leader
during which the tribe can deliberate for a period of time over
which Uktena should become the next Coatlicue.

CHAPTER 6 | MONSTERS
116
Coatlicue Magic Weapons. The couaticule weapon attacks are
Huge elemental, lawful neutral
magical.
Armor Class 20 (natural armor)
Hit Points 241 (21d12 + 105) ACTIONS
Speed 40ft., swim 60ft,. fly 60ft. Multiattack. The coatlicue makes 3 attacks: one with its
bite and two with its longsword.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
25 (+7) 18 (+4) 21 (+5) 20 (+5) 26 (+8) 20 (+5) creature. Hit: 16 (2d8 + 7) piercing damage, and the
target must succeed on a DC 20 Constitution Saving
Throw or take 22 (4d10) cold damage and gain one
Saving Throws dex +11, con +12, int +12, wis +14 level of exhaustion, the creature takes half as a much
Skills: history +12, insight +20, perception, +14, damage on a success.
stealth +12
Damage Immunities cold lightning, thunder; Longsword. Melee Weapon Attack: +14 to hit, reach 10
bludgeoning, piercing, and slashing from non ft., one creature. Hit: 16 (2d8 + 7) slashing damage
magical weapons plus 13 (3d8) lightning damage.
Senses blindsight 30ft., truesight 120ft., passive
perception 24 LEGENDARY ACTIONS
Languages primordial The couatl can take 3 legendary actions, choosing from
Challenge 22 (41000 xp) the options below. Only one legendary action option
can be used at a time and only at the end of another
Amphibious. The coatlicue can breathe air and water. creature's turn. The couatl regains spent legendary
Innate Spellcasting. The couatlicue spellcasting ability is actions at the start of its turn.
Wisdom (Spell Save DC 22). It can innately cast the
following spells, requiring only verbal components: Keen Eye. The coatlicue makes a Wisdom (Perception)
At will: Create and Destroy Water, Fog Cloud, Gust of or a Wisdom (Insight) check.
Wind, Call Lightning, Lightning Bolt, Ice Storm Gore (costs 2 actions). The coatlicue attempts to gore a
3/day each: Cone of Cold, Chain Lightning, Wall of Ice target with it's horns. Melee Weapon Attack: +14 to
1/day each: Control Weather, Tsunami, Storm of hit, reach 15 ft., one creature. Hit: 40 (6d10 + 7)
Vengeance piercing damage.
Legendary Resistance (3/day). If the coatlicue fails a
Saving Throw, it can choose to succeed instead. Condensed Storm (costs 3 actions). The coatlicue sends
Living Skirt. The coatlicue has a skirt of living snakes an orb of condensed energy that contains all the
that takes its turns on the coaticule's turns. The skirt properties of a storm. Ranged Spell Attack: +15 to hit,
gives the coaticule half cover for the purposes of range 150 ft., one target. Hit: 22 (4d10) thunder
Armor Class and if an attack would hit the coaticule but damage. Whether you hit or miss, each ereature within
misses due to the cover bonus she recieves from her 30 feet of the original target must make a Dexterity
skirt, it instead hits the skirt and deals damage to it. Saving Throw (DC 22). Each of these creatures takes
The coaticule stops recieveing these benefits when the 18(4d8) lightning damage plus 18(4d8) bludgeoning
skirt's hit points are reduced to 0. damage on a failed save, or half as much damage on a
sueeessful one.

CHAPTER 6 | MONSTERS
117
Kuai The Kuai Frequently dress in dark robes bult to fit their
elongated snake like-bodies with an oversized hood made to
The Kaui are the most clever and intelligent amongst the fit over their large, curved and coiled ram-like horns that sit
Uktena and are often the force driving the culture forward. upon their head. Their robes are inlaid with crystals that they
They often attempt to bring about necessary changes to use as spellcasting focuses. The Kaui have no other limbs or
Uktena, who are generally very traditional and resist change additional tails to manipulate objects like most other Uktena.
as a culture. The Kuai often look to the objects left by Instead, they rely on the use of telekinesis and mage hand to
tresspassers on their lands in attempts to figure out how they preform these actions. The Kuai generally have some shade
work and if they can be incorporated into their culture. This of blue scales with either deep red or purple patterns along
was the case with spellcasting as they learned the study of their back that they kepp hidden using their robes. Only a
arcane magic from the magical artifacts, items, spell scrolls, Kuai's most trusted friends or loyal allies will know what a
and spellbooks that were either left and forgotten in the Kuai's back pattern look like.
places where they've made their home or taken from the
tresspasser they've encountered over the years. The newest
interest of the Kuai are the relatively new mechanical devices
that seem to be appearing more and more often, chief among
those being firearms. While they are unable to use them the
due their reliance on telekinesis and general lack of limbs,
they are more than happy to show the Amaru how properly
make and use them.

Kuai Motionless Casting. The kuai doesn't need to use


Medium elemental, lawful neutral
somatic components for casting spells.
Armor Class 14 (17 with Mage Armor) Spellcasting. The kuai is a 15th-level spellcaster. Its
Hit Points 84(13d8 + 26) spellcasting ability is Intelligence (Spell Save DC 18)
Speed 30 ft., swim 60 ft. +10 to hit with spell prepared). It has the following
magus spells known:
Cantrips (at will): Mage Hand, Poison Spray,
STR DEX CON INT WIS CHA Prestidigitation, Ray of Frost, Shocking Grasp
1st level (4 slots): Armor of A., Fog Cloud, Shield,
18 (+4) 13 (+1) 14 (+2) 22 (+6) 16 (+3) 13 (+1) Thunderwave
2nd level (3 slots): Gust of Wind, Misty Step, Shatter
Saving Throws dex +8, int +10, wis +7 3rd level (3 slots): Counterspell, Lightning Bolt, Sleet
Skills: arcana +14, investigation +10, Mechanics +10 Storm
Damage Resistances thunder; bludgeoning, piercing, 4th level (3 slots): Blight, Dimension Door, Ice Storm
and slashing from nonmagical weapons 5th level (2 slots): Cone of Cold, Contact Other Plane
Damage Immunities cold, lightning 6th level (1 slots): Wall of Ice
Senses blindsight 30ft., passive perception 13 7th level (1 slots): Prismatic Spray
Languages primordial 8th level (1 slots): Control Weather
Challenge 10 (5900 xp)
ACTIONS
Amphibious. The kuai can breathe air and water. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Magic Resistance. The kuai has advantage on saving target. Hit: 13 (2d8 + 4) piercing damage. Thundering
throws against spells and other magical effects. Innate Ram (Recharge 5-6). The kuai rams a creature with its
Spellcasting. The misi'ginebig spellcasting ability is horns dealing chanelling a concussive force of thunder
Wisdom (Spell Save DC 18). The misi'ginebig can for this vicious attack. melee weapon attack: +7 to hit,
innately cast the following spells, requiring no material reach 5 ft., one target. Hit: 11 (2d6+4) piercing
components: damage plus 17 (5d6). If the kuai successfully makes
At will: Create and Destroy Water, Control Water, Fog this attack the target must make a DC 16 Strength
Cloud, Saving Throw, on a failure the target is sent flying 40ft
1/day each: Chain Lightning, Wall of Ice, Plane Shift in a straight line.

CHAPTER 6 | MONSTERS
118
Misi'Ginebig The Misi'Ginebigs are the shamans and priests of the
Uktena. They are the healers and the ones who prefrom the
The Misi'Ginebig has a large powerful serpentine body bulk of spiritual duties for the tribe. They are considered to
dressed in the a cape that is a bright blue on the outside and be the wisest of the Uktena outside of the Coatlicue and often
dark blue on the inside. They wear very simple and sparse expense wisdom to other Uktena whether they were asked
clothing outside of that. Their scale colorations tend to be for it or not. When they are not preforming community
bright colors such as orange, red, blue and pink but only have service, they can often be found communing with nature.
two of the colors for their scales that alternates seperated by They will often go waterfalls to meditate within them or will
a black band everytime. The Misi'Ginebig also has arms that sit out in harsh storms allowing the rain and wind to beat on
it constructs from water that seems to follow its will exactly them while their horn draws lightning towards it like a
as if it were truly part of them. Misi'Ginebig have one large lighning rod. The Misi'Ginebig believe that subjecting
conical horn that grows out of their head that occasionally themselves to these harsh conditions will bring them closer
seems to crackle with electricity. spiritually to the Celestial Constrictor and will allow them to
understand the truths of the world as it does.

Mise'Ginebig Cantrips (at will): Druidcraft, Poison Spray, Thorn Whip


Large elemental, lawful neutral
1st-5th level (5 5th-level slots): Cure Wounds,
Armor Class 15 (natural armor) Commune with Nature, Call Lightning, Conjure
Hit Points 110 (13d10 + 39) Elemental, Dispel Magic, Greater Restoration, Gust of
Speed 30 ft., swim 60 ft. fly 50 ft. Wind, Ice Storm, Insect Plague, Lesser Restoration,
Moonbeam, Sleet Storm, Thunderwave

STR DEX CON INT WIS CHA ACTIONS


18 (+4) 17 (+3) 16 (+7) 11 (+0) 20 (+5) 13 (+1) Multiattack. The mise'ginebig makes two attacks: one
bite attack and one slam attack
Saving Throws dex +7, wis +9 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Skills: nature +8, perception, +9, survival +9 target. Hit: 11 (2d8 + 4) piercing damage and the
Damage Resistances bludgeoning, piercing, and target must make a DC 16 Constitution Saving Throw.
slashing from nonmagical weapons On a failure the target is paralyzed until the end of their
Damage Immunities cold, lightning, thunder next turn and they take 18 (4d8) lightning damage, on
Senses blindsight 30ft., passive perception 19 a success the target takes half damage.
Languages primordial
Challenge 11 (7200 xp) Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 4) bludgeoning damage plus 5
Amphibious. The misi'ginebig can breathe air and water. (1d10) cold damage.
Heart of the Storm. Any creature that starts it's turn Eye of the Storm (Recharge 6). The misi'ginebig releases
within 30 ft of the misi'ginebig must make a Dexterity a a blast of wind and thunder from it's horn. Any
Saving Throw (DC 15), on a failure they take creatures within 5ft of the misi'ginebig is unaffected.
18(4d8)lightning damage. Any other creatures within 30 ft Misi'Ginebig must
Innate Spellcasting. The misi'ginebig spellcasting ability make a Constitution Saving Throw (DC 16), creatures
is Wisdom (Spell Save DC 17). The misi'ginebig can take 23 (5d8) thunder damage and are deafened for 1
innately cast the following spells, requiring no material minute on a failure, half as much damage on a
components: successful save. Any creatures within 90ft of
At will: Create and Destroy Water, Control Water, Fog Misi'Ginebig must make a DC 16 Strength Saving
Cloud, Throw, creatures take 17 (5d6) bludgeoning damage
1/day each: Chain Lightning, Wall of Ice, Plane Shift and are knocked prone on a failure, half as much
Magic Resistance. The misi'ginebig has advantage on damage on a successful save.
saving throws against spells and other magical effects.
Spellcasting. The misi'ginebig is a 13th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 17),
+9 to hit with spell attacks). It regains its expended
spell slots when it finishes a short or long rest. It has
the following Shaman spells prepared:

CHAPTER 6 | MONSTERS
119
Pita'Skog
A Pita'Skog are the most common form a Uktena will take Pita'Skog
upon metamoprhisis. This is because they are the average Medium elemental, lawful neutral
tribe members that preform all the day to day functions
necessary for the tribe to function. The Pita'Skog often have Armor Class 15 (natural armor)
rather bland colorations of light browns and grays with Hit Points 45 (7d8 + 14)
occasionally spot and stripes of pale yellow or green mixed Speed 30 ft., swim 40 ft.
in. They have blunt ossicone like horns that sit at the back of
their heads. They also have a forked tail with one of it's tails STR DEX CON INT WIS CHA
being more agile and dextorous and is used for more fine
tasks with the other tail being more muscular that is used for 15 (+2) 17 (+3) 14 (+2) 11 (+0) 12 (+1) 10 (+0)
heavier lifting and more strenous physical activity.
Pita'Skogs are responsible for all the general functions and Damage Resistances thunder; bludgeoning, piercing,
the day to day work that needs to be done and are the and slashing from nonmagical weapons
cornerstone of the tribe. Some of these jobs may be menial in Damage Immunities cold, lightning
nature and may seem demeaning with Uktena complaining Senses blindsight 30ft., passive perception 11
Languages primordial
mildly occasionally but they still take pride in the work and Challenge 4 (1100 xp)
that keeps the tribe functioning properly. These creatures are
still quite fearsome adversaries compared to the average Amphibious. The pita'skog can breathe air and
member of most races but the Pita'Skog clearly weren't water.
designed for combat like many other Uktena and will only Magic Resistance. The pita'skog has advantage on
enter combat in extenuating circumstances as, not only are saving throws against spells and other magical
they not physically fit for harsh combat, they are also not effects.
menatlly prepared for it. Innate Spellcasting. The pita'skog spellcasting ability
is Wisdom (spell save DC 13). The pita'skog can
innately cast the following spells, requiring no
material components: *1/day each: Fog Cloud,
Thunderwave, Gust of Wind, Call Lightning

ACTIONS
Multiattack. The pita'skog makes two attacks: one
with its bite and one with its horns.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage plus 3
(1d6) cold damage.
Horns. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage.

CHAPTER 6 | MONSTERS
120
Unktehi
The Unktehi are the front line warriors of the Uktena and are Unktehi
sent as a response to most general threats and also function Large elemental, lawful neutral
as village guards for the tribe in their day to day work. These
Uktena, while not as skilled as many of their kin, seek to Armor Class 17 (half-plate)
prove themselves as a point of honor. While they do not have Hit Points 93 (11d10 + 33)
all the combat capabilites of other Uktena, they use mixtures Speed 30 ft., swim 40 ft.
of natural prowess, battle tactics, and the natural magic they
possess to combat threats. The Unktehi naturally work well STR DEX CON INT WIS CHA
as part of a group rather than as a singular entity and are part
of a unit of other Uktena they frequently train and work with. 19 (+4) 17 (+3) 17 (+3) 12 (+1) 14 (+2) 8 (-1)
Despite their proclivity to work as a group, Unktehi as a
whole tend lack social grace and understanding. They tend to Saving Throws dex +6, con +6
speak very little even to those they consider friends and will Skills Athletics +7
speak before thinking of the consequence and will often take Damage Resistances thunder; bludgeoning, piercing,
manners of speaking literally. and slashing from nonmagical weapons
Damage Immunities cold, lightning
The Unktehi have large muscular serpentine bodies and Senses blindsight 30ft., passive perception 12
wear heavy armor to protect them in combat because they Languages primordial
lack the natural armor and dexterity that many of their kin Challenge 7 (2900 xp)
have. There scales tend to be bright warm colors such as
bright scarlets or firery reds with dark blue and purple Amphibious. The unktehi can breathe air and water.
blotches all along their bodies. Unktehi have 3 tails and use Innate Spellcasting. The unktehi spellcasting ability
their right and left tails to wields two scimitars, which are the is Wisdom (spell save DC 14). The unktehi can
traditional weaponry of the Uktena. The Unktehi's horns innately cast the following spells, requiring no
consist of a large stout one that is rather sharp and powerful material components:
and another one that sits right above their nose. They often 3/day each: Fog Cloud, Thunderwave, Gust of Wind
use these horn to devestating effect, viciously charging at 1/day each: Call Lightning, Lightning Bolt, Ice
enemies of the tribem uprooting their enemies from where Storm
they once stood pushing them back along with the charging Magic Resistance. The unktehi has advantage on
Unktehi. saving throws against spells and other magical
effects.
Pack Tactics. The unktehi has advantage on an
attack roll against a creature if at least one of the
unktehi's allies is within 5 feet of the creature and
the ally isn't incapacitated.

ACTIONS
Multiattack. The unktehi makes three scimitar
attacks
Scimitar. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) slashing damage
plus 3(1d6) lightning damage.
Viscious Charge (Recharge 4-6). The Unktehi charges
at an enemy makes a melee weapon attack: +7 to
hit, reach 5 ft., one target. Hit: 17 (2d12+4)
piercing damage. If the unktehi successfully makes
this attack the target must make a DC 15 Strength
Saving Throw, on a failure they pushed back in a
straight line equal to the unktehi's movement, the
unktehi takes no attacks of oppurtunites while
moving in this way. The unktehi deals an additional
3(1d6) piercing for every 5ft of movement they
move while charging. after using it's vicious charge
the unktehi may make a scimitar attack using it's
bonus action.

CHAPTER 6 | MONSTERS
121
Void Ooze
While this creature appears to be an ooze of some kind, in
truth it is a being made of many smaller creatures that
cooperate together perfectly to survive the harshness of the
void. They invade other worlds, often out-pacing the common
predators of other planes. Each creature that makes up these
oozes is as small as a particle of sand. They use this
advantage to sneak into small places other creatures could
not fit in order to chase down fleeing prey or escape from
something that might pose a danger to it. Every part of the
void ooze moves so perfectly in sync that they can actually
contort and manipulate their bodies at will and in very quick
motions to help lessen the effects of an attacks made against.
The void ooze appears as a viscous and black shimmering
liquid as it moves fluidly and often slowly across a surface. If
it intends to move quickly it will fly through the air, often
moving in the shape of a perfect sphere until it comes into
contact with something.

Void Ooze
Small aberration, chaotic evil

Armor Class 13(natural armor)


Hit Points 18(4d6 + 4)
Speed 15ft., climbing 15ft., flying 30ft

STR DEX CON INT WIS CHA


5 (-3) 16 (+3) 13 (+1) 5 (-3) 11 (+0) 13 (+1)

Damage Resistances force


Senses blindsight 60ft., passive perception 10
Languages none
Challenge 1 (200 xp)

Amorphous. The void ooze can move through


spaces as narrow as 1 inch wide without squeezing.
Particulate Being. When an attacker the void ooze
can see hits it with an attack, the void ooze can use
it's reaction to halve the attacks damage against it.
Void Sense. The void ooze can sense any creature
that also has Void Sense within 60ft of it and
knows the location of that creature. It can also can
communicate telepathically with them even if one
or both creatures are incapable of speech normally.

ACTIONS
Pseudopod. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage.
Suffocate. Melee Weapon Attack: +5 to hit, range
5ft, one medium or smaller creature. Hit: The
creature is grappled (escape DC 11). Until the
grapple ends , the target is restrained and at risk of
suffocating, and the void ooze can't suffocate
another target. In addition , at the start of each of
the target's turns, the target takes 6 (1d6 + 3)
bludgeoning damage.

CHAPTER 6 | MONSTERS
122
Wendigo Wendigo
Wendigo are rumored to be creatures that are spawned from Large undead, chaotic evil
cannibalistic demons possessing and completely merging
with the bodies of vulnerable outlanders. This transformation Armor Class 15(natural armor)
makes the new creature formed, the Wendigo, exist in a state Hit Points 95(10d10 + 40)
of not quite being fully alive but it’s body also being unable Speed speed 30ft. climbing 30ft.
rest until it’s unending hunger is finally sated. They are
skinny, boney creatures that are humanoid, but have the head
of a deer’s skull. Wendigos feast exclusively on the flesh of STR DEX CON INT WIS CHA
intelligent humanoids. They live in mountainous and forested 16 (+3) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 12 (+1)
regions and possess a supernatural essence. Parents often
use the legend of wendigos to scare their children into doing Skillsstealth +6
their chores and cleaning their teeth. Damage Resistances necrotic; bludgeoning,
piercing, and slashing from non magical attacks
not made with silvered weapons
Damage Immunities cold
Senses darkvision 120ft., passive perception 13
Languages can understand it knew before
transformation
Challenge 6 (2300 xp)

Chilling Presence. The wendigo emits a freezing


aura. Creatures who begin their turn within 5ft of
the wendigo suffer 7 (2d6) cold damage.
Regeneration. The wendigo regains 10 hit points at
the start of its turn if it has at least 1 hit point. If
the wendigo takes radiant damage or damage from
holy water, this trait doesn't function at the start of
the wendigo's next turn.

ACTIONS
Multiattack. The wendigo makes two claw attacks.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 7 (1d8 + 3) slashing damage and
3 (1d6) cold damage. Instead of dealing damage,
the wendigo can grapple the target (escape DC 13).
Feast. If the wendigo is grappling a creature, it can
choose to bite into the creature. Melee Weapon
Attack: +6 to hit, reach 5 ft., one creature. Hit: 8
(1d10+3) piercing damage 13 (3d8) necrotic
damage. If the attack succeeds the wendigo can
use its regeneration trait immediately regardless of
whether or not it was rendered nonfunctional. The
creature must then make a Wisdom Saving Throw
(save DC 13), on a failed save the creature is
frightened of the wendigo until the end of their
next turn.

CHAPTER 6 | MONSTERS
123
Wereant
Essentially giant ants, Wereants function much in the same Fire Wereant
as regular ants. They scavenge what they can and live to Medium beast, unaligned
serve their queen ant, though their caverns are easily Armor Class 13(natural armor)
passable by humans. They have a prey-predator relationship Hit Points 13(3d8)
with tremors, wereants eat the smaller tremors and larger Speed 30ft., burrow 15ft.
tremors eat the wereants. Conflict between tremors and
wereants is common as they share the same living
environment. STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 11 (+0) 1 (-5) 9 (-1) 3 (-4)

Wereant Skills stealth +4


Damage Resistances fire
Medium beast, unaligned
Senses blindsight 30ft., passive perception 9
Armor Class 13(natural armor) Languages none
Hit Points 13(3d8) Challenge 1/8 (25 xp)
Speed 30ft., burrow 15ft.
ACTIONS
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (2d4 + 1) bludgeoning damage
15 (+2) 13 (+1) 11 (+0) 1 (-5) 9 (-1) 3 (-4) and 3 (1d6) fire damage, and the target is grappled
(escape DC 11). The wereant has two pincers
Skills stealth +4 which can grapple only one target.
Senses blindsight 30ft., passive perception 9
Languages none
Challenge 1/8 (25 xp)

ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (2d4 + 1) piercing damage, and
the target is grappled (escape DC 11). The wereant
has two pincers which can grapple only one target.

CHAPTER 6 | MONSTERS
124
Legal Text - Homebrewry
MIT License
Copyright (c) 2016 Scott Tolksdorf
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated
documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to
whom the Software is furnished to do so, subject to the
following conditions:
The above copyright notice and this permission notice shall
be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT
WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT
SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.

LEGALTEXT
125
4. Grant and Consideration: In consideration for agreeing to
Legal Text - Open Game use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the
License exact terms of this License to Use, the Open Game
OPEN GAME LICENSE Version 1.0a The following text is Content.
the property of Wizards of the Coast, Inc. and is Copyright 5. Representation of Authority to Contribute: If You are
2000 Wizards of the Coast, Inc ("Wizards"). All Rights contributing original material as Open Game Content, You
Reserved. represent that Your Contributions are Your original
1. Definitions: (a)"Contributors" means the copyright and/or creation and/or You have sufficient rights to grant the
trademark owners who have contributed Open Game rights conveyed by this License.
Content; (b)"Derivative Material" means copyrighted 6. Notice of License Copyright: You must update the
material including derivative works and translations COPYRIGHT NOTICE portion of this License to include
(including Into other computer languages), potation, the exact text of the COPYRIGHT NOTICE of any Open
modification, correction, addition, extension, upgrade, Game Content You are copying, modifying or distributing,
improvement, compilation, abridgment or other form in and You must add the title, the copyright date, and the
which an existing work may be recast, transformed or copyright holder's name to the COPYRIGHT NOTICE of
adapted; (c) "Distribute" means to reproduce, license, any original Open Game Content you Distribute.
rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)"Open Game Content" means the 7. Use of Product Identity: You agree not to Use any Product
game mechanic and includes the methods, procedures, Identity, including as an indication as to compatibility,
processes and routines to the extent such content does except as expressly licensed in another, independent
not embody the Product Identity and is an enhancement Agreement with the owner of each element of that
over the prior art and any additional content clearly Product Identity. You agree not to indicate compatibility or
identified as Open Game Content by the Contributor, and co-adaptability with any Trademark or Registered
means any work covered by this License, including Trademark in conjunction with a work containing Open
translations and derivative works under copyright law, but Game Content except as expressly licensed in another,
specifically excludes Product Identity. (e) "Product independent Agreement with the owner of such
Identity" means product and product line names, logos Trademark or Registered Trademark. The use of any
and identifying marks including trade dress; artifacts; Product Identity in Open Game Content does not
creatures characters; stories, storylines, plots, thematic constitute a challenge to the ownership of that Product
elements, dialogue, incidents, language, artwork, symbols, Identity. The owner of any Product Identity used in Open
designs, depictions, likenesses, formats, poses, concepts, Game Content shall retain all rights, title and interest in
themes and graphic, photographic and other visual or and to that Product Identity.
audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams, 8. Identification: If you distribute Open Game Content You
personas, likenesses and special abilities; places, must clearly indicate which portions of the work that you
locations, environments, creatures, equipment, magical or are distributing are Open Game Content.
supernatural abilities or effects, logos, symbols, or graphic 9. Updating the License: Wizards or its designated Agents
designs; and any other trademark or registered trademark may publish updated versions of this License. You may
clearly identified as Product identity by the owner of the use any authorized version of this License to copy, modify
Product Identity, and which specifically excludes the Open and distribute any Open Game Content originally
Game Content; (f) "Trademark" means the logos, names, distributed under any version of this License.
mark, sign, motto, designs that are used by a Contributor
to identify itself or its products or the associated products 10. Copy of this License: You MUST include a copy of this
contributed to the Open Game License by the Contributor License with every copy of the Open Game Content You
(g) "Use", "Used" or "Using" means to use, Distribute, Distribute.
copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) "You" or 11. Use of Contributor Credits: You may not market or
"Your" means the licensee in terms of this agreement. advertise the Open Game Content using the name of any
Contributor unless You have written permission from the
2. The License: This License applies to any Open Game Contributor to do so.
Content that contains a notice indicating that the Open 12. Inability to Comply: If it is impossible for You to comply
Game Content may only be Used under and in terms of with any of the terms of this License with respect to some
this License. You must affix such a notice to any Open or all of the Open Game Content due to statute, judicial
Game Content that you Use. No terms may be added to or order, or governmental regulation then You may not Use
subtracted from this License except as described by the any Open Game Material so affected.
License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this 13. Termination: This License will terminate automatically if
License. You fail to comply with all terms herein and fail to cure
3. Offer and Acceptance: By Using the Open Game Content such breach within 30 days of becoming aware of the
You indicate Your acceptance of the terms of this License. breach. All sublicenses shall survive the termination of
this License.
LEGALTEXT
126
14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a
Copyright 2000, Wizards of the Coast, Inc. System
Reference Document 5.0 Copyright 2016, Wizards of the
Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
Steve Townshend, based on original material by E. Gary
Gygax and Dave Arneson.
END OF LICENSE

LEGALTEXT
127

You might also like